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		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11093</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11093"/>
				<updated>2020-06-12T02:36:03Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* AGM-65G Maverick Infrared guided missile */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|client=ca-pub-6997190595986605&lt;br /&gt;
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|width = 728px&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of:&lt;br /&gt;
*A steerable nose gear&lt;br /&gt;
*A main gear with twin wheels in tandem with the nose gear like a U-2 spyplane. These are the only wheels that can brake and each contains wheel contains a braking element&lt;br /&gt;
*two single wheel wing gears. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
&lt;br /&gt;
===Nose Wheel Steering (NWS)===&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that may respond to rudder pedal inputs to directional control for ground operations with three modes. Rudder inputs are not proportional to the full nose wheel range. Instead, the gain depends on which mode is activated and full rudder deflection corresponds to the full range allowed in that mode.&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. &lt;br /&gt;
&lt;br /&gt;
Next to the slideslip ball are indications for the current steering mode.&lt;br /&gt;
*'''CAST''':  Caster mode. Nose wheel does not respond to rudder input and is free to rotate up to 179° such as due to yawing with rudder authority at the higher speeds of takeoff or landing. Activated with Anti-skid set to ON.&lt;br /&gt;
*'''NWS:''' Lo gain steering. The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*'''NWS HI''': Hi gain steering. The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is automatically depressed down to LO GAIN if NWS is still required at all.&lt;br /&gt;
&lt;br /&gt;
Whenever the nose wheel is within 3° of neutral, a C will appear inside the slideslip ball to indicate that it is close to center. This is an important reminder because with anti-skid on, releasing the NWS button will revert NWS to CAST. If rudder inputs were not centered before, the NWS will seem stuck at low ground speeds and the aircraft will continue turning. This isn't noticeable at high speed, because rudder authority would allows the pilot to center the nosewheel.&lt;br /&gt;
&lt;br /&gt;
A 4th mode relates to overriding inputs and having the nose wheel properly rotated for landing gear extension and retraction.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid===&lt;br /&gt;
Anti-skid is analogous to the anti-lock braking systems on vehicles. The anti-skid system also inhibits nose wheel steering, with the NWS button acting as an override to bump it to the next level of maneuverability. &lt;br /&gt;
&lt;br /&gt;
Use Anti-skid for going in a straight line (such as takeoffs and landings), and NWS for maneuvering (such as taxiing and parking).&lt;br /&gt;
&lt;br /&gt;
====High Speed Handling====&lt;br /&gt;
Turning on Anti-skid trades off maneuverability for stability and increased braking performance. Nose wheel steering is disabled and is set to caster. This is desirable at highspeeds during takeoff and landing so that the nose wheel follows the aircraft yawing in response to rudder inputs. NWS being enabled would contribute to much to yaw inputs and tip the plane over especially at above 20kts.&lt;br /&gt;
&lt;br /&gt;
====Low Speed Handling====&lt;br /&gt;
Turning off anti-skid increases ground handling maneuverability. NWS is no longer inhibited, and the NWS button bumps it up to hi-gain. Brakes are more responsive at the cost of locking the wheels with hard applications. When maneuvering on tight spaces like a carrier deck, you don't want anti-skid to modulate brake application and add a lag that could send you over the edge.&lt;br /&gt;
&lt;br /&gt;
===Lift Improvement Devices (LIDs)===&lt;br /&gt;
When hovering close to the ground the jets from the nozzles hit the ground, merge, and rebound into a fountain that hits the belly of the aircraft. Lift improvement devices form a skirt like a hovercraft to capture this cushion. The devices also help prevent hot air ingestion. The strakes or gunpods are fixed LIDs. There is a front LID fence behind the nose gear that deploys with the landing gear. This can be overriden with the switch on the left behind the pilot to reduce conventional takeoff drag.&lt;br /&gt;
&lt;br /&gt;
The speed brake also deploys with the landing gear, but neither NATOPS nor the Tactical Manual state that this counts as a LID fence, and the override switch doesn't retract this on the ground.&lt;br /&gt;
&lt;br /&gt;
Overall, the plane will be able to hover 1,200lbs heavier, and this effect is modeled in DCS. Retracting the landing gear too early during a vertical take off retracts the fence and the plane starts falling, needing an increase in thrust to maintain altitude. If more thrust isn't available, the landing gear and LIDs may not extend in time to correct this behavior.&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
===Inertial Navigation===&lt;br /&gt;
An inertial navigation system (INS) lets the plane know its location and orientation in without an outside reference. Maybe there's no GPS or NAVAIDS due to terrain features or enemy jamming. Even if those are available, and INS isn't the pilot's primary navigation tool, it is the primary reference for data that goes into weapons employment.&lt;br /&gt;
&lt;br /&gt;
The INS is aligned and the plane takes off with a good idea of where it is. Errors accumulate and the INS develops drift so an outside reference is eventually needed. A pilot can perform a fix where they tells the INS &amp;quot;we are here&amp;quot; which is hopefully better than where INS thinks they are. A flight plan may involve obvious landmarks along the way to give the pilot a chance to fix the INS so drift stays within an acceptable range.&lt;br /&gt;
&lt;br /&gt;
There are outside references that happen more frequently, automatically and with better quality than depending on a human. The Miniaturized Airborne GPS Receiver is used to keep updating the INS. This is analagous to the AJS-37 Viggen using TERNAV to update the INS. &lt;br /&gt;
&lt;br /&gt;
Radio-navigation is available as TACAN or AWLS which in DCS borrows existing ILS functionality at airports. &lt;br /&gt;
&lt;br /&gt;
===Alignment===&lt;br /&gt;
There is a Special Option to have the AV-8B pre-aligned.&lt;br /&gt;
Alignment takes around 3 minutes to complete.&lt;br /&gt;
&lt;br /&gt;
===Electronic Horizontal Situational Display (EHSD)===&lt;br /&gt;
Once the is INS aligned and GPS is updating it in the background, the pilot navigates by interacting with the EHSD.&lt;br /&gt;
&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the EHSD with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS. This is the same system that manages the moving map graphics and charts.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
====Simulation and Modeling====&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Automatic Target Handoff System (ATHS)==&lt;br /&gt;
&lt;br /&gt;
The automatic target handoff system is a datalink with close air support communications across branches in mind. While you could communicate over the radio and copy information and punch it into the UFC, everything can potentially be sent over ATHS system so that the 9-line and briefings or free text are displayed onto the CAS MPCD page. Loadout information could also be shared so ground forces knows what's available on station for tasking. Different military branches have different protocols. Briefings may also be anti air missions. Imagine the radio texts captions for the radio messages for AWACS or JTAC appearing on the MPCD.&lt;br /&gt;
&lt;br /&gt;
In DCS, rather than work with Combined Arms or some core JTAC functionality, ATHS is more of a way to list and manage target coordinates for employing JDAMs. You have targets already in mind rather than waiting for a controller to hand one to you. F10 markpoints can be imported to populate the CAS page. Pressing the binding for &amp;quot;Map Markpoint Update&amp;quot; will check the F10 map for targetpoints labeled T00 and up. Each one would get a CAS briefing populated with relevant information and automatically be assigned a target point. T00 may need to be assigned to a dummy target as a placeholder workaround for a bug, but T01 and up on the F10 map should correspond to T1 on the EHSD. Other AV-8B player's markpoints will be imported so check F10 and clear unused points so they do not override yours.&lt;br /&gt;
&lt;br /&gt;
A work in progress feature is being able to create a CAS briefing manually where the pilot populates the fields with the UFC using information displayed on the TPOD. Latitude and longitude inputs are currently not in a precise enough format for JDAM employment.&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
DCS has a simplified simulation of contrast lock similar to the Shkval. The DMT snaps to units that are alive to simulate a contrast lock. The DMT uses the INS to remember the general area it was looking at when gimbal lock. With rough flying, it will ground stabilize once within gimbal limits again, but it may not be exactly the same spot it used to be.&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==GAU-12/U 25mm==&lt;br /&gt;
The GAU-12 is mounted as a 2 part gunpod mounted on the belly of the AV-8B. One pylon has the gun (pilot's right side), and the other pylon contains the ammunition. A conveyor system connects the two to feed ammunition and return the spent casings. The design of the pods also allows it to replace the LID strakes and preserve their aerodynamic purpose. This also leaves the center hardpoint available for the TPOD or DECM.&lt;br /&gt;
&lt;br /&gt;
An unsimulated behavior relates to the gun being driven by a minimum of 60 psi of bleed air. This means that one may not be able to put the throttle in idle in a steep dive. In general, the engine has to idle higher at lower altitudes to fight the denser air to drive the gun.&lt;br /&gt;
&lt;br /&gt;
On 24th FEB 2020, RAZBAM changed the module to simulate PGU-32/U SAPHEI-T 25 mm rounds. Presumably, it was previously PGU-20 API which was able to damage medium armored targets like the M-60 Patton or T-55 units in DCS. Now you can damage only up to lightly armored targets like a BTR or Shilka.&lt;br /&gt;
&lt;br /&gt;
There are armor piercing incindiary, high explosive incindiary, and target practice ammunition types that all have the same ballistics. So implementing a theoretical combat mix in the AV-8B wouldn't need a change in the reticle, compared to the A-10C showing two impact points for its combat mix.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Ground===&lt;br /&gt;
&lt;br /&gt;
Similar CCIP symbology to rockets.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Air===&lt;br /&gt;
The HUD displays a cross (+) indicating the gun's boresight. The cage/uncage button cycles between two different reticle sizes. The numbers are pulled from Tactical Manual Volume I:&lt;br /&gt;
*The long range reticle for 2,400 ft has a 12.5 mil diameter circle with wings 5.5 mil wide on eachside.&lt;br /&gt;
*The close range reticle for 1,200 ft has a 22.5 mil diameter circle with wings of 12 mil wide on each side.&lt;br /&gt;
&lt;br /&gt;
Say that 1 mil is what 1 unit at 1000 units looks like or in this case what 1ft at 1000ft looks like. Size of the object at that range is mil*(range/1000).&lt;br /&gt;
&lt;br /&gt;
*The long range reticle at 2,400 ft looks like a 30 ft diameter circle with 13.2 ft wings on each side. 56.4 ft wide total.&lt;br /&gt;
*The short range reticle at 1200 ft looks like a 30.6 ft diameter circle with 12 ft wings on each side. 54.6 ft wide total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a lot of A2A aircraft, the wingspan is as wide as the circle or a combination of one wing and the circle (o vs -o). A lot of the A2G aircraft you'd run into match the full reticle (-o-).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Which parts of the reticle to reference&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Wingspan (ft)&lt;br /&gt;
! Reticle Match&lt;br /&gt;
|-&lt;br /&gt;
! F/A-18&lt;br /&gt;
| 45' || -o&lt;br /&gt;
|-&lt;br /&gt;
! Su-25T&lt;br /&gt;
| 47' || -o&lt;br /&gt;
|-&lt;br /&gt;
! A-10C&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! Su-24 (swept forward)&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! AV-8B&lt;br /&gt;
| 22' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mig-21&lt;br /&gt;
| 23' || o&lt;br /&gt;
|-&lt;br /&gt;
! F5-E&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mi-26 (height)&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! C-101&lt;br /&gt;
| 35' || o&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In DCS, a line extends from the reticle and gets longer as the aircraft maneuvers and pulls more G. In the tac manual, the line is the bullet's flight path up to 4,800ft. This line dissapears when ownship is flying steady. So either bullet drop up to 4,800ft is negligible, or this is just a dimensionless gun snake visual aid to help one slice through a target.&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
===Bomb Overview===&lt;br /&gt;
Due to the modular nature of the Mk.80 series bombs, there are many variants. The total weight of the bomb changes with modifications making the generic name of &amp;quot;___ pound bomb&amp;quot; no longer accurate. However, once you get familiar with the series, the intention of this chart is to pick the amount of bang you want and decide on how you want it delivered on target.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! Size (lb)&lt;br /&gt;
! Mk.&lt;br /&gt;
! HD (Snakeyes)&lt;br /&gt;
! HD (AIR)&lt;br /&gt;
! GBU (Laser/Paveway)&lt;br /&gt;
! GBU (GPS/JDAM)&lt;br /&gt;
! GBU (LJDAM)&lt;br /&gt;
|-&lt;br /&gt;
! 250&lt;br /&gt;
| 81 || SE || - || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
! 500&lt;br /&gt;
| 82 || SE || AIR || 12 || 38 || 54**&lt;br /&gt;
|-&lt;br /&gt;
! 1000&lt;br /&gt;
| 83 || - || - || 16 || 32 || - &lt;br /&gt;
|-&lt;br /&gt;
! 2000*&lt;br /&gt;
| 84* || - || - || 24* || 31* || - &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
*Not used on the AV-8B II, present for comparison &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
**Not in DCS due to engine limitations (a bomb that can switch between laser and GPS guidance is an unprecedented weapon type) &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Mk 20 Rockeye (CBU-100) Cluster Bomb====&lt;br /&gt;
&lt;br /&gt;
Weapon components:&lt;br /&gt;
*Mk-7 dispenser that has a linear charge that splits the canister in half like the boat in the Flex Seal Commercial&lt;br /&gt;
*247x Mk 118 shaped-charge bomblets&lt;br /&gt;
*A nose fuze with a primary and option mode set by ground crew. The fuzes come in two different mechanisms&lt;br /&gt;
** FMU-140/B dispenser proximity fuze that opens based on altitude or time. The pilot uses the HOF primary mode , or a 1.2 second time delay mode.&lt;br /&gt;
** Mk 339 mechanical time fuze that functions after a time delay. The pilot can choose one of two modes programmed by the ground crew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rockeyes are an all-up round configuration weapon meaning it left the factory mostly assembled unit and ground crew would just dial in a few settings before being loaded onto the aircraft. Compare this to choosing a rocket or bomb warhead, and then screwing the fuze on, and then a tail section, etc. The mission planner chooses a fuze and its options out of the range available on the weapon. The ground crew does their job dialing that into the Rockeye, and the pilot sets the cockpit up so symbology on the HUD matches the bombs expected behavior. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In DCS, the pilot can toggle between the (PR) and option (OP) modes but they have no effect. Instead, Rockeyes are simulated to have a weird hybrid of a variable proximity fuze. The canister will open above ground level depending on which range of altitudes it was released. This simplification means there is never really a bad release in terms of a canister hitting the ground without opening, or opening at an unreasonably high altitude because the pilot flew higher. What the pilot has to worry about is following the HUD symbology and deciding what type of pattern to use. A bomb dropped higher has more time to turn downward and the pattern becomes tighter and less oblique. However, that gives more time for drift to develop so that the pattern never lies on the target. 5000' is a good altitude so you can even bomb Shilkas and AAA emplacements in CCRP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! &lt;br /&gt;
! Approximate Release Altitude (ft)&lt;br /&gt;
! Height of Function&lt;br /&gt;
! Pattern remarks&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| below 5000' || Instant Open || oval&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| around 5000'|| 1000' || circle&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| around 10,000' || 600' || dense circle, but off target&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Missiles==&lt;br /&gt;
===AGM-122 Sidearm Anti-radiation Missile===&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
====Lofting====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
===AGM-65E Maverick Laser Guided missile===&lt;br /&gt;
===AGM-65G Maverick Infrared guided missile===&lt;br /&gt;
The IR seeker has to be cooled for about 3 minutes before it can be uncaged and provide a video feed visible on the MPCD.&lt;br /&gt;
&lt;br /&gt;
Cooling is initiated by selecting the weapon through MPCD &amp;gt; Stores &amp;gt; IRMV or by selecting the pylon on the armament control panel in any master mode. However, only A/G Master Mode will show IRMV boxed on the MPCD as a visual confirmation. IRMV must stay selected for a continuous 3 minutes without selecting a different weapon. STBY will change to RDY to indicate that the seeker is done cooling and ready to be uncaged. The UFC has an independent timer and  stopwatch function to help the pilot manually keep track of this. One could also start cooling before INS alignment so they both finish at the same time.&lt;br /&gt;
&lt;br /&gt;
====Slewing and Slaving Interactions====&lt;br /&gt;
&lt;br /&gt;
If there there is no other active sensor, uncaging will display the seeker MPCD and it will remain boresighted. &lt;br /&gt;
SS Forward to IRMV assigns all TDC functions to it. Initially, the sensor will move with the airframe, and slewing will adjust this fixed position. TDC Depress will ground stabilize the IRMV and it will move independently of the airframe. Once gimbal limit is exceeded, the sensor returns to boresight, but does not remember its position through INS like the DMT.&lt;br /&gt;
&lt;br /&gt;
Uncaging the missile automatically slaves it to where another sensor is locked. The seeker will update and jump to the new position once slewing the DMT or TPOD stops. &lt;br /&gt;
&lt;br /&gt;
With the TPOD, SS Forward assigns the TDC Depress to IRMV so it can be used to command a lock. However, TDC slewing is still assigned to the TPOD as long as TDC is underlined. &lt;br /&gt;
&lt;br /&gt;
With the DMT, SS Forward assigns all TDC functions to the IRMV. Slewing the Maverick sensor disengages slaving to the DMT unless the DMT is boresighted and ground stabilized again. So, take care not to knock the seeker off the DMT while trying to TDC Depress or else you'll be setting everything up from scratch.&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Real Life Manuals==&lt;br /&gt;
[https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/  NATOPS AV-8B Harrier II Flight Manual] Information about operating the airframe, procedures, flight characteristics, and aerodynamics.&lt;br /&gt;
&lt;br /&gt;
[http://aviationarchives.blogspot.com/2016/05/av-8-harrier-tactical-manuals.html AV-8 Tactical Manual] Information about armaments and related avionics such as MPCD pages to control them. Covers AV-8B II variants (Day, Night, and Plus)&lt;br /&gt;
&lt;br /&gt;
*Volume I is more specific than NATOPS in terms of avionics. This is where you should go if you wanted to model tactically important avionics. Think visual references for how an MPCD page or HUD should look.  It has a brief section on the electromagnetic spectrum which is an important foundation to understand the capabilities and limits of equipment working with different parts of the spectrum. &lt;br /&gt;
**Examples of sensors covered are the APG-65 Radar, NAVFLIR, NVG, and Angle Rate Bombing System (of which the DMT is part of). &lt;br /&gt;
**Some stores and armaments are included as they tie into electromagnetic radiation such as IR and Laser Mavericks, Sidearms homing on radio waves, or the TPOD because of its sensors and lasers.&lt;br /&gt;
&lt;br /&gt;
*Volume II gets deeper into armaments and fuzing, carrying, and deploying them. This is where you should go if you wanted to see information regarding modeling a weapon in DCS such as ballistics, bombing tables, gun spread, drag indexes, weights, etc. This can also be thought of as the planning and procedures carried out by ground crew in terms of preparing an armament, attaching it onto the aircraft, and programming panels so the aircraft knows what's loaded.&lt;br /&gt;
&lt;br /&gt;
*Volume III is not on the website linked. This may contain more recent and sensitive information on all GBUs. Volume II never mentions JDAMs which came out after or too close to the revision of the volume to make it in. Of the GBU kits mentioned, only basic weapon delivery information is provided for the laser guided GBU-12 and GBU-16. The reader is pointed towards Volume III to get information in the same depth other weapons got in Volume II such as configuration and employment. Paveway series kits aren't even pictured.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11081</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11081"/>
				<updated>2020-06-07T09:24:07Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Real Life Manuals */&lt;/p&gt;
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{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of:&lt;br /&gt;
*A steerable nose gear&lt;br /&gt;
*A main gear with twin wheels in tandem with the nose gear like a U-2 spyplane. These are the only wheels that can brake and each contains wheel contains a braking element&lt;br /&gt;
*two single wheel wing gears. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
&lt;br /&gt;
===Nose Wheel Steering (NWS)===&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that may respond to rudder pedal inputs to directional control for ground operations with three modes. Rudder inputs are not proportional to the full nose wheel range. Instead, the gain depends on which mode is activated and full rudder deflection corresponds to the full range allowed in that mode.&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. &lt;br /&gt;
&lt;br /&gt;
Next to the slideslip ball are indications for the current steering mode.&lt;br /&gt;
*'''CAST''':  Caster mode. Nose wheel does not respond to rudder input and is free to rotate up to 179° such as due to yawing with rudder authority at the higher speeds of takeoff or landing. Activated with Anti-skid set to ON.&lt;br /&gt;
*'''NWS:''' Lo gain steering. The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*'''NWS HI''': Hi gain steering. The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is automatically depressed down to LO GAIN if NWS is still required at all.&lt;br /&gt;
&lt;br /&gt;
Whenever the nose wheel is within 3° of neutral, a C will appear inside the slideslip ball to indicate that it is close to center. This is an important reminder because with anti-skid on, releasing the NWS button will revert NWS to CAST. If rudder inputs were not centered before, the NWS will seem stuck at low ground speeds and the aircraft will continue turning. This isn't noticeable at high speed, because rudder authority would allows the pilot to center the nosewheel.&lt;br /&gt;
&lt;br /&gt;
A 4th mode relates to overriding inputs and having the nose wheel properly rotated for landing gear extension and retraction.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid===&lt;br /&gt;
Anti-skid is analogous to the anti-lock braking systems on vehicles. The anti-skid system also inhibits nose wheel steering, with the NWS button acting as an override to bump it to the next level of maneuverability. &lt;br /&gt;
&lt;br /&gt;
Use Anti-skid for going in a straight line (such as takeoffs and landings), and NWS for maneuvering (such as taxiing and parking).&lt;br /&gt;
&lt;br /&gt;
====High Speed Handling====&lt;br /&gt;
Turning on Anti-skid trades off maneuverability for stability and increased braking performance. Nose wheel steering is disabled and is set to caster. This is desirable at highspeeds during takeoff and landing so that the nose wheel follows the aircraft yawing in response to rudder inputs. NWS being enabled would contribute to much to yaw inputs and tip the plane over especially at above 20kts.&lt;br /&gt;
&lt;br /&gt;
====Low Speed Handling====&lt;br /&gt;
Turning off anti-skid increases ground handling maneuverability. NWS is no longer inhibited, and the NWS button bumps it up to hi-gain. Brakes are more responsive at the cost of locking the wheels with hard applications. When maneuvering on tight spaces like a carrier deck, you don't want anti-skid to modulate brake application and add a lag that could send you over the edge.&lt;br /&gt;
&lt;br /&gt;
===Lift Improvement Devices (LIDs)===&lt;br /&gt;
When hovering close to the ground the jets from the nozzles hit the ground, merge, and rebound into a fountain that hits the belly of the aircraft. Lift improvement devices form a skirt like a hovercraft to capture this cushion. The devices also help prevent hot air ingestion. The strakes or gunpods are fixed LIDs. There is a front LID fence behind the nose gear that deploys with the landing gear. This can be overriden with the switch on the left behind the pilot to reduce conventional takeoff drag.&lt;br /&gt;
&lt;br /&gt;
The speed brake also deploys with the landing gear, but neither NATOPS nor the Tactical Manual state that this counts as a LID fence, and the override switch doesn't retract this on the ground.&lt;br /&gt;
&lt;br /&gt;
Overall, the plane will be able to hover 1,200lbs heavier, and this effect is modeled in DCS. Retracting the landing gear too early during a vertical take off retracts the fence and the plane starts falling, needing an increase in thrust to maintain altitude. If more thrust isn't available, the landing gear and LIDs may not extend in time to correct this behavior.&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
===Inertial Navigation===&lt;br /&gt;
An inertial navigation system (INS) lets the plane know its location and orientation in without an outside reference. Maybe there's no GPS or NAVAIDS due to terrain features or enemy jamming. Even if those are available, and INS isn't the pilot's primary navigation tool, it is the primary reference for data that goes into weapons employment.&lt;br /&gt;
&lt;br /&gt;
The INS is aligned and the plane takes off with a good idea of where it is. Errors accumulate and the INS develops drift so an outside reference is eventually needed. A pilot can perform a fix where they tells the INS &amp;quot;we are here&amp;quot; which is hopefully better than where INS thinks they are. A flight plan may involve obvious landmarks along the way to give the pilot a chance to fix the INS so drift stays within an acceptable range.&lt;br /&gt;
&lt;br /&gt;
There are outside references that happen more frequently, automatically and with better quality than depending on a human. The Miniaturized Airborne GPS Receiver is used to keep updating the INS. This is analagous to the AJS-37 Viggen using TERNAV to update the INS. &lt;br /&gt;
&lt;br /&gt;
Radio-navigation is available as TACAN or AWLS which in DCS borrows existing ILS functionality at airports. &lt;br /&gt;
&lt;br /&gt;
===Alignment===&lt;br /&gt;
There is a Special Option to have the AV-8B pre-aligned.&lt;br /&gt;
Alignment takes around 3 minutes to complete.&lt;br /&gt;
&lt;br /&gt;
===Electronic Horizontal Situational Display (EHSD)===&lt;br /&gt;
Once the is INS aligned and GPS is updating it in the background, the pilot navigates by interacting with the EHSD.&lt;br /&gt;
&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the EHSD with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS. This is the same system that manages the moving map graphics and charts.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
====Simulation and Modeling====&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Automatic Target Handoff System (ATHS)==&lt;br /&gt;
&lt;br /&gt;
The automatic target handoff system is a datalink with close air support communications across branches in mind. While you could communicate over the radio and copy information and punch it into the UFC, everything can potentially be sent over ATHS system so that the 9-line and briefings or free text are displayed onto the CAS MPCD page. Loadout information could also be shared so ground forces knows what's available on station for tasking. Different military branches have different protocols. Briefings may also be anti air missions. Imagine the radio texts captions for the radio messages for AWACS or JTAC appearing on the MPCD.&lt;br /&gt;
&lt;br /&gt;
In DCS, rather than work with Combined Arms or some core JTAC functionality, ATHS is more of a way to list and manage target coordinates for employing JDAMs. You have targets already in mind rather than waiting for a controller to hand one to you. F10 markpoints can be imported to populate the CAS page. Pressing the binding for &amp;quot;Map Markpoint Update&amp;quot; will check the F10 map for targetpoints labeled T00 and up. Each one would get a CAS briefing populated with relevant information and automatically be assigned a target point. T00 may need to be assigned to a dummy target as a placeholder workaround for a bug, but T01 and up on the F10 map should correspond to T1 on the EHSD. Other AV-8B player's markpoints will be imported so check F10 and clear unused points so they do not override yours.&lt;br /&gt;
&lt;br /&gt;
A work in progress feature is being able to create a CAS briefing manually where the pilot populates the fields with the UFC using information displayed on the TPOD. Latitude and longitude inputs are currently not in a precise enough format for JDAM employment.&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
DCS has a simplified simulation of contrast lock similar to the Shkval. The DMT snaps to units that are alive to simulate a contrast lock. The DMT uses the INS to remember the general area it was looking at when gimbal lock. With rough flying, it will ground stabilize once within gimbal limits again, but it may not be exactly the same spot it used to be.&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==GAU-12/U 25mm==&lt;br /&gt;
The GAU-12 is mounted as a 2 part gunpod mounted on the belly of the AV-8B. One pylon has the gun (pilot's right side), and the other pylon contains the ammunition. A conveyor system connects the two to feed ammunition and return the spent casings. The design of the pods also allows it to replace the LID strakes and preserve their aerodynamic purpose. This also leaves the center hardpoint available for the TPOD or DECM.&lt;br /&gt;
&lt;br /&gt;
An unsimulated behavior relates to the gun being driven by a minimum of 60 psi of bleed air. This means that one may not be able to put the throttle in idle in a steep dive. In general, the engine has to idle higher at lower altitudes to fight the denser air to drive the gun.&lt;br /&gt;
&lt;br /&gt;
On 24th FEB 2020, RAZBAM changed the module to simulate PGU-32/U SAPHEI-T 25 mm rounds. Presumably, it was previously PGU-20 API which was able to damage medium armored targets like the M-60 Patton or T-55 units in DCS. Now you can damage only up to lightly armored targets like a BTR or Shilka.&lt;br /&gt;
&lt;br /&gt;
There are armor piercing incindiary, high explosive incindiary, and target practice ammunition types that all have the same ballistics. So implementing a theoretical combat mix in the AV-8B wouldn't need a change in the reticle, compared to the A-10C showing two impact points for its combat mix.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Ground===&lt;br /&gt;
&lt;br /&gt;
Similar CCIP symbology to rockets.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Air===&lt;br /&gt;
The HUD displays a cross (+) indicating the gun's boresight. The cage/uncage button cycles between two different reticle sizes. The numbers are pulled from Tactical Manual Volume I:&lt;br /&gt;
*The long range reticle for 2,400 ft has a 12.5 mil diameter circle with wings 5.5 mil wide on eachside.&lt;br /&gt;
*The close range reticle for 1,200 ft has a 22.5 mil diameter circle with wings of 12 mil wide on each side.&lt;br /&gt;
&lt;br /&gt;
Say that 1 mil is what 1 unit at 1000 units looks like or in this case what 1ft at 1000ft looks like. Size of the object at that range is mil*(range/1000).&lt;br /&gt;
&lt;br /&gt;
*The long range reticle at 2,400 ft looks like a 30 ft diameter circle with 13.2 ft wings on each side. 56.4 ft wide total.&lt;br /&gt;
*The short range reticle at 1200 ft looks like a 30.6 ft diameter circle with 12 ft wings on each side. 54.6 ft wide total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a lot of A2A aircraft, the wingspan is as wide as the circle or a combination of one wing and the circle (o vs -o). A lot of the A2G aircraft you'd run into match the full reticle (-o-).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Which parts of the reticle to reference&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Wingspan (ft)&lt;br /&gt;
! Reticle Match&lt;br /&gt;
|-&lt;br /&gt;
! F/A-18&lt;br /&gt;
| 45' || -o&lt;br /&gt;
|-&lt;br /&gt;
! Su-25T&lt;br /&gt;
| 47' || -o&lt;br /&gt;
|-&lt;br /&gt;
! A-10C&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! Su-24 (swept forward)&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! AV-8B&lt;br /&gt;
| 22' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mig-21&lt;br /&gt;
| 23' || o&lt;br /&gt;
|-&lt;br /&gt;
! F5-E&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mi-26 (height)&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! C-101&lt;br /&gt;
| 35' || o&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In DCS, a line extends from the reticle and gets longer as the aircraft maneuvers and pulls more G. In the tac manual, the line is the bullet's flight path up to 4,800ft. This line dissapears when ownship is flying steady. So either bullet drop up to 4,800ft is negligible, or this is just a dimensionless gun snake visual aid to help one slice through a target.&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
===Bomb Overview===&lt;br /&gt;
Due to the modular nature of the Mk.80 series bombs, there are many variants. The total weight of the bomb changes with modifications making the generic name of &amp;quot;___ pound bomb&amp;quot; no longer accurate. However, once you get familiar with the series, the intention of this chart is to pick the amount of bang you want and decide on how you want it delivered on target.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! Size (lb)&lt;br /&gt;
! Mk.&lt;br /&gt;
! HD (Snakeyes)&lt;br /&gt;
! HD (AIR)&lt;br /&gt;
! GBU (Laser/Paveway)&lt;br /&gt;
! GBU (GPS/JDAM)&lt;br /&gt;
! GBU (LJDAM)&lt;br /&gt;
|-&lt;br /&gt;
! 250&lt;br /&gt;
| 81 || SE || - || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
! 500&lt;br /&gt;
| 82 || SE || AIR || 12 || 38 || 54**&lt;br /&gt;
|-&lt;br /&gt;
! 1000&lt;br /&gt;
| 83 || - || - || 16 || 32 || - &lt;br /&gt;
|-&lt;br /&gt;
! 2000*&lt;br /&gt;
| 84* || - || - || 24* || 31* || - &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
*Not used on the AV-8B II, present for comparison &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
**Not in DCS due to engine limitations (a bomb that can switch between laser and GPS guidance is an unprecedented weapon type) &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Mk 20 Rockeye (CBU-100) Cluster Bomb====&lt;br /&gt;
&lt;br /&gt;
Weapon components:&lt;br /&gt;
*Mk-7 dispenser that has a linear charge that splits the canister in half like the boat in the Flex Seal Commercial&lt;br /&gt;
*247x Mk 118 shaped-charge bomblets&lt;br /&gt;
*A nose fuze with a primary and option mode set by ground crew. The fuzes come in two different mechanisms&lt;br /&gt;
** FMU-140/B dispenser proximity fuze that opens based on altitude or time. The pilot uses the HOF primary mode , or a 1.2 second time delay mode.&lt;br /&gt;
** Mk 339 mechanical time fuze that functions after a time delay. The pilot can choose one of two modes programmed by the ground crew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rockeyes are an all-up round configuration weapon meaning it left the factory mostly assembled unit and ground crew would just dial in a few settings before being loaded onto the aircraft. Compare this to choosing a rocket or bomb warhead, and then screwing the fuze on, and then a tail section, etc. The mission planner chooses a fuze and its options out of the range available on the weapon. The ground crew does their job dialing that into the Rockeye, and the pilot sets the cockpit up so symbology on the HUD matches the bombs expected behavior. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In DCS, the pilot can toggle between the (PR) and option (OP) modes but they have no effect. Instead, Rockeyes are simulated to have a weird hybrid of a variable proximity fuze. The canister will open above ground level depending on which range of altitudes it was released. This simplification means there is never really a bad release in terms of a canister hitting the ground without opening, or opening at an unreasonably high altitude because the pilot flew higher. What the pilot has to worry about is following the HUD symbology and deciding what type of pattern to use. A bomb dropped higher has more time to turn downward and the pattern becomes tighter and less oblique. However, that gives more time for drift to develop so that the pattern never lies on the target. 5000' is a good altitude so you can even bomb Shilkas and AAA emplacements in CCRP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! &lt;br /&gt;
! Approximate Release Altitude (ft)&lt;br /&gt;
! Height of Function&lt;br /&gt;
! Pattern remarks&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| below 5000' || Instant Open || oval&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| around 5000'|| 1000' || circle&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| around 10,000' || 600' || dense circle, but off target&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Missiles==&lt;br /&gt;
===AGM-122 Sidearm Anti-radiation Missile===&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
====Lofting====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
===AGM-65E Maverick Laser Guided missile===&lt;br /&gt;
===AGM-65G Maverick Infrared guided missile===&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Real Life Manuals==&lt;br /&gt;
[https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/  NATOPS AV-8B Harrier II Flight Manual] Information about operating the airframe, procedures, flight characteristics, and aerodynamics.&lt;br /&gt;
&lt;br /&gt;
[http://aviationarchives.blogspot.com/2016/05/av-8-harrier-tactical-manuals.html AV-8 Tactical Manual] Information about armaments and related avionics such as MPCD pages to control them. Covers AV-8B II variants (Day, Night, and Plus)&lt;br /&gt;
&lt;br /&gt;
*Volume I is more specific than NATOPS in terms of avionics. This is where you should go if you wanted to model tactically important avionics. Think visual references for how an MPCD page or HUD should look.  It has a brief section on the electromagnetic spectrum which is an important foundation to understand the capabilities and limits of equipment working with different parts of the spectrum. &lt;br /&gt;
**Examples of sensors covered are the APG-65 Radar, NAVFLIR, NVG, and Angle Rate Bombing System (of which the DMT is part of). &lt;br /&gt;
**Some stores and armaments are included as they tie into electromagnetic radiation such as IR and Laser Mavericks, Sidearms homing on radio waves, or the TPOD because of its sensors and lasers.&lt;br /&gt;
&lt;br /&gt;
*Volume II gets deeper into armaments and fuzing, carrying, and deploying them. This is where you should go if you wanted to see information regarding modeling a weapon in DCS such as ballistics, bombing tables, gun spread, drag indexes, weights, etc. This can also be thought of as the planning and procedures carried out by ground crew in terms of preparing an armament, attaching it onto the aircraft, and programming panels so the aircraft knows what's loaded.&lt;br /&gt;
&lt;br /&gt;
*Volume III is not on the website linked. This may contain more recent and sensitive information on all GBUs. Volume II never mentions JDAMs which came out after or too close to the revision of the volume to make it in. Of the GBU kits mentioned, only basic weapon delivery information is provided for the laser guided GBU-12 and GBU-16. The reader is pointed towards Volume III to get information in the same depth other weapons got in Volume II such as configuration and employment. Paveway series kits aren't even pictured.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11080</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11080"/>
				<updated>2020-06-07T09:21:14Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Mk 20 Rockeye (CBU-100) Cluster Bomb */&lt;/p&gt;
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&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of:&lt;br /&gt;
*A steerable nose gear&lt;br /&gt;
*A main gear with twin wheels in tandem with the nose gear like a U-2 spyplane. These are the only wheels that can brake and each contains wheel contains a braking element&lt;br /&gt;
*two single wheel wing gears. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
&lt;br /&gt;
===Nose Wheel Steering (NWS)===&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that may respond to rudder pedal inputs to directional control for ground operations with three modes. Rudder inputs are not proportional to the full nose wheel range. Instead, the gain depends on which mode is activated and full rudder deflection corresponds to the full range allowed in that mode.&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. &lt;br /&gt;
&lt;br /&gt;
Next to the slideslip ball are indications for the current steering mode.&lt;br /&gt;
*'''CAST''':  Caster mode. Nose wheel does not respond to rudder input and is free to rotate up to 179° such as due to yawing with rudder authority at the higher speeds of takeoff or landing. Activated with Anti-skid set to ON.&lt;br /&gt;
*'''NWS:''' Lo gain steering. The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*'''NWS HI''': Hi gain steering. The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is automatically depressed down to LO GAIN if NWS is still required at all.&lt;br /&gt;
&lt;br /&gt;
Whenever the nose wheel is within 3° of neutral, a C will appear inside the slideslip ball to indicate that it is close to center. This is an important reminder because with anti-skid on, releasing the NWS button will revert NWS to CAST. If rudder inputs were not centered before, the NWS will seem stuck at low ground speeds and the aircraft will continue turning. This isn't noticeable at high speed, because rudder authority would allows the pilot to center the nosewheel.&lt;br /&gt;
&lt;br /&gt;
A 4th mode relates to overriding inputs and having the nose wheel properly rotated for landing gear extension and retraction.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid===&lt;br /&gt;
Anti-skid is analogous to the anti-lock braking systems on vehicles. The anti-skid system also inhibits nose wheel steering, with the NWS button acting as an override to bump it to the next level of maneuverability. &lt;br /&gt;
&lt;br /&gt;
Use Anti-skid for going in a straight line (such as takeoffs and landings), and NWS for maneuvering (such as taxiing and parking).&lt;br /&gt;
&lt;br /&gt;
====High Speed Handling====&lt;br /&gt;
Turning on Anti-skid trades off maneuverability for stability and increased braking performance. Nose wheel steering is disabled and is set to caster. This is desirable at highspeeds during takeoff and landing so that the nose wheel follows the aircraft yawing in response to rudder inputs. NWS being enabled would contribute to much to yaw inputs and tip the plane over especially at above 20kts.&lt;br /&gt;
&lt;br /&gt;
====Low Speed Handling====&lt;br /&gt;
Turning off anti-skid increases ground handling maneuverability. NWS is no longer inhibited, and the NWS button bumps it up to hi-gain. Brakes are more responsive at the cost of locking the wheels with hard applications. When maneuvering on tight spaces like a carrier deck, you don't want anti-skid to modulate brake application and add a lag that could send you over the edge.&lt;br /&gt;
&lt;br /&gt;
===Lift Improvement Devices (LIDs)===&lt;br /&gt;
When hovering close to the ground the jets from the nozzles hit the ground, merge, and rebound into a fountain that hits the belly of the aircraft. Lift improvement devices form a skirt like a hovercraft to capture this cushion. The devices also help prevent hot air ingestion. The strakes or gunpods are fixed LIDs. There is a front LID fence behind the nose gear that deploys with the landing gear. This can be overriden with the switch on the left behind the pilot to reduce conventional takeoff drag.&lt;br /&gt;
&lt;br /&gt;
The speed brake also deploys with the landing gear, but neither NATOPS nor the Tactical Manual state that this counts as a LID fence, and the override switch doesn't retract this on the ground.&lt;br /&gt;
&lt;br /&gt;
Overall, the plane will be able to hover 1,200lbs heavier, and this effect is modeled in DCS. Retracting the landing gear too early during a vertical take off retracts the fence and the plane starts falling, needing an increase in thrust to maintain altitude. If more thrust isn't available, the landing gear and LIDs may not extend in time to correct this behavior.&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
===Inertial Navigation===&lt;br /&gt;
An inertial navigation system (INS) lets the plane know its location and orientation in without an outside reference. Maybe there's no GPS or NAVAIDS due to terrain features or enemy jamming. Even if those are available, and INS isn't the pilot's primary navigation tool, it is the primary reference for data that goes into weapons employment.&lt;br /&gt;
&lt;br /&gt;
The INS is aligned and the plane takes off with a good idea of where it is. Errors accumulate and the INS develops drift so an outside reference is eventually needed. A pilot can perform a fix where they tells the INS &amp;quot;we are here&amp;quot; which is hopefully better than where INS thinks they are. A flight plan may involve obvious landmarks along the way to give the pilot a chance to fix the INS so drift stays within an acceptable range.&lt;br /&gt;
&lt;br /&gt;
There are outside references that happen more frequently, automatically and with better quality than depending on a human. The Miniaturized Airborne GPS Receiver is used to keep updating the INS. This is analagous to the AJS-37 Viggen using TERNAV to update the INS. &lt;br /&gt;
&lt;br /&gt;
Radio-navigation is available as TACAN or AWLS which in DCS borrows existing ILS functionality at airports. &lt;br /&gt;
&lt;br /&gt;
===Alignment===&lt;br /&gt;
There is a Special Option to have the AV-8B pre-aligned.&lt;br /&gt;
Alignment takes around 3 minutes to complete.&lt;br /&gt;
&lt;br /&gt;
===Electronic Horizontal Situational Display (EHSD)===&lt;br /&gt;
Once the is INS aligned and GPS is updating it in the background, the pilot navigates by interacting with the EHSD.&lt;br /&gt;
&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the EHSD with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS. This is the same system that manages the moving map graphics and charts.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
====Simulation and Modeling====&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Automatic Target Handoff System (ATHS)==&lt;br /&gt;
&lt;br /&gt;
The automatic target handoff system is a datalink with close air support communications across branches in mind. While you could communicate over the radio and copy information and punch it into the UFC, everything can potentially be sent over ATHS system so that the 9-line and briefings or free text are displayed onto the CAS MPCD page. Loadout information could also be shared so ground forces knows what's available on station for tasking. Different military branches have different protocols. Briefings may also be anti air missions. Imagine the radio texts captions for the radio messages for AWACS or JTAC appearing on the MPCD.&lt;br /&gt;
&lt;br /&gt;
In DCS, rather than work with Combined Arms or some core JTAC functionality, ATHS is more of a way to list and manage target coordinates for employing JDAMs. You have targets already in mind rather than waiting for a controller to hand one to you. F10 markpoints can be imported to populate the CAS page. Pressing the binding for &amp;quot;Map Markpoint Update&amp;quot; will check the F10 map for targetpoints labeled T00 and up. Each one would get a CAS briefing populated with relevant information and automatically be assigned a target point. T00 may need to be assigned to a dummy target as a placeholder workaround for a bug, but T01 and up on the F10 map should correspond to T1 on the EHSD. Other AV-8B player's markpoints will be imported so check F10 and clear unused points so they do not override yours.&lt;br /&gt;
&lt;br /&gt;
A work in progress feature is being able to create a CAS briefing manually where the pilot populates the fields with the UFC using information displayed on the TPOD. Latitude and longitude inputs are currently not in a precise enough format for JDAM employment.&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
DCS has a simplified simulation of contrast lock similar to the Shkval. The DMT snaps to units that are alive to simulate a contrast lock. The DMT uses the INS to remember the general area it was looking at when gimbal lock. With rough flying, it will ground stabilize once within gimbal limits again, but it may not be exactly the same spot it used to be.&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==GAU-12/U 25mm==&lt;br /&gt;
The GAU-12 is mounted as a 2 part gunpod mounted on the belly of the AV-8B. One pylon has the gun (pilot's right side), and the other pylon contains the ammunition. A conveyor system connects the two to feed ammunition and return the spent casings. The design of the pods also allows it to replace the LID strakes and preserve their aerodynamic purpose. This also leaves the center hardpoint available for the TPOD or DECM.&lt;br /&gt;
&lt;br /&gt;
An unsimulated behavior relates to the gun being driven by a minimum of 60 psi of bleed air. This means that one may not be able to put the throttle in idle in a steep dive. In general, the engine has to idle higher at lower altitudes to fight the denser air to drive the gun.&lt;br /&gt;
&lt;br /&gt;
On 24th FEB 2020, RAZBAM changed the module to simulate PGU-32/U SAPHEI-T 25 mm rounds. Presumably, it was previously PGU-20 API which was able to damage medium armored targets like the M-60 Patton or T-55 units in DCS. Now you can damage only up to lightly armored targets like a BTR or Shilka.&lt;br /&gt;
&lt;br /&gt;
There are armor piercing incindiary, high explosive incindiary, and target practice ammunition types that all have the same ballistics. So implementing a theoretical combat mix in the AV-8B wouldn't need a change in the reticle, compared to the A-10C showing two impact points for its combat mix.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Ground===&lt;br /&gt;
&lt;br /&gt;
Similar CCIP symbology to rockets.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Air===&lt;br /&gt;
The HUD displays a cross (+) indicating the gun's boresight. The cage/uncage button cycles between two different reticle sizes. The numbers are pulled from Tactical Manual Volume I:&lt;br /&gt;
*The long range reticle for 2,400 ft has a 12.5 mil diameter circle with wings 5.5 mil wide on eachside.&lt;br /&gt;
*The close range reticle for 1,200 ft has a 22.5 mil diameter circle with wings of 12 mil wide on each side.&lt;br /&gt;
&lt;br /&gt;
Say that 1 mil is what 1 unit at 1000 units looks like or in this case what 1ft at 1000ft looks like. Size of the object at that range is mil*(range/1000).&lt;br /&gt;
&lt;br /&gt;
*The long range reticle at 2,400 ft looks like a 30 ft diameter circle with 13.2 ft wings on each side. 56.4 ft wide total.&lt;br /&gt;
*The short range reticle at 1200 ft looks like a 30.6 ft diameter circle with 12 ft wings on each side. 54.6 ft wide total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a lot of A2A aircraft, the wingspan is as wide as the circle or a combination of one wing and the circle (o vs -o). A lot of the A2G aircraft you'd run into match the full reticle (-o-).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Which parts of the reticle to reference&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Wingspan (ft)&lt;br /&gt;
! Reticle Match&lt;br /&gt;
|-&lt;br /&gt;
! F/A-18&lt;br /&gt;
| 45' || -o&lt;br /&gt;
|-&lt;br /&gt;
! Su-25T&lt;br /&gt;
| 47' || -o&lt;br /&gt;
|-&lt;br /&gt;
! A-10C&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! Su-24 (swept forward)&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! AV-8B&lt;br /&gt;
| 22' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mig-21&lt;br /&gt;
| 23' || o&lt;br /&gt;
|-&lt;br /&gt;
! F5-E&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mi-26 (height)&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! C-101&lt;br /&gt;
| 35' || o&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In DCS, a line extends from the reticle and gets longer as the aircraft maneuvers and pulls more G. In the tac manual, the line is the bullet's flight path up to 4,800ft. This line dissapears when ownship is flying steady. So either bullet drop up to 4,800ft is negligible, or this is just a dimensionless gun snake visual aid to help one slice through a target.&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
===Bomb Overview===&lt;br /&gt;
Due to the modular nature of the Mk.80 series bombs, there are many variants. The total weight of the bomb changes with modifications making the generic name of &amp;quot;___ pound bomb&amp;quot; no longer accurate. However, once you get familiar with the series, the intention of this chart is to pick the amount of bang you want and decide on how you want it delivered on target.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! Size (lb)&lt;br /&gt;
! Mk.&lt;br /&gt;
! HD (Snakeyes)&lt;br /&gt;
! HD (AIR)&lt;br /&gt;
! GBU (Laser/Paveway)&lt;br /&gt;
! GBU (GPS/JDAM)&lt;br /&gt;
! GBU (LJDAM)&lt;br /&gt;
|-&lt;br /&gt;
! 250&lt;br /&gt;
| 81 || SE || - || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
! 500&lt;br /&gt;
| 82 || SE || AIR || 12 || 38 || 54**&lt;br /&gt;
|-&lt;br /&gt;
! 1000&lt;br /&gt;
| 83 || - || - || 16 || 32 || - &lt;br /&gt;
|-&lt;br /&gt;
! 2000*&lt;br /&gt;
| 84* || - || - || 24* || 31* || - &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
*Not used on the AV-8B II, present for comparison &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
**Not in DCS due to engine limitations (a bomb that can switch between laser and GPS guidance is an unprecedented weapon type) &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Mk 20 Rockeye (CBU-100) Cluster Bomb====&lt;br /&gt;
&lt;br /&gt;
Weapon components:&lt;br /&gt;
*Mk-7 dispenser that has a linear charge that splits the canister in half like the boat in the Flex Seal Commercial&lt;br /&gt;
*247x Mk 118 shaped-charge bomblets&lt;br /&gt;
*A nose fuze with a primary and option mode set by ground crew. The fuzes come in two different mechanisms&lt;br /&gt;
** FMU-140/B dispenser proximity fuze that opens based on altitude or time. The pilot uses the HOF primary mode , or a 1.2 second time delay mode.&lt;br /&gt;
** Mk 339 mechanical time fuze that functions after a time delay. The pilot can choose one of two modes programmed by the ground crew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rockeyes are an all-up round configuration weapon meaning it left the factory mostly assembled unit and ground crew would just dial in a few settings before being loaded onto the aircraft. Compare this to choosing a rocket or bomb warhead, and then screwing the fuze on, and then a tail section, etc. The mission planner chooses a fuze and its options out of the range available on the weapon. The ground crew does their job dialing that into the Rockeye, and the pilot sets the cockpit up so symbology on the HUD matches the bombs expected behavior. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In DCS, the pilot can toggle between the (PR) and option (OP) modes but they have no effect. Instead, Rockeyes are simulated to have a weird hybrid of a variable proximity fuze. The canister will open above ground level depending on which range of altitudes it was released. This simplification means there is never really a bad release in terms of a canister hitting the ground without opening, or opening at an unreasonably high altitude because the pilot flew higher. What the pilot has to worry about is following the HUD symbology and deciding what type of pattern to use. A bomb dropped higher has more time to turn downward and the pattern becomes tighter and less oblique. However, that gives more time for drift to develop so that the pattern never lies on the target. 5000' is a good altitude so you can even bomb Shilkas and AAA emplacements in CCRP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! &lt;br /&gt;
! Approximate Release Altitude (ft)&lt;br /&gt;
! Height of Function&lt;br /&gt;
! Pattern remarks&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| below 5000' || Instant Open || oval&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| around 5000'|| 1000' || circle&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| around 10,000' || 600' || dense circle, but off target&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Missiles==&lt;br /&gt;
===AGM-122 Sidearm Anti-radiation Missile===&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
====Lofting====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
===AGM-65E Maverick Laser Guided missile===&lt;br /&gt;
===AGM-65G Maverick Infrared guided missile===&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Real Life Manuals==&lt;br /&gt;
[https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/  NATOPS AV-8B Harrier II Flight Manual] Information about operating the airframe, procedures, flight characteristics, and aerodynamics.&lt;br /&gt;
&lt;br /&gt;
[http://aviationarchives.blogspot.com/2016/05/av-8-harrier-tactical-manuals.html AV-8 Tactical Manual] Information about armaments and related avionics such as MPCD pages to control them. Covers AV-8B II variants (Day, Night, and Plus)&lt;br /&gt;
&lt;br /&gt;
*Volume I is more specific than NATOPS in terms of avionics. This is where you should go if you wanted to model tactically important avionics. Think visual references for how an MPCD page or HUD should look.  It has a brief section on the electromagnetic spectrum which is an important foundation to understand the capabilities and limits of equipment working with different parts of the spectrum. &lt;br /&gt;
**Examples of sensors covered are the APG-65 Radar, NAVFLIR, NVG, and Angle Rate Bombing System (of which the DMT is part of). &lt;br /&gt;
**Some stores and armaments are included as they tie into electromagnetic radiation such as IR and Laser Mavericks, Sidearms homing on radio waves, or the TPOD because of its sensors and lasers.&lt;br /&gt;
&lt;br /&gt;
*Volume II gets deeper into armaments and fuzing, carrying, and deploying them. This is where you should go if you wanted to see information regarding modeling a weapon in DCS such as ballistics, bombing tables, gun spread, drag indexes, weights, etc.&lt;br /&gt;
&lt;br /&gt;
*Volume III is not on the website linked. This may contain more recent and sensitive information on all GBUs. Volume II never mentions JDAMs which came out after or too close to the revision of the volume to make it in. Of the GBU kits mentioned, only basic weapon delivery information is provided for the laser guided GBU-12 and GBU-16. The reader is pointed towards Volume III to get information in the same depth other weapons got in Volume II such as configuration and employment. Paveway series kits aren't even pictured.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11079</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11079"/>
				<updated>2020-06-07T09:10:13Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Avionics */  Automatic Target Handoff System ATHS description&lt;/p&gt;
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&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of:&lt;br /&gt;
*A steerable nose gear&lt;br /&gt;
*A main gear with twin wheels in tandem with the nose gear like a U-2 spyplane. These are the only wheels that can brake and each contains wheel contains a braking element&lt;br /&gt;
*two single wheel wing gears. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
&lt;br /&gt;
===Nose Wheel Steering (NWS)===&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that may respond to rudder pedal inputs to directional control for ground operations with three modes. Rudder inputs are not proportional to the full nose wheel range. Instead, the gain depends on which mode is activated and full rudder deflection corresponds to the full range allowed in that mode.&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. &lt;br /&gt;
&lt;br /&gt;
Next to the slideslip ball are indications for the current steering mode.&lt;br /&gt;
*'''CAST''':  Caster mode. Nose wheel does not respond to rudder input and is free to rotate up to 179° such as due to yawing with rudder authority at the higher speeds of takeoff or landing. Activated with Anti-skid set to ON.&lt;br /&gt;
*'''NWS:''' Lo gain steering. The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*'''NWS HI''': Hi gain steering. The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is automatically depressed down to LO GAIN if NWS is still required at all.&lt;br /&gt;
&lt;br /&gt;
Whenever the nose wheel is within 3° of neutral, a C will appear inside the slideslip ball to indicate that it is close to center. This is an important reminder because with anti-skid on, releasing the NWS button will revert NWS to CAST. If rudder inputs were not centered before, the NWS will seem stuck at low ground speeds and the aircraft will continue turning. This isn't noticeable at high speed, because rudder authority would allows the pilot to center the nosewheel.&lt;br /&gt;
&lt;br /&gt;
A 4th mode relates to overriding inputs and having the nose wheel properly rotated for landing gear extension and retraction.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid===&lt;br /&gt;
Anti-skid is analogous to the anti-lock braking systems on vehicles. The anti-skid system also inhibits nose wheel steering, with the NWS button acting as an override to bump it to the next level of maneuverability. &lt;br /&gt;
&lt;br /&gt;
Use Anti-skid for going in a straight line (such as takeoffs and landings), and NWS for maneuvering (such as taxiing and parking).&lt;br /&gt;
&lt;br /&gt;
====High Speed Handling====&lt;br /&gt;
Turning on Anti-skid trades off maneuverability for stability and increased braking performance. Nose wheel steering is disabled and is set to caster. This is desirable at highspeeds during takeoff and landing so that the nose wheel follows the aircraft yawing in response to rudder inputs. NWS being enabled would contribute to much to yaw inputs and tip the plane over especially at above 20kts.&lt;br /&gt;
&lt;br /&gt;
====Low Speed Handling====&lt;br /&gt;
Turning off anti-skid increases ground handling maneuverability. NWS is no longer inhibited, and the NWS button bumps it up to hi-gain. Brakes are more responsive at the cost of locking the wheels with hard applications. When maneuvering on tight spaces like a carrier deck, you don't want anti-skid to modulate brake application and add a lag that could send you over the edge.&lt;br /&gt;
&lt;br /&gt;
===Lift Improvement Devices (LIDs)===&lt;br /&gt;
When hovering close to the ground the jets from the nozzles hit the ground, merge, and rebound into a fountain that hits the belly of the aircraft. Lift improvement devices form a skirt like a hovercraft to capture this cushion. The devices also help prevent hot air ingestion. The strakes or gunpods are fixed LIDs. There is a front LID fence behind the nose gear that deploys with the landing gear. This can be overriden with the switch on the left behind the pilot to reduce conventional takeoff drag.&lt;br /&gt;
&lt;br /&gt;
The speed brake also deploys with the landing gear, but neither NATOPS nor the Tactical Manual state that this counts as a LID fence, and the override switch doesn't retract this on the ground.&lt;br /&gt;
&lt;br /&gt;
Overall, the plane will be able to hover 1,200lbs heavier, and this effect is modeled in DCS. Retracting the landing gear too early during a vertical take off retracts the fence and the plane starts falling, needing an increase in thrust to maintain altitude. If more thrust isn't available, the landing gear and LIDs may not extend in time to correct this behavior.&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
===Inertial Navigation===&lt;br /&gt;
An inertial navigation system (INS) lets the plane know its location and orientation in without an outside reference. Maybe there's no GPS or NAVAIDS due to terrain features or enemy jamming. Even if those are available, and INS isn't the pilot's primary navigation tool, it is the primary reference for data that goes into weapons employment.&lt;br /&gt;
&lt;br /&gt;
The INS is aligned and the plane takes off with a good idea of where it is. Errors accumulate and the INS develops drift so an outside reference is eventually needed. A pilot can perform a fix where they tells the INS &amp;quot;we are here&amp;quot; which is hopefully better than where INS thinks they are. A flight plan may involve obvious landmarks along the way to give the pilot a chance to fix the INS so drift stays within an acceptable range.&lt;br /&gt;
&lt;br /&gt;
There are outside references that happen more frequently, automatically and with better quality than depending on a human. The Miniaturized Airborne GPS Receiver is used to keep updating the INS. This is analagous to the AJS-37 Viggen using TERNAV to update the INS. &lt;br /&gt;
&lt;br /&gt;
Radio-navigation is available as TACAN or AWLS which in DCS borrows existing ILS functionality at airports. &lt;br /&gt;
&lt;br /&gt;
===Alignment===&lt;br /&gt;
There is a Special Option to have the AV-8B pre-aligned.&lt;br /&gt;
Alignment takes around 3 minutes to complete.&lt;br /&gt;
&lt;br /&gt;
===Electronic Horizontal Situational Display (EHSD)===&lt;br /&gt;
Once the is INS aligned and GPS is updating it in the background, the pilot navigates by interacting with the EHSD.&lt;br /&gt;
&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the EHSD with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS. This is the same system that manages the moving map graphics and charts.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
====Simulation and Modeling====&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Automatic Target Handoff System (ATHS)==&lt;br /&gt;
&lt;br /&gt;
The automatic target handoff system is a datalink with close air support communications across branches in mind. While you could communicate over the radio and copy information and punch it into the UFC, everything can potentially be sent over ATHS system so that the 9-line and briefings or free text are displayed onto the CAS MPCD page. Loadout information could also be shared so ground forces knows what's available on station for tasking. Different military branches have different protocols. Briefings may also be anti air missions. Imagine the radio texts captions for the radio messages for AWACS or JTAC appearing on the MPCD.&lt;br /&gt;
&lt;br /&gt;
In DCS, rather than work with Combined Arms or some core JTAC functionality, ATHS is more of a way to list and manage target coordinates for employing JDAMs. You have targets already in mind rather than waiting for a controller to hand one to you. F10 markpoints can be imported to populate the CAS page. Pressing the binding for &amp;quot;Map Markpoint Update&amp;quot; will check the F10 map for targetpoints labeled T00 and up. Each one would get a CAS briefing populated with relevant information and automatically be assigned a target point. T00 may need to be assigned to a dummy target as a placeholder workaround for a bug, but T01 and up on the F10 map should correspond to T1 on the EHSD. Other AV-8B player's markpoints will be imported so check F10 and clear unused points so they do not override yours.&lt;br /&gt;
&lt;br /&gt;
A work in progress feature is being able to create a CAS briefing manually where the pilot populates the fields with the UFC using information displayed on the TPOD. Latitude and longitude inputs are currently not in a precise enough format for JDAM employment.&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
DCS has a simplified simulation of contrast lock similar to the Shkval. The DMT snaps to units that are alive to simulate a contrast lock. The DMT uses the INS to remember the general area it was looking at when gimbal lock. With rough flying, it will ground stabilize once within gimbal limits again, but it may not be exactly the same spot it used to be.&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==GAU-12/U 25mm==&lt;br /&gt;
The GAU-12 is mounted as a 2 part gunpod mounted on the belly of the AV-8B. One pylon has the gun (pilot's right side), and the other pylon contains the ammunition. A conveyor system connects the two to feed ammunition and return the spent casings. The design of the pods also allows it to replace the LID strakes and preserve their aerodynamic purpose. This also leaves the center hardpoint available for the TPOD or DECM.&lt;br /&gt;
&lt;br /&gt;
An unsimulated behavior relates to the gun being driven by a minimum of 60 psi of bleed air. This means that one may not be able to put the throttle in idle in a steep dive. In general, the engine has to idle higher at lower altitudes to fight the denser air to drive the gun.&lt;br /&gt;
&lt;br /&gt;
On 24th FEB 2020, RAZBAM changed the module to simulate PGU-32/U SAPHEI-T 25 mm rounds. Presumably, it was previously PGU-20 API which was able to damage medium armored targets like the M-60 Patton or T-55 units in DCS. Now you can damage only up to lightly armored targets like a BTR or Shilka.&lt;br /&gt;
&lt;br /&gt;
There are armor piercing incindiary, high explosive incindiary, and target practice ammunition types that all have the same ballistics. So implementing a theoretical combat mix in the AV-8B wouldn't need a change in the reticle, compared to the A-10C showing two impact points for its combat mix.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Ground===&lt;br /&gt;
&lt;br /&gt;
Similar CCIP symbology to rockets.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Air===&lt;br /&gt;
The HUD displays a cross (+) indicating the gun's boresight. The cage/uncage button cycles between two different reticle sizes. The numbers are pulled from Tactical Manual Volume I:&lt;br /&gt;
*The long range reticle for 2,400 ft has a 12.5 mil diameter circle with wings 5.5 mil wide on eachside.&lt;br /&gt;
*The close range reticle for 1,200 ft has a 22.5 mil diameter circle with wings of 12 mil wide on each side.&lt;br /&gt;
&lt;br /&gt;
Say that 1 mil is what 1 unit at 1000 units looks like or in this case what 1ft at 1000ft looks like. Size of the object at that range is mil*(range/1000).&lt;br /&gt;
&lt;br /&gt;
*The long range reticle at 2,400 ft looks like a 30 ft diameter circle with 13.2 ft wings on each side. 56.4 ft wide total.&lt;br /&gt;
*The short range reticle at 1200 ft looks like a 30.6 ft diameter circle with 12 ft wings on each side. 54.6 ft wide total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a lot of A2A aircraft, the wingspan is as wide as the circle or a combination of one wing and the circle (o vs -o). A lot of the A2G aircraft you'd run into match the full reticle (-o-).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Which parts of the reticle to reference&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Wingspan (ft)&lt;br /&gt;
! Reticle Match&lt;br /&gt;
|-&lt;br /&gt;
! F/A-18&lt;br /&gt;
| 45' || -o&lt;br /&gt;
|-&lt;br /&gt;
! Su-25T&lt;br /&gt;
| 47' || -o&lt;br /&gt;
|-&lt;br /&gt;
! A-10C&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! Su-24 (swept forward)&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! AV-8B&lt;br /&gt;
| 22' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mig-21&lt;br /&gt;
| 23' || o&lt;br /&gt;
|-&lt;br /&gt;
! F5-E&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mi-26 (height)&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! C-101&lt;br /&gt;
| 35' || o&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In DCS, a line extends from the reticle and gets longer as the aircraft maneuvers and pulls more G. In the tac manual, the line is the bullet's flight path up to 4,800ft. This line dissapears when ownship is flying steady. So either bullet drop up to 4,800ft is negligible, or this is just a dimensionless gun snake visual aid to help one slice through a target.&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
===Bomb Overview===&lt;br /&gt;
Due to the modular nature of the Mk.80 series bombs, there are many variants. The total weight of the bomb changes with modifications making the generic name of &amp;quot;___ pound bomb&amp;quot; no longer accurate. However, once you get familiar with the series, the intention of this chart is to pick the amount of bang you want and decide on how you want it delivered on target.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! Size (lb)&lt;br /&gt;
! Mk.&lt;br /&gt;
! HD (Snakeyes)&lt;br /&gt;
! HD (AIR)&lt;br /&gt;
! GBU (Laser/Paveway)&lt;br /&gt;
! GBU (GPS/JDAM)&lt;br /&gt;
! GBU (LJDAM)&lt;br /&gt;
|-&lt;br /&gt;
! 250&lt;br /&gt;
| 81 || SE || - || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
! 500&lt;br /&gt;
| 82 || SE || AIR || 12 || 38 || 54**&lt;br /&gt;
|-&lt;br /&gt;
! 1000&lt;br /&gt;
| 83 || - || - || 16 || 32 || - &lt;br /&gt;
|-&lt;br /&gt;
! 2000*&lt;br /&gt;
| 84* || - || - || 24* || 31* || - &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
*Not used on the AV-8B II, present for comparison &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
**Not in DCS due to engine limitations (a bomb that can switch between laser and GPS guidance is an unprecedented weapon type) &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Mk 20 Rockeye (CBU-100) Cluster Bomb====&lt;br /&gt;
&lt;br /&gt;
Weapon components:&lt;br /&gt;
*Mk-7 dispenser that has a linear charge that splits the canister in half like the boat in the Flex Seal Commercial&lt;br /&gt;
*247x Mk 118 shaped-charge bomblets&lt;br /&gt;
*A nose fuze with a primary and option mode set by ground crew. The fuzes come in two different mechanisms&lt;br /&gt;
** FMU-140/B dispenser proximity fuze that opens based on altitude or time. The pilot uses the HOF primary mode , or a 1.2 second time delay mode.&lt;br /&gt;
** Mk 339 mechanical time fuze that functions after a time delay. The pilot can choose one of two modes programmed by the ground crew.&lt;br /&gt;
&lt;br /&gt;
Rockeyes are an all-up round configuration weapon meaning it left the factory mostly assembled unit and ground crew would just dial in a few settings before being loaded onto the aircraft. Compare this to choosing a rocket or bomb warhead, and then screwing the fuze on, and then a tail section, etc. The mission planner chooses a fuze and its options out of the range available on the weapon. The ground crew does their job dialing that into the Rockeye, and the pilot sets the cockpit up so symbology on the HUD matches the bombs expected behavior. &lt;br /&gt;
&lt;br /&gt;
In DCS, the pilot can toggle between the (PR) and option (OP) modes but they have no effect. Instead, Rockeyes are simulated to have a weird hybrid of a variable proximity fuze. The canister will open above ground level depending on which range of altitudes it was released. This simplification means there is never really a bad release in terms of a canister hitting the ground without opening, or opening at an unreasonably high altitude because the pilot flew higher. What the pilot has to worry about is following the HUD symbology and deciding what type of pattern to use. A bomb dropped higher has more time to turn downward and the pattern becomes tighter and less oblique. However, that gives more time for drift to develop so that the pattern never lies on the target. 5000' is a good altitude so you can even bomb Shilkas and AAA emplacements in CCRP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! &lt;br /&gt;
! Approximate Release Altitude (ft)&lt;br /&gt;
! Height of Function&lt;br /&gt;
! Pattern remarks&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| below 5000' || Instant Open || oval&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| around 5000'|| 1000' || circle&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| around 10,000' || 600' || dense circle, but off target&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Missiles==&lt;br /&gt;
===AGM-122 Sidearm Anti-radiation Missile===&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
====Lofting====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
===AGM-65E Maverick Laser Guided missile===&lt;br /&gt;
===AGM-65G Maverick Infrared guided missile===&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Real Life Manuals==&lt;br /&gt;
[https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/  NATOPS AV-8B Harrier II Flight Manual] Information about operating the airframe, procedures, flight characteristics, and aerodynamics.&lt;br /&gt;
&lt;br /&gt;
[http://aviationarchives.blogspot.com/2016/05/av-8-harrier-tactical-manuals.html AV-8 Tactical Manual] Information about armaments and related avionics such as MPCD pages to control them. Covers AV-8B II variants (Day, Night, and Plus)&lt;br /&gt;
&lt;br /&gt;
*Volume I is more specific than NATOPS in terms of avionics. This is where you should go if you wanted to model tactically important avionics. Think visual references for how an MPCD page or HUD should look.  It has a brief section on the electromagnetic spectrum which is an important foundation to understand the capabilities and limits of equipment working with different parts of the spectrum. &lt;br /&gt;
**Examples of sensors covered are the APG-65 Radar, NAVFLIR, NVG, and Angle Rate Bombing System (of which the DMT is part of). &lt;br /&gt;
**Some stores and armaments are included as they tie into electromagnetic radiation such as IR and Laser Mavericks, Sidearms homing on radio waves, or the TPOD because of its sensors and lasers.&lt;br /&gt;
&lt;br /&gt;
*Volume II gets deeper into armaments and fuzing, carrying, and deploying them. This is where you should go if you wanted to see information regarding modeling a weapon in DCS such as ballistics, bombing tables, gun spread, drag indexes, weights, etc.&lt;br /&gt;
&lt;br /&gt;
*Volume III is not on the website linked. This may contain more recent and sensitive information on all GBUs. Volume II never mentions JDAMs which came out after or too close to the revision of the volume to make it in. Of the GBU kits mentioned, only basic weapon delivery information is provided for the laser guided GBU-12 and GBU-16. The reader is pointed towards Volume III to get information in the same depth other weapons got in Volume II such as configuration and employment. Paveway series kits aren't even pictured.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11030</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11030"/>
				<updated>2020-05-27T22:03:09Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Mk 20 Rockeye (CBU-100) */&lt;/p&gt;
&lt;hr /&gt;
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}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of:&lt;br /&gt;
*A steerable nose gear&lt;br /&gt;
*A main gear with twin wheels in tandem with the nose gear like a U-2 spyplane. These are the only wheels that can brake and each contains wheel contains a braking element&lt;br /&gt;
*two single wheel wing gears. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
&lt;br /&gt;
===Nose Wheel Steering (NWS)===&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that may respond to rudder pedal inputs to directional control for ground operations with three modes. Rudder inputs are not proportional to the full nose wheel range. Instead, the gain depends on which mode is activated and full rudder deflection corresponds to the full range allowed in that mode.&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. &lt;br /&gt;
&lt;br /&gt;
Next to the slideslip ball are indications for the current steering mode.&lt;br /&gt;
*'''CAST''':  Caster mode. Nose wheel does not respond to rudder input and is free to rotate up to 179° such as due to yawing with rudder authority at the higher speeds of takeoff or landing. Activated with Anti-skid set to ON.&lt;br /&gt;
*'''NWS:''' Lo gain steering. The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*'''NWS HI''': Hi gain steering. The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is automatically depressed down to LO GAIN if NWS is still required at all.&lt;br /&gt;
&lt;br /&gt;
Whenever the nose wheel is within 3° of neutral, a C will appear inside the slideslip ball to indicate that it is close to center. This is an important reminder because with anti-skid on, releasing the NWS button will revert NWS to CAST. If rudder inputs were not centered before, the NWS will seem stuck at low ground speeds and the aircraft will continue turning. This isn't noticeable at high speed, because rudder authority would allows the pilot to center the nosewheel.&lt;br /&gt;
&lt;br /&gt;
A 4th mode relates to overriding inputs and having the nose wheel properly rotated for landing gear extension and retraction.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid===&lt;br /&gt;
Anti-skid is analogous to the anti-lock braking systems on vehicles. The anti-skid system also inhibits nose wheel steering, with the NWS button acting as an override to bump it to the next level of maneuverability. &lt;br /&gt;
&lt;br /&gt;
Use Anti-skid for going in a straight line (such as takeoffs and landings), and NWS for maneuvering (such as taxiing and parking).&lt;br /&gt;
&lt;br /&gt;
====High Speed Handling====&lt;br /&gt;
Turning on Anti-skid trades off maneuverability for stability and increased braking performance. Nose wheel steering is disabled and is set to caster. This is desirable at highspeeds during takeoff and landing so that the nose wheel follows the aircraft yawing in response to rudder inputs. NWS being enabled would contribute to much to yaw inputs and tip the plane over especially at above 20kts.&lt;br /&gt;
&lt;br /&gt;
====Low Speed Handling====&lt;br /&gt;
Turning off anti-skid increases ground handling maneuverability. NWS is no longer inhibited, and the NWS button bumps it up to hi-gain. Brakes are more responsive at the cost of locking the wheels with hard applications. When maneuvering on tight spaces like a carrier deck, you don't want anti-skid to modulate brake application and add a lag that could send you over the edge.&lt;br /&gt;
&lt;br /&gt;
===Lift Improvement Devices (LIDs)===&lt;br /&gt;
When hovering close to the ground the jets from the nozzles hit the ground, merge, and rebound into a fountain that hits the belly of the aircraft. Lift improvement devices form a skirt like a hovercraft to capture this cushion. The devices also help prevent hot air ingestion. The strakes or gunpods are fixed LIDs. There is a front LID fence behind the nose gear that deploys with the landing gear. This can be overriden with the switch on the left behind the pilot to reduce conventional takeoff drag.&lt;br /&gt;
&lt;br /&gt;
The speed brake also deploys with the landing gear, but neither NATOPS nor the Tactical Manual state that this counts as a LID fence, and the override switch doesn't retract this on the ground.&lt;br /&gt;
&lt;br /&gt;
Overall, the plane will be able to hover 1,200lbs heavier, and this effect is modeled in DCS. Retracting the landing gear too early during a vertical take off retracts the fence and the plane starts falling, needing an increase in thrust to maintain altitude. If more thrust isn't available, the landing gear and LIDs may not extend in time to correct this behavior.&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
===Inertial Navigation===&lt;br /&gt;
An inertial navigation system (INS) lets the plane know its location and orientation in without an outside reference. Maybe there's no GPS or NAVAIDS due to terrain features or enemy jamming. Even if those are available, and INS isn't the pilot's primary navigation tool, it is the primary reference for data that goes into weapons employment.&lt;br /&gt;
&lt;br /&gt;
The INS is aligned and the plane takes off with a good idea of where it is. Errors accumulate and the INS develops drift so an outside reference is eventually needed. A pilot can perform a fix where they tells the INS &amp;quot;we are here&amp;quot; which is hopefully better than where INS thinks they are. A flight plan may involve obvious landmarks along the way to give the pilot a chance to fix the INS so drift stays within an acceptable range.&lt;br /&gt;
&lt;br /&gt;
There are outside references that happen more frequently, automatically and with better quality than depending on a human. The Miniaturized Airborne GPS Receiver is used to keep updating the INS. This is analagous to the AJS-37 Viggen using TERNAV to update the INS. &lt;br /&gt;
&lt;br /&gt;
Radio-navigation is available as TACAN or AWLS which in DCS borrows existing ILS functionality at airports. &lt;br /&gt;
&lt;br /&gt;
===Alignment===&lt;br /&gt;
There is a Special Option to have the AV-8B pre-aligned.&lt;br /&gt;
Alignment takes around 3 minutes to complete.&lt;br /&gt;
&lt;br /&gt;
===Electronic Horizontal Situational Display (EHSD)===&lt;br /&gt;
Once the is INS aligned and GPS is updating it in the background, the pilot navigates by interacting with the EHSD.&lt;br /&gt;
&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the EHSD with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS. This is the same system that manages the moving map graphics and charts.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
====Simulation and Modeling====&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
DCS has a simplified simulation of contrast lock similar to the Shkval. The DMT snaps to units that are alive to simulate a contrast lock. The DMT uses the INS to remember the general area it was looking at when gimbal lock. With rough flying, it will ground stabilize once within gimbal limits again, but it may not be exactly the same spot it used to be.&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==GAU-12/U 25mm==&lt;br /&gt;
The GAU-12 is mounted as a 2 part gunpod mounted on the belly of the AV-8B. One pylon has the gun (pilot's right side), and the other pylon contains the ammunition. A conveyor system connects the two to feed ammunition and return the spent casings. The design of the pods also allows it to replace the LID strakes and preserve their aerodynamic purpose. This also leaves the center hardpoint available for the TPOD or DECM.&lt;br /&gt;
&lt;br /&gt;
An unsimulated behavior relates to the gun being driven by a minimum of 60 psi of bleed air. This means that one may not be able to put the throttle in idle in a steep dive. In general, the engine has to idle higher at lower altitudes to fight the denser air to drive the gun.&lt;br /&gt;
&lt;br /&gt;
On 24th FEB 2020, RAZBAM changed the module to simulate PGU-32/U SAPHEI-T 25 mm rounds. Presumably, it was previously PGU-20 API which was able to damage medium armored targets like the M-60 Patton or T-55 units in DCS. Now you can damage only up to lightly armored targets like a BTR or Shilka.&lt;br /&gt;
&lt;br /&gt;
There are armor piercing incindiary, high explosive incindiary, and target practice ammunition types that all have the same ballistics. So implementing a theoretical combat mix in the AV-8B wouldn't need a change in the reticle, compared to the A-10C showing two impact points for its combat mix.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Ground===&lt;br /&gt;
&lt;br /&gt;
Similar CCIP symbology to rockets.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Air===&lt;br /&gt;
The HUD displays a cross (+) indicating the gun's boresight. The cage/uncage button cycles between two different reticle sizes. The numbers are pulled from Tactical Manual Volume I:&lt;br /&gt;
*The long range reticle for 2,400 ft has a 12.5 mil diameter circle with wings 5.5 mil wide on eachside.&lt;br /&gt;
*The close range reticle for 1,200 ft has a 22.5 mil diameter circle with wings of 12 mil wide on each side.&lt;br /&gt;
&lt;br /&gt;
Say that 1 mil is what 1 unit at 1000 units looks like or in this case what 1ft at 1000ft looks like. Size of the object at that range is mil*(range/1000).&lt;br /&gt;
&lt;br /&gt;
*The long range reticle at 2,400 ft looks like a 30 ft diameter circle with 13.2 ft wings on each side. 56.4 ft wide total.&lt;br /&gt;
*The short range reticle at 1200 ft looks like a 30.6 ft diameter circle with 12 ft wings on each side. 54.6 ft wide total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a lot of A2A aircraft, the wingspan is as wide as the circle or a combination of one wing and the circle (o vs -o). A lot of the A2G aircraft you'd run into match the full reticle (-o-).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Which parts of the reticle to reference&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Wingspan (ft)&lt;br /&gt;
! Reticle Match&lt;br /&gt;
|-&lt;br /&gt;
! F/A-18&lt;br /&gt;
| 45' || -o&lt;br /&gt;
|-&lt;br /&gt;
! Su-25T&lt;br /&gt;
| 47' || -o&lt;br /&gt;
|-&lt;br /&gt;
! A-10C&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! Su-24 (swept forward)&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! AV-8B&lt;br /&gt;
| 22' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mig-21&lt;br /&gt;
| 23' || o&lt;br /&gt;
|-&lt;br /&gt;
! F5-E&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mi-26 (height)&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! C-101&lt;br /&gt;
| 35' || o&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In DCS, a line extends from the reticle and gets longer as the aircraft maneuvers and pulls more G. In the tac manual, the line is the bullet's flight path up to 4,800ft. This line dissapears when ownship is flying steady. So either bullet drop up to 4,800ft is negligible, or this is just a dimensionless gun snake visual aid to help one slice through a target.&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
===Bomb Overview===&lt;br /&gt;
Due to the modular nature of the Mk.80 series bombs, there are many variants. The total weight of the bomb changes with modifications making the generic name of &amp;quot;___ pound bomb&amp;quot; no longer accurate. However, once you get familiar with the series, the intention of this chart is to pick the amount of bang you want and decide on how you want it delivered on target.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! Size (lb)&lt;br /&gt;
! Mk.&lt;br /&gt;
! HD (Snakeyes)&lt;br /&gt;
! HD (AIR)&lt;br /&gt;
! GBU (Laser/Paveway)&lt;br /&gt;
! GBU (GPS/JDAM)&lt;br /&gt;
! GBU (LJDAM)&lt;br /&gt;
|-&lt;br /&gt;
! 250&lt;br /&gt;
| 81 || SE || - || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
! 500&lt;br /&gt;
| 82 || SE || AIR || 12 || 38 || 54**&lt;br /&gt;
|-&lt;br /&gt;
! 1000&lt;br /&gt;
| 83 || - || - || 16 || 32 || - &lt;br /&gt;
|-&lt;br /&gt;
! 2000*&lt;br /&gt;
| 84* || - || - || 24* || 31* || - &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
*Not used on the AV-8B II, present for comparison &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
**Not in DCS due to engine limitations (a bomb that can switch between laser and GPS guidance is an unprecedented weapon type) &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Mk 20 Rockeye (CBU-100) Cluster Bomb====&lt;br /&gt;
&lt;br /&gt;
Weapon components:&lt;br /&gt;
*Mk-7 dispenser that has a linear charge that splits the canister in half like the boat in the Flex Seal Commercial&lt;br /&gt;
*247x Mk 118 shaped-charge bomblets&lt;br /&gt;
*A nose fuze with a primary and option mode set by ground crew. The fuzes come in two different mechanisms&lt;br /&gt;
** FMU-140/B dispenser proximity fuze that opens based on altitude or time. The pilot uses the HOF primary mode , or a 1.2 second time delay mode.&lt;br /&gt;
** Mk 339 mechanical time fuze that functions after a time delay. The pilot can choose one of two modes programmed by the ground crew.&lt;br /&gt;
&lt;br /&gt;
Rockeyes are an all-up round configuration weapon meaning it left the factory mostly assembled unit and ground crew would just dial in a few settings before being loaded onto the aircraft. Compare this to choosing a rocket or bomb warhead, and then screwing the fuze on, and then a tail section, etc. The mission planner chooses a fuze and its options out of the range available on the weapon. The ground crew does their job dialing that into the Rockeye, and the pilot sets the cockpit up so symbology on the HUD matches the bombs expected behavior. &lt;br /&gt;
&lt;br /&gt;
In DCS, the pilot can toggle between the (PR) and option (OP) modes but they have no effect. Instead, Rockeyes are simulated to have a weird hybrid of a variable proximity fuze. The canister will open above ground level depending on which range of altitudes it was released. This simplification means there is never really a bad release in terms of a canister hitting the ground without opening, or opening at an unreasonably high altitude because the pilot flew higher. What the pilot has to worry about is following the HUD symbology and deciding what type of pattern to use. A bomb dropped higher has more time to turn downward and the pattern becomes tighter and less oblique. However, that gives more time for drift to develop so that the pattern never lies on the target. 5000' is a good altitude so you can even bomb Shilkas and AAA emplacements in CCRP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! &lt;br /&gt;
! Approximate Release Altitude (ft)&lt;br /&gt;
! Height of Function&lt;br /&gt;
! Pattern remarks&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| below 5000' || Instant Open || oval&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| around 5000'|| 1000' || circle&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| around 10,000' || 600' || dense circle, but off target&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Missiles==&lt;br /&gt;
===AGM-122 Sidearm Anti-radiation Missile===&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
====Lofting====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
===AGM-65E Maverick Laser Guided missile===&lt;br /&gt;
===AGM-65G Maverick Infrared guided missile===&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Real Life Manuals==&lt;br /&gt;
[https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/  NATOPS AV-8B Harrier II Flight Manual] Information about operating the airframe, procedures, flight characteristics, and aerodynamics.&lt;br /&gt;
&lt;br /&gt;
[http://aviationarchives.blogspot.com/2016/05/av-8-harrier-tactical-manuals.html AV-8 Tactical Manual] Information about armaments and related avionics such as MPCD pages to control them. Covers AV-8B II variants (Day, Night, and Plus)&lt;br /&gt;
&lt;br /&gt;
*Volume I is more specific than NATOPS in terms of avionics. This is where you should go if you wanted to model tactically important avionics. Think visual references for how an MPCD page or HUD should look.  It has a brief section on the electromagnetic spectrum which is an important foundation to understand the capabilities and limits of equipment working with different parts of the spectrum. &lt;br /&gt;
**Examples of sensors covered are the APG-65 Radar, NAVFLIR, NVG, and Angle Rate Bombing System (of which the DMT is part of). &lt;br /&gt;
**Some stores and armaments are included as they tie into electromagnetic radiation such as IR and Laser Mavericks, Sidearms homing on radio waves, or the TPOD because of its sensors and lasers.&lt;br /&gt;
&lt;br /&gt;
*Volume II gets deeper into armaments and fuzing, carrying, and deploying them. This is where you should go if you wanted to see information regarding modeling a weapon in DCS such as ballistics, bombing tables, gun spread, drag indexes, weights, etc.&lt;br /&gt;
&lt;br /&gt;
*Volume III is not on the website linked. This may contain more recent and sensitive information on all GBUs. Volume II never mentions JDAMs which came out after or too close to the revision of the volume to make it in. Of the GBU kits mentioned, only basic weapon delivery information is provided for the laser guided GBU-12 and GBU-16. The reader is pointed towards Volume III to get information in the same depth other weapons got in Volume II such as configuration and employment. Paveway series kits aren't even pictured.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11029</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11029"/>
				<updated>2020-05-27T10:30:17Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: &lt;/p&gt;
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}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of:&lt;br /&gt;
*A steerable nose gear&lt;br /&gt;
*A main gear with twin wheels in tandem with the nose gear like a U-2 spyplane. These are the only wheels that can brake and each contains wheel contains a braking element&lt;br /&gt;
*two single wheel wing gears. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
&lt;br /&gt;
===Nose Wheel Steering (NWS)===&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that may respond to rudder pedal inputs to directional control for ground operations with three modes. Rudder inputs are not proportional to the full nose wheel range. Instead, the gain depends on which mode is activated and full rudder deflection corresponds to the full range allowed in that mode.&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. &lt;br /&gt;
&lt;br /&gt;
Next to the slideslip ball are indications for the current steering mode.&lt;br /&gt;
*'''CAST''':  Caster mode. Nose wheel does not respond to rudder input and is free to rotate up to 179° such as due to yawing with rudder authority at the higher speeds of takeoff or landing. Activated with Anti-skid set to ON.&lt;br /&gt;
*'''NWS:''' Lo gain steering. The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*'''NWS HI''': Hi gain steering. The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is automatically depressed down to LO GAIN if NWS is still required at all.&lt;br /&gt;
&lt;br /&gt;
Whenever the nose wheel is within 3° of neutral, a C will appear inside the slideslip ball to indicate that it is close to center. This is an important reminder because with anti-skid on, releasing the NWS button will revert NWS to CAST. If rudder inputs were not centered before, the NWS will seem stuck at low ground speeds and the aircraft will continue turning. This isn't noticeable at high speed, because rudder authority would allows the pilot to center the nosewheel.&lt;br /&gt;
&lt;br /&gt;
A 4th mode relates to overriding inputs and having the nose wheel properly rotated for landing gear extension and retraction.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid===&lt;br /&gt;
Anti-skid is analogous to the anti-lock braking systems on vehicles. The anti-skid system also inhibits nose wheel steering, with the NWS button acting as an override to bump it to the next level of maneuverability. &lt;br /&gt;
&lt;br /&gt;
Use Anti-skid for going in a straight line (such as takeoffs and landings), and NWS for maneuvering (such as taxiing and parking).&lt;br /&gt;
&lt;br /&gt;
====High Speed Handling====&lt;br /&gt;
Turning on Anti-skid trades off maneuverability for stability and increased braking performance. Nose wheel steering is disabled and is set to caster. This is desirable at highspeeds during takeoff and landing so that the nose wheel follows the aircraft yawing in response to rudder inputs. NWS being enabled would contribute to much to yaw inputs and tip the plane over especially at above 20kts.&lt;br /&gt;
&lt;br /&gt;
====Low Speed Handling====&lt;br /&gt;
Turning off anti-skid increases ground handling maneuverability. NWS is no longer inhibited, and the NWS button bumps it up to hi-gain. Brakes are more responsive at the cost of locking the wheels with hard applications. When maneuvering on tight spaces like a carrier deck, you don't want anti-skid to modulate brake application and add a lag that could send you over the edge.&lt;br /&gt;
&lt;br /&gt;
===Lift Improvement Devices (LIDs)===&lt;br /&gt;
When hovering close to the ground the jets from the nozzles hit the ground, merge, and rebound into a fountain that hits the belly of the aircraft. Lift improvement devices form a skirt like a hovercraft to capture this cushion. The devices also help prevent hot air ingestion. The strakes or gunpods are fixed LIDs. There is a front LID fence behind the nose gear that deploys with the landing gear. This can be overriden with the switch on the left behind the pilot to reduce conventional takeoff drag.&lt;br /&gt;
&lt;br /&gt;
The speed brake also deploys with the landing gear, but neither NATOPS nor the Tactical Manual state that this counts as a LID fence, and the override switch doesn't retract this on the ground.&lt;br /&gt;
&lt;br /&gt;
Overall, the plane will be able to hover 1,200lbs heavier, and this effect is modeled in DCS. Retracting the landing gear too early during a vertical take off retracts the fence and the plane starts falling, needing an increase in thrust to maintain altitude. If more thrust isn't available, the landing gear and LIDs may not extend in time to correct this behavior.&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
===Inertial Navigation===&lt;br /&gt;
An inertial navigation system (INS) lets the plane know its location and orientation in without an outside reference. Maybe there's no GPS or NAVAIDS due to terrain features or enemy jamming. Even if those are available, and INS isn't the pilot's primary navigation tool, it is the primary reference for data that goes into weapons employment.&lt;br /&gt;
&lt;br /&gt;
The INS is aligned and the plane takes off with a good idea of where it is. Errors accumulate and the INS develops drift so an outside reference is eventually needed. A pilot can perform a fix where they tells the INS &amp;quot;we are here&amp;quot; which is hopefully better than where INS thinks they are. A flight plan may involve obvious landmarks along the way to give the pilot a chance to fix the INS so drift stays within an acceptable range.&lt;br /&gt;
&lt;br /&gt;
There are outside references that happen more frequently, automatically and with better quality than depending on a human. The Miniaturized Airborne GPS Receiver is used to keep updating the INS. This is analagous to the AJS-37 Viggen using TERNAV to update the INS. &lt;br /&gt;
&lt;br /&gt;
Radio-navigation is available as TACAN or AWLS which in DCS borrows existing ILS functionality at airports. &lt;br /&gt;
&lt;br /&gt;
===Alignment===&lt;br /&gt;
There is a Special Option to have the AV-8B pre-aligned.&lt;br /&gt;
Alignment takes around 3 minutes to complete.&lt;br /&gt;
&lt;br /&gt;
===Electronic Horizontal Situational Display (EHSD)===&lt;br /&gt;
Once the is INS aligned and GPS is updating it in the background, the pilot navigates by interacting with the EHSD.&lt;br /&gt;
&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the EHSD with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS. This is the same system that manages the moving map graphics and charts.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
====Simulation and Modeling====&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
DCS has a simplified simulation of contrast lock similar to the Shkval. The DMT snaps to units that are alive to simulate a contrast lock. The DMT uses the INS to remember the general area it was looking at when gimbal lock. With rough flying, it will ground stabilize once within gimbal limits again, but it may not be exactly the same spot it used to be.&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==GAU-12/U 25mm==&lt;br /&gt;
The GAU-12 is mounted as a 2 part gunpod mounted on the belly of the AV-8B. One pylon has the gun (pilot's right side), and the other pylon contains the ammunition. A conveyor system connects the two to feed ammunition and return the spent casings. The design of the pods also allows it to replace the LID strakes and preserve their aerodynamic purpose. This also leaves the center hardpoint available for the TPOD or DECM.&lt;br /&gt;
&lt;br /&gt;
An unsimulated behavior relates to the gun being driven by a minimum of 60 psi of bleed air. This means that one may not be able to put the throttle in idle in a steep dive. In general, the engine has to idle higher at lower altitudes to fight the denser air to drive the gun.&lt;br /&gt;
&lt;br /&gt;
On 24th FEB 2020, RAZBAM changed the module to simulate PGU-32/U SAPHEI-T 25 mm rounds. Presumably, it was previously PGU-20 API which was able to damage medium armored targets like the M-60 Patton or T-55 units in DCS. Now you can damage only up to lightly armored targets like a BTR or Shilka.&lt;br /&gt;
&lt;br /&gt;
There are armor piercing incindiary, high explosive incindiary, and target practice ammunition types that all have the same ballistics. So implementing a theoretical combat mix in the AV-8B wouldn't need a change in the reticle, compared to the A-10C showing two impact points for its combat mix.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Ground===&lt;br /&gt;
&lt;br /&gt;
Similar CCIP symbology to rockets.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Air===&lt;br /&gt;
The HUD displays a cross (+) indicating the gun's boresight. The cage/uncage button cycles between two different reticle sizes. The numbers are pulled from Tactical Manual Volume I:&lt;br /&gt;
*The long range reticle for 2,400 ft has a 12.5 mil diameter circle with wings 5.5 mil wide on eachside.&lt;br /&gt;
*The close range reticle for 1,200 ft has a 22.5 mil diameter circle with wings of 12 mil wide on each side.&lt;br /&gt;
&lt;br /&gt;
Say that 1 mil is what 1 unit at 1000 units looks like or in this case what 1ft at 1000ft looks like. Size of the object at that range is mil*(range/1000).&lt;br /&gt;
&lt;br /&gt;
*The long range reticle at 2,400 ft looks like a 30 ft diameter circle with 13.2 ft wings on each side. 56.4 ft wide total.&lt;br /&gt;
*The short range reticle at 1200 ft looks like a 30.6 ft diameter circle with 12 ft wings on each side. 54.6 ft wide total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a lot of A2A aircraft, the wingspan is as wide as the circle or a combination of one wing and the circle (o vs -o). A lot of the A2G aircraft you'd run into match the full reticle (-o-).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Which parts of the reticle to reference&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Wingspan (ft)&lt;br /&gt;
! Reticle Match&lt;br /&gt;
|-&lt;br /&gt;
! F/A-18&lt;br /&gt;
| 45' || -o&lt;br /&gt;
|-&lt;br /&gt;
! Su-25T&lt;br /&gt;
| 47' || -o&lt;br /&gt;
|-&lt;br /&gt;
! A-10C&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! Su-24 (swept forward)&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! AV-8B&lt;br /&gt;
| 22' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mig-21&lt;br /&gt;
| 23' || o&lt;br /&gt;
|-&lt;br /&gt;
! F5-E&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mi-26 (height)&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! C-101&lt;br /&gt;
| 35' || o&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In DCS, a line extends from the reticle and gets longer as the aircraft maneuvers and pulls more G. In the tac manual, the line is the bullet's flight path up to 4,800ft. This line dissapears when ownship is flying steady. So either bullet drop up to 4,800ft is negligible, or this is just a dimensionless gun snake visual aid to help one slice through a target.&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
===Bomb Overview===&lt;br /&gt;
Due to the modular nature of the Mk.80 series bombs, there are many variants. The total weight of the bomb changes with modifications making the generic name of &amp;quot;___ pound bomb&amp;quot; no longer accurate. However, once you get familiar with the series, the intention of this chart is to pick the amount of bang you want and decide on how you want it delivered on target.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! Size (lb)&lt;br /&gt;
! Mk.&lt;br /&gt;
! HD (Snakeyes)&lt;br /&gt;
! HD (AIR)&lt;br /&gt;
! GBU (Laser/Paveway)&lt;br /&gt;
! GBU (GPS/JDAM)&lt;br /&gt;
! GBU (LJDAM)&lt;br /&gt;
|-&lt;br /&gt;
! 250&lt;br /&gt;
| 81 || SE || - || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
! 500&lt;br /&gt;
| 82 || SE || AIR || 12 || 38 || 54**&lt;br /&gt;
|-&lt;br /&gt;
! 1000&lt;br /&gt;
| 83 || - || - || 16 || 32 || - &lt;br /&gt;
|-&lt;br /&gt;
! 2000*&lt;br /&gt;
| 84* || - || - || 24* || 31* || - &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
*Not used on the AV-8B II, present for comparison &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
**Not in DCS due to engine limitations (a bomb that can switch between laser and GPS guidance is an unprecedented weapon type) &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Mk 20 Rockeye (CBU-100)====&lt;br /&gt;
&lt;br /&gt;
Rockeyes are an all-up round configuration meaning it was left the factory mostly assembled unit and ground crew would just dial in a few settings before being loaded onto the aircraft. Compare this to choosing a rocket or bomb warhead, and then screwing the fuze on, and then a tail section, etc.&lt;br /&gt;
&lt;br /&gt;
Weapon components:&lt;br /&gt;
*Mk-7 dispenser that has a linear charge that splits the canister in half like the boat in the Flex Seal Commercial&lt;br /&gt;
*247x Mk 118 shaped-charge bomblets&lt;br /&gt;
*A nose fuze with a primary and option mode set by ground crew. The fuzes come in two different mechanisms&lt;br /&gt;
** FMU-140/B dispenser proximity fuze that opens based on altitude or time. The pilot uses the HOF primary mode , or a 1.2 second time delay mode.&lt;br /&gt;
** Mk 339 mechanical time fuze that functions after a time delay. The pilot can choose one of two modes programmed by the ground crew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mission planner chooses a fuze and its options out of the range available on the weapon. The ground crew does their job dialing that into the Rockeye, and the pilot sets the cockpit up so symbology on the HUD matches the bombs expected behavior. &lt;br /&gt;
&lt;br /&gt;
In DCS, the pilot can toggle between the (PR) and option (OP) modes but they have no effect. Instead, Rockeyes are simulated to have a weird hybrid of a variable proximity fuze. The canister will open above ground level depending on which range of altitudes it was released. This simplification means there is never really a bad release in terms of a canister hitting the ground without opening, or opening at an unreasonably high altitude because the pilot flew higher. What the pilot has to worry about is following the HUD symbology and deciding what type of pattern to use. A bomb dropped higher has more time to turn downward and the pattern becomes tighter and less oblique. However, that gives more time for drift to develop so that the pattern never lies on the target. 5000' is a good altitude so you can even bomb Shilkas and AAA emplacements in CCRP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! &lt;br /&gt;
! Approximate Release Altitude (ft)&lt;br /&gt;
! Height of Function&lt;br /&gt;
! Pattern remarks&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| below 5000' || Instant Open || oval&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| around 5000'|| 1000' || circle&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| around 10,000' || 600' || dense circle, but off target&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Missiles==&lt;br /&gt;
===AGM-122 Sidearm Anti-radiation Missile===&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
====Lofting====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
===AGM-65E Maverick Laser Guided missile===&lt;br /&gt;
===AGM-65G Maverick Infrared guided missile===&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Real Life Manuals==&lt;br /&gt;
[https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/  NATOPS AV-8B Harrier II Flight Manual] Information about operating the airframe, procedures, flight characteristics, and aerodynamics.&lt;br /&gt;
&lt;br /&gt;
[http://aviationarchives.blogspot.com/2016/05/av-8-harrier-tactical-manuals.html AV-8 Tactical Manual] Information about armaments and related avionics such as MPCD pages to control them. Covers AV-8B II variants (Day, Night, and Plus)&lt;br /&gt;
&lt;br /&gt;
*Volume I is more specific than NATOPS in terms of avionics. This is where you should go if you wanted to model tactically important avionics. Think visual references for how an MPCD page or HUD should look.  It has a brief section on the electromagnetic spectrum which is an important foundation to understand the capabilities and limits of equipment working with different parts of the spectrum. &lt;br /&gt;
**Examples of sensors covered are the APG-65 Radar, NAVFLIR, NVG, and Angle Rate Bombing System (of which the DMT is part of). &lt;br /&gt;
**Some stores and armaments are included as they tie into electromagnetic radiation such as IR and Laser Mavericks, Sidearms homing on radio waves, or the TPOD because of its sensors and lasers.&lt;br /&gt;
&lt;br /&gt;
*Volume II gets deeper into armaments and fuzing, carrying, and deploying them. This is where you should go if you wanted to see information regarding modeling a weapon in DCS such as ballistics, bombing tables, gun spread, drag indexes, weights, etc.&lt;br /&gt;
&lt;br /&gt;
*Volume III is not on the website linked. This may contain more recent and sensitive information on all GBUs. Volume II never mentions JDAMs which came out after or too close to the revision of the volume to make it in. Of the GBU kits mentioned, only basic weapon delivery information is provided for the laser guided GBU-12 and GBU-16. The reader is pointed towards Volume III to get information in the same depth other weapons got in Volume II such as configuration and employment. Paveway series kits aren't even pictured.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11028</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11028"/>
				<updated>2020-05-27T10:17:55Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Navigation */ paragraph about why have INS at all and how GPS couples to it&lt;/p&gt;
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}}&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of:&lt;br /&gt;
*A steerable nose gear&lt;br /&gt;
*A main gear with twin wheels in tandem with the nose gear like a U-2 spyplane. These are the only wheels that can brake and each contains wheel contains a braking element&lt;br /&gt;
*two single wheel wing gears. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
&lt;br /&gt;
===Nose Wheel Steering (NWS)===&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that may respond to rudder pedal inputs to directional control for ground operations with three modes. Rudder inputs are not proportional to the full nose wheel range. Instead, the gain depends on which mode is activated and full rudder deflection corresponds to the full range allowed in that mode.&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. &lt;br /&gt;
&lt;br /&gt;
Next to the slideslip ball are indications for the current steering mode.&lt;br /&gt;
*'''CAST''':  Caster mode. Nose wheel does not respond to rudder input and is free to rotate up to 179° such as due to yawing with rudder authority at the higher speeds of takeoff or landing. Activated with Anti-skid set to ON.&lt;br /&gt;
*'''NWS:''' Lo gain steering. The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*'''NWS HI''': Hi gain steering. The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is automatically depressed down to LO GAIN if NWS is still required at all.&lt;br /&gt;
&lt;br /&gt;
Whenever the nose wheel is within 3° of neutral, a C will appear inside the slideslip ball to indicate that it is close to center. This is an important reminder because with anti-skid on, releasing the NWS button will revert NWS to CAST. If rudder inputs were not centered before, the NWS will seem stuck at low ground speeds and the aircraft will continue turning. This isn't noticeable at high speed, because rudder authority would allows the pilot to center the nosewheel.&lt;br /&gt;
&lt;br /&gt;
A 4th mode relates to overriding inputs and having the nose wheel properly rotated for landing gear extension and retraction.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid===&lt;br /&gt;
Anti-skid is analogous to the anti-lock braking systems on vehicles. The anti-skid system also inhibits nose wheel steering, with the NWS button acting as an override to bump it to the next level of maneuverability. &lt;br /&gt;
&lt;br /&gt;
Use Anti-skid for going in a straight line (such as takeoffs and landings), and NWS for maneuvering (such as taxiing and parking).&lt;br /&gt;
&lt;br /&gt;
====High Speed Handling====&lt;br /&gt;
Turning on Anti-skid trades off maneuverability for stability and increased braking performance. Nose wheel steering is disabled and is set to caster. This is desirable at highspeeds during takeoff and landing so that the nose wheel follows the aircraft yawing in response to rudder inputs. NWS being enabled would contribute to much to yaw inputs and tip the plane over especially at above 20kts.&lt;br /&gt;
&lt;br /&gt;
====Low Speed Handling====&lt;br /&gt;
Turning off anti-skid increases ground handling maneuverability. NWS is no longer inhibited, and the NWS button bumps it up to hi-gain. Brakes are more responsive at the cost of locking the wheels with hard applications. When maneuvering on tight spaces like a carrier deck, you don't want anti-skid to modulate brake application and add a lag that could send you over the edge.&lt;br /&gt;
&lt;br /&gt;
===Lift Improvement Devices (LIDs)===&lt;br /&gt;
When hovering close to the ground the jets from the nozzles hit the ground, merge, and rebound into a fountain that hits the belly of the aircraft. Lift improvement devices form a skirt like a hovercraft to capture this cushion. The devices also help prevent hot air ingestion. The strakes or gunpods are fixed LIDs. There is a front LID fence behind the nose gear that deploys with the landing gear. This can be overriden with the switch on the left behind the pilot to reduce conventional takeoff drag.&lt;br /&gt;
&lt;br /&gt;
The speed brake also deploys with the landing gear, but neither NATOPS nor the Tactical Manual state that this counts as a LID fence, and the override switch doesn't retract this on the ground.&lt;br /&gt;
&lt;br /&gt;
Overall, the plane will be able to hover 1,200lbs heavier, and this effect is modeled in DCS. Retracting the landing gear too early during a vertical take off retracts the fence and the plane starts falling, needing an increase in thrust to maintain altitude. If more thrust isn't available, the landing gear and LIDs may not extend in time to correct this behavior.&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
===Inertial Navigation===&lt;br /&gt;
An inertial navigation system (INS) lets the plane know its location and orientation in without an outside reference. Maybe there's no GPS or NAVAIDS due to terrain features or enemy jamming. Even if those are available, and INS isn't the pilot's primary navigation tool, it is the primary reference for data that goes into weapons employment.&lt;br /&gt;
&lt;br /&gt;
The INS is aligned and the plane takes off with a good idea of where it is. Errors accumulate and the INS develops drift so an outside reference is eventually needed. A pilot can perform a fix where they tells the INS &amp;quot;we are here&amp;quot; which is hopefully better than where INS thinks they are. A flight plan may involve obvious landmarks along the way to give the pilot a chance to fix the INS so drift stays within an acceptable range.&lt;br /&gt;
&lt;br /&gt;
There are outside references that happen more frequently, automatically and with better quality than depending on a human. The Miniaturized Airborne GPS Receiver is used to keep updating the INS. This is analagous to the AJS-37 Viggen using TERNAV to update the INS. &lt;br /&gt;
&lt;br /&gt;
Radio-navigation is available as TACAN or AWLS which in DCS borrows existing ILS functionality at airports. &lt;br /&gt;
&lt;br /&gt;
===Alignment===&lt;br /&gt;
There is a Special Option to have the AV-8B pre-aligned.&lt;br /&gt;
Alignment takes around 3 minutes to complete.&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the moving map with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
===Simulation and Modeling===&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==GAU-12/U 25mm==&lt;br /&gt;
The GAU-12 is mounted as a 2 part gunpod mounted on the belly of the AV-8B. One pylon has the gun (pilot's right side), and the other pylon contains the ammunition. A conveyor system connects the two to feed ammunition and return the spent casings. The design of the pods also allows it to replace the LID strakes and preserve their aerodynamic purpose. This also leaves the center hardpoint available for the TPOD or DECM.&lt;br /&gt;
&lt;br /&gt;
An unsimulated behavior relates to the gun being driven by a minimum of 60 psi of bleed air. This means that one may not be able to put the throttle in idle in a steep dive. In general, the engine has to idle higher at lower altitudes to fight the denser air to drive the gun.&lt;br /&gt;
&lt;br /&gt;
On 24th FEB 2020, RAZBAM changed the module to simulate PGU-32/U SAPHEI-T 25 mm rounds. Presumably, it was previously PGU-20 API which was able to damage medium armored targets like the M-60 Patton or T-55 units in DCS. Now you can damage only up to lightly armored targets like a BTR or Shilka.&lt;br /&gt;
&lt;br /&gt;
There are armor piercing incindiary, high explosive incindiary, and target practice ammunition types that all have the same ballistics. So implementing a theoretical combat mix in the AV-8B wouldn't need a change in the reticle, compared to the A-10C showing two impact points for its combat mix.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Ground===&lt;br /&gt;
&lt;br /&gt;
Similar CCIP symbology to rockets.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Air===&lt;br /&gt;
The HUD displays a cross (+) indicating the gun's boresight. The cage/uncage button cycles between two different reticle sizes. The numbers are pulled from Tactical Manual Volume I:&lt;br /&gt;
*The long range reticle for 2,400 ft has a 12.5 mil diameter circle with wings 5.5 mil wide on eachside.&lt;br /&gt;
*The close range reticle for 1,200 ft has a 22.5 mil diameter circle with wings of 12 mil wide on each side.&lt;br /&gt;
&lt;br /&gt;
Say that 1 mil is what 1 unit at 1000 units looks like or in this case what 1ft at 1000ft looks like. Size of the object at that range is mil*(range/1000).&lt;br /&gt;
&lt;br /&gt;
*The long range reticle at 2,400 ft looks like a 30 ft diameter circle with 13.2 ft wings on each side. 56.4 ft wide total.&lt;br /&gt;
*The short range reticle at 1200 ft looks like a 30.6 ft diameter circle with 12 ft wings on each side. 54.6 ft wide total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a lot of A2A aircraft, the wingspan is as wide as the circle or a combination of one wing and the circle (o vs -o). A lot of the A2G aircraft you'd run into match the full reticle (-o-).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Which parts of the reticle to reference&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Wingspan (ft)&lt;br /&gt;
! Reticle Match&lt;br /&gt;
|-&lt;br /&gt;
! F/A-18&lt;br /&gt;
| 45' || -o&lt;br /&gt;
|-&lt;br /&gt;
! Su-25T&lt;br /&gt;
| 47' || -o&lt;br /&gt;
|-&lt;br /&gt;
! A-10C&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! Su-24 (swept forward)&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! AV-8B&lt;br /&gt;
| 22' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mig-21&lt;br /&gt;
| 23' || o&lt;br /&gt;
|-&lt;br /&gt;
! F5-E&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mi-26 (height)&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! C-101&lt;br /&gt;
| 35' || o&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In DCS, a line extends from the reticle and gets longer as the aircraft maneuvers and pulls more G. In the tac manual, the line is the bullet's flight path up to 4,800ft. This line dissapears when ownship is flying steady. So either bullet drop up to 4,800ft is negligible, or this is just a dimensionless gun snake visual aid to help one slice through a target.&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
===Bomb Overview===&lt;br /&gt;
Due to the modular nature of the Mk.80 series bombs, there are many variants. The total weight of the bomb changes with modifications making the generic name of &amp;quot;___ pound bomb&amp;quot; no longer accurate. However, once you get familiar with the series, the intention of this chart is to pick the amount of bang you want and decide on how you want it delivered on target.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! Size (lb)&lt;br /&gt;
! Mk.&lt;br /&gt;
! HD (Snakeyes)&lt;br /&gt;
! HD (AIR)&lt;br /&gt;
! GBU (Laser/Paveway)&lt;br /&gt;
! GBU (GPS/JDAM)&lt;br /&gt;
! GBU (LJDAM)&lt;br /&gt;
|-&lt;br /&gt;
! 250&lt;br /&gt;
| 81 || SE || - || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
! 500&lt;br /&gt;
| 82 || SE || AIR || 12 || 38 || 54**&lt;br /&gt;
|-&lt;br /&gt;
! 1000&lt;br /&gt;
| 83 || - || - || 16 || 32 || - &lt;br /&gt;
|-&lt;br /&gt;
! 2000*&lt;br /&gt;
| 84* || - || - || 24* || 31* || - &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
*Not used on the AV-8B II, present for comparison &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
**Not in DCS due to engine limitations (a bomb that can switch between laser and GPS guidance is an unprecedented weapon type) &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Mk 20 Rockeye (CBU-100)====&lt;br /&gt;
&lt;br /&gt;
Rockeyes are an all-up round configuration meaning it was left the factory mostly assembled unit and ground crew would just dial in a few settings before being loaded onto the aircraft. Compare this to choosing a rocket or bomb warhead, and then screwing the fuze on, and then a tail section, etc.&lt;br /&gt;
&lt;br /&gt;
Weapon components:&lt;br /&gt;
*Mk-7 dispenser that has a linear charge that splits the canister in half like the boat in the Flex Seal Commercial&lt;br /&gt;
*247x Mk 118 shaped-charge bomblets&lt;br /&gt;
*A nose fuze with a primary and option mode set by ground crew. The fuzes come in two different mechanisms&lt;br /&gt;
** FMU-140/B dispenser proximity fuze that opens based on altitude or time. The pilot uses the HOF primary mode , or a 1.2 second time delay mode.&lt;br /&gt;
** Mk 339 mechanical time fuze that functions after a time delay. The pilot can choose one of two modes programmed by the ground crew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mission planner chooses a fuze and its options out of the range available on the weapon. The ground crew does their job dialing that into the Rockeye, and the pilot sets the cockpit up so symbology on the HUD matches the bombs expected behavior. &lt;br /&gt;
&lt;br /&gt;
In DCS, the pilot can toggle between the (PR) and option (OP) modes but they have no effect. Instead, Rockeyes are simulated to have a weird hybrid of a variable proximity fuze. The canister will open above ground level depending on which range of altitudes it was released. This simplification means there is never really a bad release in terms of a canister hitting the ground without opening, or opening at an unreasonably high altitude because the pilot flew higher. What the pilot has to worry about is following the HUD symbology and deciding what type of pattern to use. A bomb dropped higher has more time to turn downward and the pattern becomes tighter and less oblique. However, that gives more time for drift to develop so that the pattern never lies on the target. 5000' is a good altitude so you can even bomb Shilkas and AAA emplacements in CCRP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! &lt;br /&gt;
! Approximate Release Altitude (ft)&lt;br /&gt;
! Height of Function&lt;br /&gt;
! Pattern remarks&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| below 5000' || Instant Open || oval&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| around 5000'|| 1000' || circle&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| around 10,000' || 600' || dense circle, but off target&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Missiles==&lt;br /&gt;
===AGM-122 Sidearm Anti-radiation Missile===&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
====Lofting====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
===AGM-65E Maverick Laser Guided missile===&lt;br /&gt;
===AGM-65G Maverick Infrared guided missile===&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Real Life Manuals==&lt;br /&gt;
[https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/  NATOPS AV-8B Harrier II Flight Manual] Information about operating the airframe, procedures, flight characteristics, and aerodynamics.&lt;br /&gt;
&lt;br /&gt;
[http://aviationarchives.blogspot.com/2016/05/av-8-harrier-tactical-manuals.html AV-8 Tactical Manual] Information about armaments and related avionics such as MPCD pages to control them. Covers AV-8B II variants (Day, Night, and Plus)&lt;br /&gt;
&lt;br /&gt;
*Volume I is more specific than NATOPS in terms of avionics. This is where you should go if you wanted to model tactically important avionics. Think visual references for how an MPCD page or HUD should look.  It has a brief section on the electromagnetic spectrum which is an important foundation to understand the capabilities and limits of equipment working with different parts of the spectrum. &lt;br /&gt;
**Examples of sensors covered are the APG-65 Radar, NAVFLIR, NVG, and Angle Rate Bombing System (of which the DMT is part of). &lt;br /&gt;
**Some stores and armaments are included as they tie into electromagnetic radiation such as IR and Laser Mavericks, Sidearms homing on radio waves, or the TPOD because of its sensors and lasers.&lt;br /&gt;
&lt;br /&gt;
*Volume II gets deeper into armaments and fuzing, carrying, and deploying them. This is where you should go if you wanted to see information regarding modeling a weapon in DCS such as ballistics, bombing tables, gun spread, drag indexes, weights, etc.&lt;br /&gt;
&lt;br /&gt;
*Volume III is not on the website linked. This may contain more recent and sensitive information on all GBUs. Volume II never mentions JDAMs which came out after or too close to the revision of the volume to make it in. Of the GBU kits mentioned, only basic weapon delivery information is provided for the laser guided GBU-12 and GBU-16. The reader is pointed towards Volume III to get information in the same depth other weapons got in Volume II such as configuration and employment. Paveway series kits aren't even pictured.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
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		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11027</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11027"/>
				<updated>2020-05-27T09:32:19Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Nose Wheel Steering (NWS) */ corrected degrees of travel and added ° symbols&lt;/p&gt;
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|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of:&lt;br /&gt;
*A steerable nose gear&lt;br /&gt;
*A main gear with twin wheels in tandem with the nose gear like a U-2 spyplane. These are the only wheels that can brake and each contains wheel contains a braking element&lt;br /&gt;
*two single wheel wing gears. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
&lt;br /&gt;
===Nose Wheel Steering (NWS)===&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that may respond to rudder pedal inputs to directional control for ground operations with three modes. Rudder inputs are not proportional to the full nose wheel range. Instead, the gain depends on which mode is activated and full rudder deflection corresponds to the full range allowed in that mode.&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. &lt;br /&gt;
&lt;br /&gt;
Next to the slideslip ball are indications for the current steering mode.&lt;br /&gt;
*'''CAST''':  Caster mode. Nose wheel does not respond to rudder input and is free to rotate up to 179° such as due to yawing with rudder authority at the higher speeds of takeoff or landing. Activated with Anti-skid set to ON.&lt;br /&gt;
*'''NWS:''' Lo gain steering. The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*'''NWS HI''': Hi gain steering. The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is automatically depressed down to LO GAIN if NWS is still required at all.&lt;br /&gt;
&lt;br /&gt;
Whenever the nose wheel is within 3° of neutral, a C will appear inside the slideslip ball to indicate that it is close to center. This is an important reminder because with anti-skid on, releasing the NWS button will revert NWS to CAST. If rudder inputs were not centered before, the NWS will seem stuck at low ground speeds and the aircraft will continue turning. This isn't noticeable at high speed, because rudder authority would allows the pilot to center the nosewheel.&lt;br /&gt;
&lt;br /&gt;
A 4th mode relates to overriding inputs and having the nose wheel properly rotated for landing gear extension and retraction.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid===&lt;br /&gt;
Anti-skid is analogous to the anti-lock braking systems on vehicles. The anti-skid system also inhibits nose wheel steering, with the NWS button acting as an override to bump it to the next level of maneuverability. &lt;br /&gt;
&lt;br /&gt;
Use Anti-skid for going in a straight line (such as takeoffs and landings), and NWS for maneuvering (such as taxiing and parking).&lt;br /&gt;
&lt;br /&gt;
====High Speed Handling====&lt;br /&gt;
Turning on Anti-skid trades off maneuverability for stability and increased braking performance. Nose wheel steering is disabled and is set to caster. This is desirable at highspeeds during takeoff and landing so that the nose wheel follows the aircraft yawing in response to rudder inputs. NWS being enabled would contribute to much to yaw inputs and tip the plane over especially at above 20kts.&lt;br /&gt;
&lt;br /&gt;
====Low Speed Handling====&lt;br /&gt;
Turning off anti-skid increases ground handling maneuverability. NWS is no longer inhibited, and the NWS button bumps it up to hi-gain. Brakes are more responsive at the cost of locking the wheels with hard applications. When maneuvering on tight spaces like a carrier deck, you don't want anti-skid to modulate brake application and add a lag that could send you over the edge.&lt;br /&gt;
&lt;br /&gt;
===Lift Improvement Devices (LIDs)===&lt;br /&gt;
When hovering close to the ground the jets from the nozzles hit the ground, merge, and rebound into a fountain that hits the belly of the aircraft. Lift improvement devices form a skirt like a hovercraft to capture this cushion. The devices also help prevent hot air ingestion. The strakes or gunpods are fixed LIDs. There is a front LID fence behind the nose gear that deploys with the landing gear. This can be overriden with the switch on the left behind the pilot to reduce conventional takeoff drag.&lt;br /&gt;
&lt;br /&gt;
The speed brake also deploys with the landing gear, but neither NATOPS nor the Tactical Manual state that this counts as a LID fence, and the override switch doesn't retract this on the ground.&lt;br /&gt;
&lt;br /&gt;
Overall, the plane will be able to hover 1,200lbs heavier, and this effect is modeled in DCS. Retracting the landing gear too early during a vertical take off retracts the fence and the plane starts falling, needing an increase in thrust to maintain altitude. If more thrust isn't available, the landing gear and LIDs may not extend in time to correct this behavior.&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the moving map with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
===Simulation and Modeling===&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==GAU-12/U 25mm==&lt;br /&gt;
The GAU-12 is mounted as a 2 part gunpod mounted on the belly of the AV-8B. One pylon has the gun (pilot's right side), and the other pylon contains the ammunition. A conveyor system connects the two to feed ammunition and return the spent casings. The design of the pods also allows it to replace the LID strakes and preserve their aerodynamic purpose. This also leaves the center hardpoint available for the TPOD or DECM.&lt;br /&gt;
&lt;br /&gt;
An unsimulated behavior relates to the gun being driven by a minimum of 60 psi of bleed air. This means that one may not be able to put the throttle in idle in a steep dive. In general, the engine has to idle higher at lower altitudes to fight the denser air to drive the gun.&lt;br /&gt;
&lt;br /&gt;
On 24th FEB 2020, RAZBAM changed the module to simulate PGU-32/U SAPHEI-T 25 mm rounds. Presumably, it was previously PGU-20 API which was able to damage medium armored targets like the M-60 Patton or T-55 units in DCS. Now you can damage only up to lightly armored targets like a BTR or Shilka.&lt;br /&gt;
&lt;br /&gt;
There are armor piercing incindiary, high explosive incindiary, and target practice ammunition types that all have the same ballistics. So implementing a theoretical combat mix in the AV-8B wouldn't need a change in the reticle, compared to the A-10C showing two impact points for its combat mix.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Ground===&lt;br /&gt;
&lt;br /&gt;
Similar CCIP symbology to rockets.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Air===&lt;br /&gt;
The HUD displays a cross (+) indicating the gun's boresight. The cage/uncage button cycles between two different reticle sizes. The numbers are pulled from Tactical Manual Volume I:&lt;br /&gt;
*The long range reticle for 2,400 ft has a 12.5 mil diameter circle with wings 5.5 mil wide on eachside.&lt;br /&gt;
*The close range reticle for 1,200 ft has a 22.5 mil diameter circle with wings of 12 mil wide on each side.&lt;br /&gt;
&lt;br /&gt;
Say that 1 mil is what 1 unit at 1000 units looks like or in this case what 1ft at 1000ft looks like. Size of the object at that range is mil*(range/1000).&lt;br /&gt;
&lt;br /&gt;
*The long range reticle at 2,400 ft looks like a 30 ft diameter circle with 13.2 ft wings on each side. 56.4 ft wide total.&lt;br /&gt;
*The short range reticle at 1200 ft looks like a 30.6 ft diameter circle with 12 ft wings on each side. 54.6 ft wide total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a lot of A2A aircraft, the wingspan is as wide as the circle or a combination of one wing and the circle (o vs -o). A lot of the A2G aircraft you'd run into match the full reticle (-o-).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Which parts of the reticle to reference&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Wingspan (ft)&lt;br /&gt;
! Reticle Match&lt;br /&gt;
|-&lt;br /&gt;
! F/A-18&lt;br /&gt;
| 45' || -o&lt;br /&gt;
|-&lt;br /&gt;
! Su-25T&lt;br /&gt;
| 47' || -o&lt;br /&gt;
|-&lt;br /&gt;
! A-10C&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! Su-24 (swept forward)&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! AV-8B&lt;br /&gt;
| 22' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mig-21&lt;br /&gt;
| 23' || o&lt;br /&gt;
|-&lt;br /&gt;
! F5-E&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mi-26 (height)&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! C-101&lt;br /&gt;
| 35' || o&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In DCS, a line extends from the reticle and gets longer as the aircraft maneuvers and pulls more G. In the tac manual, the line is the bullet's flight path up to 4,800ft. This line dissapears when ownship is flying steady. So either bullet drop up to 4,800ft is negligible, or this is just a dimensionless gun snake visual aid to help one slice through a target.&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
===Bomb Overview===&lt;br /&gt;
Due to the modular nature of the Mk.80 series bombs, there are many variants. The total weight of the bomb changes with modifications making the generic name of &amp;quot;___ pound bomb&amp;quot; no longer accurate. However, once you get familiar with the series, the intention of this chart is to pick the amount of bang you want and decide on how you want it delivered on target.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! Size (lb)&lt;br /&gt;
! Mk.&lt;br /&gt;
! HD (Snakeyes)&lt;br /&gt;
! HD (AIR)&lt;br /&gt;
! GBU (Laser/Paveway)&lt;br /&gt;
! GBU (GPS/JDAM)&lt;br /&gt;
! GBU (LJDAM)&lt;br /&gt;
|-&lt;br /&gt;
! 250&lt;br /&gt;
| 81 || SE || - || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
! 500&lt;br /&gt;
| 82 || SE || AIR || 12 || 38 || 54**&lt;br /&gt;
|-&lt;br /&gt;
! 1000&lt;br /&gt;
| 83 || - || - || 16 || 32 || - &lt;br /&gt;
|-&lt;br /&gt;
! 2000*&lt;br /&gt;
| 84* || - || - || 24* || 31* || - &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
*Not used on the AV-8B II, present for comparison &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
**Not in DCS due to engine limitations (a bomb that can switch between laser and GPS guidance is an unprecedented weapon type) &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Mk 20 Rockeye (CBU-100)====&lt;br /&gt;
&lt;br /&gt;
Rockeyes are an all-up round configuration meaning it was left the factory mostly assembled unit and ground crew would just dial in a few settings before being loaded onto the aircraft. Compare this to choosing a rocket or bomb warhead, and then screwing the fuze on, and then a tail section, etc.&lt;br /&gt;
&lt;br /&gt;
Weapon components:&lt;br /&gt;
*Mk-7 dispenser that has a linear charge that splits the canister in half like the boat in the Flex Seal Commercial&lt;br /&gt;
*247x Mk 118 shaped-charge bomblets&lt;br /&gt;
*A nose fuze with a primary and option mode set by ground crew. The fuzes come in two different mechanisms&lt;br /&gt;
** FMU-140/B dispenser proximity fuze that opens based on altitude or time. The pilot uses the HOF primary mode , or a 1.2 second time delay mode.&lt;br /&gt;
** Mk 339 mechanical time fuze that functions after a time delay. The pilot can choose one of two modes programmed by the ground crew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mission planner chooses a fuze and its options out of the range available on the weapon. The ground crew does their job dialing that into the Rockeye, and the pilot sets the cockpit up so symbology on the HUD matches the bombs expected behavior. &lt;br /&gt;
&lt;br /&gt;
In DCS, the pilot can toggle between the (PR) and option (OP) modes but they have no effect. Instead, Rockeyes are simulated to have a weird hybrid of a variable proximity fuze. The canister will open above ground level depending on which range of altitudes it was released. This simplification means there is never really a bad release in terms of a canister hitting the ground without opening, or opening at an unreasonably high altitude because the pilot flew higher. What the pilot has to worry about is following the HUD symbology and deciding what type of pattern to use. A bomb dropped higher has more time to turn downward and the pattern becomes tighter and less oblique. However, that gives more time for drift to develop so that the pattern never lies on the target. 5000' is a good altitude so you can even bomb Shilkas and AAA emplacements in CCRP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! &lt;br /&gt;
! Approximate Release Altitude (ft)&lt;br /&gt;
! Height of Function&lt;br /&gt;
! Pattern remarks&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| below 5000' || Instant Open || oval&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| around 5000'|| 1000' || circle&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| around 10,000' || 600' || dense circle, but off target&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Missiles==&lt;br /&gt;
===AGM-122 Sidearm Anti-radiation Missile===&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
====Lofting====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
===AGM-65E Maverick Laser Guided missile===&lt;br /&gt;
===AGM-65G Maverick Infrared guided missile===&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Real Life Manuals==&lt;br /&gt;
[https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/  NATOPS AV-8B Harrier II Flight Manual] Information about operating the airframe, procedures, flight characteristics, and aerodynamics.&lt;br /&gt;
&lt;br /&gt;
[http://aviationarchives.blogspot.com/2016/05/av-8-harrier-tactical-manuals.html AV-8 Tactical Manual] Information about armaments and related avionics such as MPCD pages to control them. Covers AV-8B II variants (Day, Night, and Plus)&lt;br /&gt;
&lt;br /&gt;
*Volume I is more specific than NATOPS in terms of avionics. This is where you should go if you wanted to model tactically important avionics. Think visual references for how an MPCD page or HUD should look.  It has a brief section on the electromagnetic spectrum which is an important foundation to understand the capabilities and limits of equipment working with different parts of the spectrum. &lt;br /&gt;
**Examples of sensors covered are the APG-65 Radar, NAVFLIR, NVG, and Angle Rate Bombing System (of which the DMT is part of). &lt;br /&gt;
**Some stores and armaments are included as they tie into electromagnetic radiation such as IR and Laser Mavericks, Sidearms homing on radio waves, or the TPOD because of its sensors and lasers.&lt;br /&gt;
&lt;br /&gt;
*Volume II gets deeper into armaments and fuzing, carrying, and deploying them. This is where you should go if you wanted to see information regarding modeling a weapon in DCS such as ballistics, bombing tables, gun spread, drag indexes, weights, etc.&lt;br /&gt;
&lt;br /&gt;
*Volume III is not on the website linked. This may contain more recent and sensitive information on all GBUs. Volume II never mentions JDAMs which came out after or too close to the revision of the volume to make it in. Of the GBU kits mentioned, only basic weapon delivery information is provided for the laser guided GBU-12 and GBU-16. The reader is pointed towards Volume III to get information in the same depth other weapons got in Volume II such as configuration and employment. Paveway series kits aren't even pictured.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11026</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11026"/>
				<updated>2020-05-27T09:20:14Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Landing Gear */&lt;/p&gt;
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|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
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&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of:&lt;br /&gt;
*A steerable nose gear&lt;br /&gt;
*A main gear with twin wheels in tandem with the nose gear like a U-2 spyplane. These are the only wheels that can brake and each contains wheel contains a braking element&lt;br /&gt;
*two single wheel wing gears. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
&lt;br /&gt;
===Nose Wheel Steering (NWS)===&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that may respond to rudder pedal inputs to directional control for ground operations with three modes.&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. &lt;br /&gt;
&lt;br /&gt;
Next to the slideslip ball are indications for the current steering mode.&lt;br /&gt;
*'''CAST''':  Caster mode. Nose wheel does not respond to rudder input and is free to rotate such as due to yawing with rudder authority at the higher speeds of takeoff or landing. Activated with Anti-skid set to ON.&lt;br /&gt;
*'''NWS:''' Lo gain steering. The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*'''NWS HI''': Hi gain steering. The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is automatically depressed down to LO GAIN if NWS is still required at all.&lt;br /&gt;
&lt;br /&gt;
Whenever the nose wheel is within 30 degrees of neutral, a C will appear inside the slideslip ball to indicate that it is close to center. This is an important reminder because with anti-skid on, releasing the NWS button will revert NWS to CAST. If rudder inputs were not centered before, the NWS will seem stuck at low ground speeds and the aircraft will continue turning. This isn't noticeable at high speed, because rudder authority would allows the pilot to center the nosewheel.&lt;br /&gt;
&lt;br /&gt;
A 4th mode relates to overriding inputs and having the nose wheel properly rotated for landing gear extension and retraction.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid===&lt;br /&gt;
Anti-skid is analogous to the anti-lock braking systems on vehicles. The anti-skid system also inhibits nose wheel steering, with the NWS button acting as an override to bump it to the next level of maneuverability. &lt;br /&gt;
&lt;br /&gt;
Use Anti-skid for going in a straight line (such as takeoffs and landings), and NWS for maneuvering (such as taxiing and parking).&lt;br /&gt;
&lt;br /&gt;
====High Speed Handling====&lt;br /&gt;
Turning on Anti-skid trades off maneuverability for stability and increased braking performance. Nose wheel steering is disabled and is set to caster. This is desirable at highspeeds during takeoff and landing so that the nose wheel follows the aircraft yawing in response to rudder inputs. NWS being enabled would contribute to much to yaw inputs and tip the plane over especially at above 20kts.&lt;br /&gt;
&lt;br /&gt;
====Low Speed Handling====&lt;br /&gt;
Turning off anti-skid increases ground handling maneuverability. NWS is no longer inhibited, and the NWS button bumps it up to hi-gain. Brakes are more responsive at the cost of locking the wheels with hard applications. When maneuvering on tight spaces like a carrier deck, you don't want anti-skid to modulate brake application and add a lag that could send you over the edge.&lt;br /&gt;
&lt;br /&gt;
===Lift Improvement Devices (LIDs)===&lt;br /&gt;
When hovering close to the ground the jets from the nozzles hit the ground, merge, and rebound into a fountain that hits the belly of the aircraft. Lift improvement devices form a skirt like a hovercraft to capture this cushion. The devices also help prevent hot air ingestion. The strakes or gunpods are fixed LIDs. There is a front LID fence behind the nose gear that deploys with the landing gear. This can be overriden with the switch on the left behind the pilot to reduce conventional takeoff drag.&lt;br /&gt;
&lt;br /&gt;
The speed brake also deploys with the landing gear, but neither NATOPS nor the Tactical Manual state that this counts as a LID fence, and the override switch doesn't retract this on the ground.&lt;br /&gt;
&lt;br /&gt;
Overall, the plane will be able to hover 1,200lbs heavier, and this effect is modeled in DCS. Retracting the landing gear too early during a vertical take off retracts the fence and the plane starts falling, needing an increase in thrust to maintain altitude. If more thrust isn't available, the landing gear and LIDs may not extend in time to correct this behavior.&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the moving map with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
===Simulation and Modeling===&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==GAU-12/U 25mm==&lt;br /&gt;
The GAU-12 is mounted as a 2 part gunpod mounted on the belly of the AV-8B. One pylon has the gun (pilot's right side), and the other pylon contains the ammunition. A conveyor system connects the two to feed ammunition and return the spent casings. The design of the pods also allows it to replace the LID strakes and preserve their aerodynamic purpose. This also leaves the center hardpoint available for the TPOD or DECM.&lt;br /&gt;
&lt;br /&gt;
An unsimulated behavior relates to the gun being driven by a minimum of 60 psi of bleed air. This means that one may not be able to put the throttle in idle in a steep dive. In general, the engine has to idle higher at lower altitudes to fight the denser air to drive the gun.&lt;br /&gt;
&lt;br /&gt;
On 24th FEB 2020, RAZBAM changed the module to simulate PGU-32/U SAPHEI-T 25 mm rounds. Presumably, it was previously PGU-20 API which was able to damage medium armored targets like the M-60 Patton or T-55 units in DCS. Now you can damage only up to lightly armored targets like a BTR or Shilka.&lt;br /&gt;
&lt;br /&gt;
There are armor piercing incindiary, high explosive incindiary, and target practice ammunition types that all have the same ballistics. So implementing a theoretical combat mix in the AV-8B wouldn't need a change in the reticle, compared to the A-10C showing two impact points for its combat mix.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Ground===&lt;br /&gt;
&lt;br /&gt;
Similar CCIP symbology to rockets.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Air===&lt;br /&gt;
The HUD displays a cross (+) indicating the gun's boresight. The cage/uncage button cycles between two different reticle sizes. The numbers are pulled from Tactical Manual Volume I:&lt;br /&gt;
*The long range reticle for 2,400 ft has a 12.5 mil diameter circle with wings 5.5 mil wide on eachside.&lt;br /&gt;
*The close range reticle for 1,200 ft has a 22.5 mil diameter circle with wings of 12 mil wide on each side.&lt;br /&gt;
&lt;br /&gt;
Say that 1 mil is what 1 unit at 1000 units looks like or in this case what 1ft at 1000ft looks like. Size of the object at that range is mil*(range/1000).&lt;br /&gt;
&lt;br /&gt;
*The long range reticle at 2,400 ft looks like a 30 ft diameter circle with 13.2 ft wings on each side. 56.4 ft wide total.&lt;br /&gt;
*The short range reticle at 1200 ft looks like a 30.6 ft diameter circle with 12 ft wings on each side. 54.6 ft wide total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a lot of A2A aircraft, the wingspan is as wide as the circle or a combination of one wing and the circle (o vs -o). A lot of the A2G aircraft you'd run into match the full reticle (-o-).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Which parts of the reticle to reference&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Wingspan (ft)&lt;br /&gt;
! Reticle Match&lt;br /&gt;
|-&lt;br /&gt;
! F/A-18&lt;br /&gt;
| 45' || -o&lt;br /&gt;
|-&lt;br /&gt;
! Su-25T&lt;br /&gt;
| 47' || -o&lt;br /&gt;
|-&lt;br /&gt;
! A-10C&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! Su-24 (swept forward)&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! AV-8B&lt;br /&gt;
| 22' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mig-21&lt;br /&gt;
| 23' || o&lt;br /&gt;
|-&lt;br /&gt;
! F5-E&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mi-26 (height)&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! C-101&lt;br /&gt;
| 35' || o&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In DCS, a line extends from the reticle and gets longer as the aircraft maneuvers and pulls more G. In the tac manual, the line is the bullet's flight path up to 4,800ft. This line dissapears when ownship is flying steady. So either bullet drop up to 4,800ft is negligible, or this is just a dimensionless gun snake visual aid to help one slice through a target.&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
===Bomb Overview===&lt;br /&gt;
Due to the modular nature of the Mk.80 series bombs, there are many variants. The total weight of the bomb changes with modifications making the generic name of &amp;quot;___ pound bomb&amp;quot; no longer accurate. However, once you get familiar with the series, the intention of this chart is to pick the amount of bang you want and decide on how you want it delivered on target.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! Size (lb)&lt;br /&gt;
! Mk.&lt;br /&gt;
! HD (Snakeyes)&lt;br /&gt;
! HD (AIR)&lt;br /&gt;
! GBU (Laser/Paveway)&lt;br /&gt;
! GBU (GPS/JDAM)&lt;br /&gt;
! GBU (LJDAM)&lt;br /&gt;
|-&lt;br /&gt;
! 250&lt;br /&gt;
| 81 || SE || - || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
! 500&lt;br /&gt;
| 82 || SE || AIR || 12 || 38 || 54**&lt;br /&gt;
|-&lt;br /&gt;
! 1000&lt;br /&gt;
| 83 || - || - || 16 || 32 || - &lt;br /&gt;
|-&lt;br /&gt;
! 2000*&lt;br /&gt;
| 84* || - || - || 24* || 31* || - &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
*Not used on the AV-8B II, present for comparison &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
**Not in DCS due to engine limitations (a bomb that can switch between laser and GPS guidance is an unprecedented weapon type) &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Mk 20 Rockeye (CBU-100)====&lt;br /&gt;
&lt;br /&gt;
Rockeyes are an all-up round configuration meaning it was left the factory mostly assembled unit and ground crew would just dial in a few settings before being loaded onto the aircraft. Compare this to choosing a rocket or bomb warhead, and then screwing the fuze on, and then a tail section, etc.&lt;br /&gt;
&lt;br /&gt;
Weapon components:&lt;br /&gt;
*Mk-7 dispenser that has a linear charge that splits the canister in half like the boat in the Flex Seal Commercial&lt;br /&gt;
*247x Mk 118 shaped-charge bomblets&lt;br /&gt;
*A nose fuze with a primary and option mode set by ground crew. The fuzes come in two different mechanisms&lt;br /&gt;
** FMU-140/B dispenser proximity fuze that opens based on altitude or time. The pilot uses the HOF primary mode , or a 1.2 second time delay mode.&lt;br /&gt;
** Mk 339 mechanical time fuze that functions after a time delay. The pilot can choose one of two modes programmed by the ground crew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mission planner chooses a fuze and its options out of the range available on the weapon. The ground crew does their job dialing that into the Rockeye, and the pilot sets the cockpit up so symbology on the HUD matches the bombs expected behavior. &lt;br /&gt;
&lt;br /&gt;
In DCS, the pilot can toggle between the (PR) and option (OP) modes but they have no effect. Instead, Rockeyes are simulated to have a weird hybrid of a variable proximity fuze. The canister will open above ground level depending on which range of altitudes it was released. This simplification means there is never really a bad release in terms of a canister hitting the ground without opening, or opening at an unreasonably high altitude because the pilot flew higher. What the pilot has to worry about is following the HUD symbology and deciding what type of pattern to use. A bomb dropped higher has more time to turn downward and the pattern becomes tighter and less oblique. However, that gives more time for drift to develop so that the pattern never lies on the target. 5000' is a good altitude so you can even bomb Shilkas and AAA emplacements in CCRP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! &lt;br /&gt;
! Approximate Release Altitude (ft)&lt;br /&gt;
! Height of Function&lt;br /&gt;
! Pattern remarks&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| below 5000' || Instant Open || oval&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| around 5000'|| 1000' || circle&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| around 10,000' || 600' || dense circle, but off target&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Missiles==&lt;br /&gt;
===AGM-122 Sidearm Anti-radiation Missile===&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
====Lofting====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
===AGM-65E Maverick Laser Guided missile===&lt;br /&gt;
===AGM-65G Maverick Infrared guided missile===&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Real Life Manuals==&lt;br /&gt;
[https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/  NATOPS AV-8B Harrier II Flight Manual] Information about operating the airframe, procedures, flight characteristics, and aerodynamics.&lt;br /&gt;
&lt;br /&gt;
[http://aviationarchives.blogspot.com/2016/05/av-8-harrier-tactical-manuals.html AV-8 Tactical Manual] Information about armaments and related avionics such as MPCD pages to control them. Covers AV-8B II variants (Day, Night, and Plus)&lt;br /&gt;
&lt;br /&gt;
*Volume I is more specific than NATOPS in terms of avionics. This is where you should go if you wanted to model tactically important avionics. Think visual references for how an MPCD page or HUD should look.  It has a brief section on the electromagnetic spectrum which is an important foundation to understand the capabilities and limits of equipment working with different parts of the spectrum. &lt;br /&gt;
**Examples of sensors covered are the APG-65 Radar, NAVFLIR, NVG, and Angle Rate Bombing System (of which the DMT is part of). &lt;br /&gt;
**Some stores and armaments are included as they tie into electromagnetic radiation such as IR and Laser Mavericks, Sidearms homing on radio waves, or the TPOD because of its sensors and lasers.&lt;br /&gt;
&lt;br /&gt;
*Volume II gets deeper into armaments and fuzing, carrying, and deploying them. This is where you should go if you wanted to see information regarding modeling a weapon in DCS such as ballistics, bombing tables, gun spread, drag indexes, weights, etc.&lt;br /&gt;
&lt;br /&gt;
*Volume III is not on the website linked. This may contain more recent and sensitive information on all GBUs. Volume II never mentions JDAMs which came out after or too close to the revision of the volume to make it in. Of the GBU kits mentioned, only basic weapon delivery information is provided for the laser guided GBU-12 and GBU-16. The reader is pointed towards Volume III to get information in the same depth other weapons got in Volume II such as configuration and employment. Paveway series kits aren't even pictured.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11025</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11025"/>
				<updated>2020-05-27T07:18:35Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Cluster bomb unit */ First Rockeye entry&lt;/p&gt;
&lt;hr /&gt;
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|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
===Nose Wheel Steering (NWS)===&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that may respond to rudder pedal inputs to directional control for ground operations with three modes.&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. &lt;br /&gt;
&lt;br /&gt;
Next to the slideslip ball are indications for the current steering mode.&lt;br /&gt;
*'''CAST''':  Caster mode. Nose wheel does not respond to rudder input and is free to rotate such as due to yawing with rudder authority at the higher speeds of takeoff or landing. Activated with Anti-skid set to ON.&lt;br /&gt;
*'''NWS:''' Lo gain steering. The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*'''NWS HI''': Hi gain steering. The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is automatically depressed down to LO GAIN if NWS is still required at all.&lt;br /&gt;
&lt;br /&gt;
Whenever the nose wheel is within 30 degrees of neutral, a C will appear inside the slideslip ball to indicate that it is close to center. This is an important reminder because with anti-skid on, releasing the NWS button will revert NWS to CAST. If rudder inputs were not centered before, the NWS will seem stuck at low ground speeds and the aircraft will continue turning. This isn't noticeable at high speed, because rudder authority would allows the pilot to center the nosewheel.&lt;br /&gt;
&lt;br /&gt;
A 4th mode relates to overriding inputs and having the nose wheel properly rotated for landing gear extension and retraction.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid===&lt;br /&gt;
Anti-skid is analogous to the anti-lock braking systems on vehicles. The anti-skid system also inhibits nose wheel steering, with the NWS button acting as an override to bump it to the next level of maneuverability. &lt;br /&gt;
&lt;br /&gt;
Use Anti-skid for going in a straight line (such as takeoffs and landings), and NWS for maneuvering (such as taxiing and parking).&lt;br /&gt;
&lt;br /&gt;
====High Speed Handling====&lt;br /&gt;
Turning on Anti-skid trades off maneuverability for stability and increased braking performance. Nose wheel steering is disabled and is set to caster. This is desirable at highspeeds during takeoff and landing so that the nose wheel follows the aircraft yawing in response to rudder inputs. NWS being enabled would contribute to much to yaw inputs and tip the plane over especially at above 20kts.&lt;br /&gt;
&lt;br /&gt;
====Low Speed Handling====&lt;br /&gt;
Turning off anti-skid increases ground handling maneuverability. NWS is no longer inhibited, and the NWS button bumps it up to hi-gain. Brakes are more responsive at the cost of locking the wheels with hard applications. When maneuvering on tight spaces like a carrier deck, you don't want anti-skid to modulate brake application and add a lag that could send you over the edge.&lt;br /&gt;
&lt;br /&gt;
===Lift Improvement Devices (LIDs)===&lt;br /&gt;
When hovering close to the ground the jets from the nozzles hit the ground, merge, and rebound into a fountain that hits the belly of the aircraft. Lift improvement devices form a skirt like a hovercraft to capture this cushion. The devices also help prevent hot air ingestion. The strakes or gunpods are fixed LIDs. There is a front LID fence behind the nose gear that deploys with the landing gear. This can be overriden with the switch on the left behind the pilot to reduce conventional takeoff drag.&lt;br /&gt;
&lt;br /&gt;
The speed brake also deploys with the landing gear, but neither NATOPS nor the Tactical Manual state that this counts as a LID fence, and the override switch doesn't retract this on the ground.&lt;br /&gt;
&lt;br /&gt;
Overall, the plane will be able to hover 1,200lbs heavier, and this effect is modeled in DCS. Retracting the landing gear too early during a vertical take off retracts the fence and the plane starts falling, needing an increase in thrust to maintain altitude. If more thrust isn't available, the landing gear and LIDs may not extend in time to correct this behavior.&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the moving map with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
===Simulation and Modeling===&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==GAU-12/U 25mm==&lt;br /&gt;
The GAU-12 is mounted as a 2 part gunpod mounted on the belly of the AV-8B. One pylon has the gun (pilot's right side), and the other pylon contains the ammunition. A conveyor system connects the two to feed ammunition and return the spent casings. The design of the pods also allows it to replace the LID strakes and preserve their aerodynamic purpose. This also leaves the center hardpoint available for the TPOD or DECM.&lt;br /&gt;
&lt;br /&gt;
An unsimulated behavior relates to the gun being driven by a minimum of 60 psi of bleed air. This means that one may not be able to put the throttle in idle in a steep dive. In general, the engine has to idle higher at lower altitudes to fight the denser air to drive the gun.&lt;br /&gt;
&lt;br /&gt;
On 24th FEB 2020, RAZBAM changed the module to simulate PGU-32/U SAPHEI-T 25 mm rounds. Presumably, it was previously PGU-20 API which was able to damage medium armored targets like the M-60 Patton or T-55 units in DCS. Now you can damage only up to lightly armored targets like a BTR or Shilka.&lt;br /&gt;
&lt;br /&gt;
There are armor piercing incindiary, high explosive incindiary, and target practice ammunition types that all have the same ballistics. So implementing a theoretical combat mix in the AV-8B wouldn't need a change in the reticle, compared to the A-10C showing two impact points for its combat mix.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Ground===&lt;br /&gt;
&lt;br /&gt;
Similar CCIP symbology to rockets.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Air===&lt;br /&gt;
The HUD displays a cross (+) indicating the gun's boresight. The cage/uncage button cycles between two different reticle sizes. The numbers are pulled from Tactical Manual Volume I:&lt;br /&gt;
*The long range reticle for 2,400 ft has a 12.5 mil diameter circle with wings 5.5 mil wide on eachside.&lt;br /&gt;
*The close range reticle for 1,200 ft has a 22.5 mil diameter circle with wings of 12 mil wide on each side.&lt;br /&gt;
&lt;br /&gt;
Say that 1 mil is what 1 unit at 1000 units looks like or in this case what 1ft at 1000ft looks like. Size of the object at that range is mil*(range/1000).&lt;br /&gt;
&lt;br /&gt;
*The long range reticle at 2,400 ft looks like a 30 ft diameter circle with 13.2 ft wings on each side. 56.4 ft wide total.&lt;br /&gt;
*The short range reticle at 1200 ft looks like a 30.6 ft diameter circle with 12 ft wings on each side. 54.6 ft wide total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a lot of A2A aircraft, the wingspan is as wide as the circle or a combination of one wing and the circle (o vs -o). A lot of the A2G aircraft you'd run into match the full reticle (-o-).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Which parts of the reticle to reference&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Wingspan (ft)&lt;br /&gt;
! Reticle Match&lt;br /&gt;
|-&lt;br /&gt;
! F/A-18&lt;br /&gt;
| 45' || -o&lt;br /&gt;
|-&lt;br /&gt;
! Su-25T&lt;br /&gt;
| 47' || -o&lt;br /&gt;
|-&lt;br /&gt;
! A-10C&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! Su-24 (swept forward)&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! AV-8B&lt;br /&gt;
| 22' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mig-21&lt;br /&gt;
| 23' || o&lt;br /&gt;
|-&lt;br /&gt;
! F5-E&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mi-26 (height)&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! C-101&lt;br /&gt;
| 35' || o&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In DCS, a line extends from the reticle and gets longer as the aircraft maneuvers and pulls more G. In the tac manual, the line is the bullet's flight path up to 4,800ft. This line dissapears when ownship is flying steady. So either bullet drop up to 4,800ft is negligible, or this is just a dimensionless gun snake visual aid to help one slice through a target.&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
===Bomb Overview===&lt;br /&gt;
Due to the modular nature of the Mk.80 series bombs, there are many variants. The total weight of the bomb changes with modifications making the generic name of &amp;quot;___ pound bomb&amp;quot; no longer accurate. However, once you get familiar with the series, the intention of this chart is to pick the amount of bang you want and decide on how you want it delivered on target.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! Size (lb)&lt;br /&gt;
! Mk.&lt;br /&gt;
! HD (Snakeyes)&lt;br /&gt;
! HD (AIR)&lt;br /&gt;
! GBU (Laser/Paveway)&lt;br /&gt;
! GBU (GPS/JDAM)&lt;br /&gt;
! GBU (LJDAM)&lt;br /&gt;
|-&lt;br /&gt;
! 250&lt;br /&gt;
| 81 || SE || - || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
! 500&lt;br /&gt;
| 82 || SE || AIR || 12 || 38 || 54**&lt;br /&gt;
|-&lt;br /&gt;
! 1000&lt;br /&gt;
| 83 || - || - || 16 || 32 || - &lt;br /&gt;
|-&lt;br /&gt;
! 2000*&lt;br /&gt;
| 84* || - || - || 24* || 31* || - &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
*Not used on the AV-8B II, present for comparison &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
**Not in DCS due to engine limitations (a bomb that can switch between laser and GPS guidance is an unprecedented weapon type) &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Mk 20 Rockeye (CBU-100)====&lt;br /&gt;
&lt;br /&gt;
Rockeyes are an all-up round configuration meaning it was left the factory mostly assembled unit and ground crew would just dial in a few settings before being loaded onto the aircraft. Compare this to choosing a rocket or bomb warhead, and then screwing the fuze on, and then a tail section, etc.&lt;br /&gt;
&lt;br /&gt;
Weapon components:&lt;br /&gt;
*Mk-7 dispenser that has a linear charge that splits the canister in half like the boat in the Flex Seal Commercial&lt;br /&gt;
*247x Mk 118 shaped-charge bomblets&lt;br /&gt;
*A nose fuze with a primary and option mode set by ground crew. The fuzes come in two different mechanisms&lt;br /&gt;
** FMU-140/B dispenser proximity fuze that opens based on altitude or time. The pilot uses the HOF primary mode , or a 1.2 second time delay mode.&lt;br /&gt;
** Mk 339 mechanical time fuze that functions after a time delay. The pilot can choose one of two modes programmed by the ground crew.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The mission planner chooses a fuze and its options out of the range available on the weapon. The ground crew does their job dialing that into the Rockeye, and the pilot sets the cockpit up so symbology on the HUD matches the bombs expected behavior. &lt;br /&gt;
&lt;br /&gt;
In DCS, the pilot can toggle between the (PR) and option (OP) modes but they have no effect. Instead, Rockeyes are simulated to have a weird hybrid of a variable proximity fuze. The canister will open above ground level depending on which range of altitudes it was released. This simplification means there is never really a bad release in terms of a canister hitting the ground without opening, or opening at an unreasonably high altitude because the pilot flew higher. What the pilot has to worry about is following the HUD symbology and deciding what type of pattern to use. A bomb dropped higher has more time to turn downward and the pattern becomes tighter and less oblique. However, that gives more time for drift to develop so that the pattern never lies on the target. 5000' is a good altitude so you can even bomb Shilkas and AAA emplacements in CCRP.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! &lt;br /&gt;
! Approximate Release Altitude (ft)&lt;br /&gt;
! Height of Function&lt;br /&gt;
! Pattern remarks&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| below 5000' || Instant Open || oval&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| around 5000'|| 1000' || circle&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| around 10,000' || 600' || dense circle, but off target&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Missiles==&lt;br /&gt;
===AGM-122 Sidearm Anti-radiation Missile===&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
====Lofting====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
===AGM-65E Maverick Laser Guided missile===&lt;br /&gt;
===AGM-65G Maverick Infrared guided missile===&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Real Life Manuals==&lt;br /&gt;
[https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/  NATOPS AV-8B Harrier II Flight Manual] Information about operating the airframe, procedures, flight characteristics, and aerodynamics.&lt;br /&gt;
&lt;br /&gt;
[http://aviationarchives.blogspot.com/2016/05/av-8-harrier-tactical-manuals.html AV-8 Tactical Manual] Information about armaments and related avionics such as MPCD pages to control them. Covers AV-8B II variants (Day, Night, and Plus)&lt;br /&gt;
&lt;br /&gt;
*Volume I is more specific than NATOPS in terms of avionics. This is where you should go if you wanted to model tactically important avionics. Think visual references for how an MPCD page or HUD should look.  It has a brief section on the electromagnetic spectrum which is an important foundation to understand the capabilities and limits of equipment working with different parts of the spectrum. &lt;br /&gt;
**Examples of sensors covered are the APG-65 Radar, NAVFLIR, NVG, and Angle Rate Bombing System (of which the DMT is part of). &lt;br /&gt;
**Some stores and armaments are included as they tie into electromagnetic radiation such as IR and Laser Mavericks, Sidearms homing on radio waves, or the TPOD because of its sensors and lasers.&lt;br /&gt;
&lt;br /&gt;
*Volume II gets deeper into armaments and fuzing, carrying, and deploying them. This is where you should go if you wanted to see information regarding modeling a weapon in DCS such as ballistics, bombing tables, gun spread, drag indexes, weights, etc.&lt;br /&gt;
&lt;br /&gt;
*Volume III is not on the website linked. This may contain more recent and sensitive information on all GBUs. Volume II never mentions JDAMs which came out after or too close to the revision of the volume to make it in. Of the GBU kits mentioned, only basic weapon delivery information is provided for the laser guided GBU-12 and GBU-16. The reader is pointed towards Volume III to get information in the same depth other weapons got in Volume II such as configuration and employment. Paveway series kits aren't even pictured.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11024</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11024"/>
				<updated>2020-05-27T03:18:17Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Real Life Manuals */  GBUs aren't really covered in Tactitcal Manual Volume II, and it's suggested its mostly in Volume III&lt;/p&gt;
&lt;hr /&gt;
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}}&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
===Nose Wheel Steering (NWS)===&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that may respond to rudder pedal inputs to directional control for ground operations with three modes.&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. &lt;br /&gt;
&lt;br /&gt;
Next to the slideslip ball are indications for the current steering mode.&lt;br /&gt;
*'''CAST''':  Caster mode. Nose wheel does not respond to rudder input and is free to rotate such as due to yawing with rudder authority at the higher speeds of takeoff or landing. Activated with Anti-skid set to ON.&lt;br /&gt;
*'''NWS:''' Lo gain steering. The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*'''NWS HI''': Hi gain steering. The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is automatically depressed down to LO GAIN if NWS is still required at all.&lt;br /&gt;
&lt;br /&gt;
Whenever the nose wheel is within 30 degrees of neutral, a C will appear inside the slideslip ball to indicate that it is close to center. This is an important reminder because with anti-skid on, releasing the NWS button will revert NWS to CAST. If rudder inputs were not centered before, the NWS will seem stuck at low ground speeds and the aircraft will continue turning. This isn't noticeable at high speed, because rudder authority would allows the pilot to center the nosewheel.&lt;br /&gt;
&lt;br /&gt;
A 4th mode relates to overriding inputs and having the nose wheel properly rotated for landing gear extension and retraction.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid===&lt;br /&gt;
Anti-skid is analogous to the anti-lock braking systems on vehicles. The anti-skid system also inhibits nose wheel steering, with the NWS button acting as an override to bump it to the next level of maneuverability. &lt;br /&gt;
&lt;br /&gt;
Use Anti-skid for going in a straight line (such as takeoffs and landings), and NWS for maneuvering (such as taxiing and parking).&lt;br /&gt;
&lt;br /&gt;
====High Speed Handling====&lt;br /&gt;
Turning on Anti-skid trades off maneuverability for stability and increased braking performance. Nose wheel steering is disabled and is set to caster. This is desirable at highspeeds during takeoff and landing so that the nose wheel follows the aircraft yawing in response to rudder inputs. NWS being enabled would contribute to much to yaw inputs and tip the plane over especially at above 20kts.&lt;br /&gt;
&lt;br /&gt;
====Low Speed Handling====&lt;br /&gt;
Turning off anti-skid increases ground handling maneuverability. NWS is no longer inhibited, and the NWS button bumps it up to hi-gain. Brakes are more responsive at the cost of locking the wheels with hard applications. When maneuvering on tight spaces like a carrier deck, you don't want anti-skid to modulate brake application and add a lag that could send you over the edge.&lt;br /&gt;
&lt;br /&gt;
===Lift Improvement Devices (LIDs)===&lt;br /&gt;
When hovering close to the ground the jets from the nozzles hit the ground, merge, and rebound into a fountain that hits the belly of the aircraft. Lift improvement devices form a skirt like a hovercraft to capture this cushion. The devices also help prevent hot air ingestion. The strakes or gunpods are fixed LIDs. There is a front LID fence behind the nose gear that deploys with the landing gear. This can be overriden with the switch on the left behind the pilot to reduce conventional takeoff drag.&lt;br /&gt;
&lt;br /&gt;
The speed brake also deploys with the landing gear, but neither NATOPS nor the Tactical Manual state that this counts as a LID fence, and the override switch doesn't retract this on the ground.&lt;br /&gt;
&lt;br /&gt;
Overall, the plane will be able to hover 1,200lbs heavier, and this effect is modeled in DCS. Retracting the landing gear too early during a vertical take off retracts the fence and the plane starts falling, needing an increase in thrust to maintain altitude. If more thrust isn't available, the landing gear and LIDs may not extend in time to correct this behavior.&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the moving map with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
===Simulation and Modeling===&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==GAU-12/U 25mm==&lt;br /&gt;
The GAU-12 is mounted as a 2 part gunpod mounted on the belly of the AV-8B. One pylon has the gun (pilot's right side), and the other pylon contains the ammunition. A conveyor system connects the two to feed ammunition and return the spent casings. The design of the pods also allows it to replace the LID strakes and preserve their aerodynamic purpose. This also leaves the center hardpoint available for the TPOD or DECM.&lt;br /&gt;
&lt;br /&gt;
An unsimulated behavior relates to the gun being driven by a minimum of 60 psi of bleed air. This means that one may not be able to put the throttle in idle in a steep dive. In general, the engine has to idle higher at lower altitudes to fight the denser air to drive the gun.&lt;br /&gt;
&lt;br /&gt;
On 24th FEB 2020, RAZBAM changed the module to simulate PGU-32/U SAPHEI-T 25 mm rounds. Presumably, it was previously PGU-20 API which was able to damage medium armored targets like the M-60 Patton or T-55 units in DCS. Now you can damage only up to lightly armored targets like a BTR or Shilka.&lt;br /&gt;
&lt;br /&gt;
There are armor piercing incindiary, high explosive incindiary, and target practice ammunition types that all have the same ballistics. So implementing a theoretical combat mix in the AV-8B wouldn't need a change in the reticle, compared to the A-10C showing two impact points for its combat mix.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Ground===&lt;br /&gt;
&lt;br /&gt;
Similar CCIP symbology to rockets.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Air===&lt;br /&gt;
The HUD displays a cross (+) indicating the gun's boresight. The cage/uncage button cycles between two different reticle sizes. The numbers are pulled from Tactical Manual Volume I:&lt;br /&gt;
*The long range reticle for 2,400 ft has a 12.5 mil diameter circle with wings 5.5 mil wide on eachside.&lt;br /&gt;
*The close range reticle for 1,200 ft has a 22.5 mil diameter circle with wings of 12 mil wide on each side.&lt;br /&gt;
&lt;br /&gt;
Say that 1 mil is what 1 unit at 1000 units looks like or in this case what 1ft at 1000ft looks like. Size of the object at that range is mil*(range/1000).&lt;br /&gt;
&lt;br /&gt;
*The long range reticle at 2,400 ft looks like a 30 ft diameter circle with 13.2 ft wings on each side. 56.4 ft wide total.&lt;br /&gt;
*The short range reticle at 1200 ft looks like a 30.6 ft diameter circle with 12 ft wings on each side. 54.6 ft wide total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a lot of A2A aircraft, the wingspan is as wide as the circle or a combination of one wing and the circle (o vs -o). A lot of the A2G aircraft you'd run into match the full reticle (-o-).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Which parts of the reticle to reference&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Wingspan (ft)&lt;br /&gt;
! Reticle Match&lt;br /&gt;
|-&lt;br /&gt;
! F/A-18&lt;br /&gt;
| 45' || -o&lt;br /&gt;
|-&lt;br /&gt;
! Su-25T&lt;br /&gt;
| 47' || -o&lt;br /&gt;
|-&lt;br /&gt;
! A-10C&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! Su-24 (swept forward)&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! AV-8B&lt;br /&gt;
| 22' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mig-21&lt;br /&gt;
| 23' || o&lt;br /&gt;
|-&lt;br /&gt;
! F5-E&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mi-26 (height)&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! C-101&lt;br /&gt;
| 35' || o&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In DCS, a line extends from the reticle and gets longer as the aircraft maneuvers and pulls more G. In the tac manual, the line is the bullet's flight path up to 4,800ft. This line dissapears when ownship is flying steady. So either bullet drop up to 4,800ft is negligible, or this is just a dimensionless gun snake visual aid to help one slice through a target.&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
===Bomb Overview===&lt;br /&gt;
Due to the modular nature of the Mk.80 series bombs, there are many variants. The total weight of the bomb changes with modifications making the generic name of &amp;quot;___ pound bomb&amp;quot; no longer accurate. However, once you get familiar with the series, the intention of this chart is to pick the amount of bang you want and decide on how you want it delivered on target.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! Size (lb)&lt;br /&gt;
! Mk.&lt;br /&gt;
! HD (Snakeyes)&lt;br /&gt;
! HD (AIR)&lt;br /&gt;
! GBU (Laser/Paveway)&lt;br /&gt;
! GBU (GPS/JDAM)&lt;br /&gt;
! GBU (LJDAM)&lt;br /&gt;
|-&lt;br /&gt;
! 250&lt;br /&gt;
| 81 || SE || - || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
! 500&lt;br /&gt;
| 82 || SE || AIR || 12 || 38 || 54**&lt;br /&gt;
|-&lt;br /&gt;
! 1000&lt;br /&gt;
| 83 || - || - || 16 || 32 || - &lt;br /&gt;
|-&lt;br /&gt;
! 2000*&lt;br /&gt;
| 84* || - || - || 24* || 31* || - &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
*Not used on the AV-8B II, present for comparison &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
**Not in DCS due to engine limitations (a bomb that can switch between laser and GPS guidance is an unprecedented weapon type) &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
==Air-to-Ground Missiles==&lt;br /&gt;
===AGM-122 Sidearm Anti-radiation Missile===&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
====Lofting====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
===AGM-65E Maverick Laser Guided missile===&lt;br /&gt;
===AGM-65G Maverick Infrared guided missile===&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Real Life Manuals==&lt;br /&gt;
[https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/  NATOPS AV-8B Harrier II Flight Manual] Information about operating the airframe, procedures, flight characteristics, and aerodynamics.&lt;br /&gt;
&lt;br /&gt;
[http://aviationarchives.blogspot.com/2016/05/av-8-harrier-tactical-manuals.html AV-8 Tactical Manual] Information about armaments and related avionics such as MPCD pages to control them. Covers AV-8B II variants (Day, Night, and Plus)&lt;br /&gt;
&lt;br /&gt;
*Volume I is more specific than NATOPS in terms of avionics. This is where you should go if you wanted to model tactically important avionics. Think visual references for how an MPCD page or HUD should look.  It has a brief section on the electromagnetic spectrum which is an important foundation to understand the capabilities and limits of equipment working with different parts of the spectrum. &lt;br /&gt;
**Examples of sensors covered are the APG-65 Radar, NAVFLIR, NVG, and Angle Rate Bombing System (of which the DMT is part of). &lt;br /&gt;
**Some stores and armaments are included as they tie into electromagnetic radiation such as IR and Laser Mavericks, Sidearms homing on radio waves, or the TPOD because of its sensors and lasers.&lt;br /&gt;
&lt;br /&gt;
*Volume II gets deeper into armaments and fuzing, carrying, and deploying them. This is where you should go if you wanted to see information regarding modeling a weapon in DCS such as ballistics, bombing tables, gun spread, drag indexes, weights, etc.&lt;br /&gt;
&lt;br /&gt;
*Volume III is not on the website linked. This may contain more recent and sensitive information on all GBUs. Volume II never mentions JDAMs which came out after or too close to the revision of the volume to make it in. Of the GBU kits mentioned, only basic weapon delivery information is provided for the laser guided GBU-12 and GBU-16. The reader is pointed towards Volume III to get information in the same depth other weapons got in Volume II such as configuration and employment. Paveway series kits aren't even pictured.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11022</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11022"/>
				<updated>2020-05-26T17:41:35Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Nosewheel Steering (NWS) */ Removed redundant explanations&lt;/p&gt;
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&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
===Nose Wheel Steering (NWS)===&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that may respond to rudder pedal inputs to directional control for ground operations with three modes.&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. &lt;br /&gt;
&lt;br /&gt;
Next to the slideslip ball are indications for the current steering mode.&lt;br /&gt;
*'''CAST''':  Caster mode. Nose wheel does not respond to rudder input and is free to rotate such as due to yawing with rudder authority at the higher speeds of takeoff or landing. Activated with Anti-skid set to ON.&lt;br /&gt;
*'''NWS:''' Lo gain steering. The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*'''NWS HI''': Hi gain steering. The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is automatically depressed down to LO GAIN if NWS is still required at all.&lt;br /&gt;
&lt;br /&gt;
Whenever the nose wheel is within 30 degrees of neutral, a C will appear inside the slideslip ball to indicate that it is close to center. This is an important reminder because with anti-skid on, releasing the NWS button will revert NWS to CAST. If rudder inputs were not centered before, the NWS will seem stuck at low ground speeds and the aircraft will continue turning. This isn't noticeable at high speed, because rudder authority would allows the pilot to center the nosewheel.&lt;br /&gt;
&lt;br /&gt;
A 4th mode relates to overriding inputs and having the nose wheel properly rotated for landing gear extension and retraction.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid===&lt;br /&gt;
Anti-skid is analogous to the anti-lock braking systems on vehicles. The anti-skid system also inhibits nose wheel steering, with the NWS button acting as an override to bump it to the next level of maneuverability. &lt;br /&gt;
&lt;br /&gt;
Use Anti-skid for going in a straight line (such as takeoffs and landings), and NWS for maneuvering (such as taxiing and parking).&lt;br /&gt;
&lt;br /&gt;
====High Speed Handling====&lt;br /&gt;
Turning on Anti-skid trades off maneuverability for stability and increased braking performance. Nose wheel steering is disabled and is set to caster. This is desirable at highspeeds during takeoff and landing so that the nose wheel follows the aircraft yawing in response to rudder inputs. NWS being enabled would contribute to much to yaw inputs and tip the plane over especially at above 20kts.&lt;br /&gt;
&lt;br /&gt;
====Low Speed Handling====&lt;br /&gt;
Turning off anti-skid increases ground handling maneuverability. NWS is no longer inhibited, and the NWS button bumps it up to hi-gain. Brakes are more responsive at the cost of locking the wheels with hard applications. When maneuvering on tight spaces like a carrier deck, you don't want anti-skid to modulate brake application and add a lag that could send you over the edge.&lt;br /&gt;
&lt;br /&gt;
===Lift Improvement Devices (LIDs)===&lt;br /&gt;
When hovering close to the ground the jets from the nozzles hit the ground, merge, and rebound into a fountain that hits the belly of the aircraft. Lift improvement devices form a skirt like a hovercraft to capture this cushion. The devices also help prevent hot air ingestion. The strakes or gunpods are fixed LIDs. There is a front LID fence behind the nose gear that deploys with the landing gear. This can be overriden with the switch on the left behind the pilot to reduce conventional takeoff drag.&lt;br /&gt;
&lt;br /&gt;
The speed brake also deploys with the landing gear, but neither NATOPS nor the Tactical Manual state that this counts as a LID fence, and the override switch doesn't retract this on the ground.&lt;br /&gt;
&lt;br /&gt;
Overall, the plane will be able to hover 1,200lbs heavier, and this effect is modeled in DCS. Retracting the landing gear too early during a vertical take off retracts the fence and the plane starts falling, needing an increase in thrust to maintain altitude. If more thrust isn't available, the landing gear and LIDs may not extend in time to correct this behavior.&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the moving map with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
===Simulation and Modeling===&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==GAU-12/U 25mm==&lt;br /&gt;
The GAU-12 is mounted as a 2 part gunpod mounted on the belly of the AV-8B. One pylon has the gun (pilot's right side), and the other pylon contains the ammunition. A conveyor system connects the two to feed ammunition and return the spent casings. The design of the pods also allows it to replace the LID strakes and preserve their aerodynamic purpose. This also leaves the center hardpoint available for the TPOD or DECM.&lt;br /&gt;
&lt;br /&gt;
An unsimulated behavior relates to the gun being driven by a minimum of 60 psi of bleed air. This means that one may not be able to put the throttle in idle in a steep dive. In general, the engine has to idle higher at lower altitudes to fight the denser air to drive the gun.&lt;br /&gt;
&lt;br /&gt;
On 24th FEB 2020, RAZBAM changed the module to simulate PGU-32/U SAPHEI-T 25 mm rounds. Presumably, it was previously PGU-20 API which was able to damage medium armored targets like the M-60 Patton or T-55 units in DCS. Now you can damage only up to lightly armored targets like a BTR or Shilka.&lt;br /&gt;
&lt;br /&gt;
There are armor piercing incindiary, high explosive incindiary, and target practice ammunition types that all have the same ballistics. So implementing a theoretical combat mix in the AV-8B wouldn't need a change in the reticle, compared to the A-10C showing two impact points for its combat mix.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Ground===&lt;br /&gt;
&lt;br /&gt;
Similar CCIP symbology to rockets.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Air===&lt;br /&gt;
The HUD displays a cross (+) indicating the gun's boresight. The cage/uncage button cycles between two different reticle sizes. The numbers are pulled from Tactical Manual Volume I:&lt;br /&gt;
*The long range reticle for 2,400 ft has a 12.5 mil diameter circle with wings 5.5 mil wide on eachside.&lt;br /&gt;
*The close range reticle for 1,200 ft has a 22.5 mil diameter circle with wings of 12 mil wide on each side.&lt;br /&gt;
&lt;br /&gt;
Say that 1 mil is what 1 unit at 1000 units looks like or in this case what 1ft at 1000ft looks like. Size of the object at that range is mil*(range/1000).&lt;br /&gt;
&lt;br /&gt;
*The long range reticle at 2,400 ft looks like a 30 ft diameter circle with 13.2 ft wings on each side. 56.4 ft wide total.&lt;br /&gt;
*The short range reticle at 1200 ft looks like a 30.6 ft diameter circle with 12 ft wings on each side. 54.6 ft wide total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a lot of A2A aircraft, the wingspan is as wide as the circle or a combination of one wing and the circle (o vs -o). A lot of the A2G aircraft you'd run into match the full reticle (-o-).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Which parts of the reticle to reference&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Wingspan (ft)&lt;br /&gt;
! Reticle Match&lt;br /&gt;
|-&lt;br /&gt;
! F/A-18&lt;br /&gt;
| 45' || -o&lt;br /&gt;
|-&lt;br /&gt;
! Su-25T&lt;br /&gt;
| 47' || -o&lt;br /&gt;
|-&lt;br /&gt;
! A-10C&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! Su-24 (swept forward)&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! AV-8B&lt;br /&gt;
| 22' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mig-21&lt;br /&gt;
| 23' || o&lt;br /&gt;
|-&lt;br /&gt;
! F5-E&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mi-26 (height)&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! C-101&lt;br /&gt;
| 35' || o&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In DCS, a line extends from the reticle and gets longer as the aircraft maneuvers and pulls more G. In the tac manual, the line is the bullet's flight path up to 4,800ft. This line dissapears when ownship is flying steady. So either bullet drop up to 4,800ft is negligible, or this is just a dimensionless gun snake visual aid to help one slice through a target.&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
===Bomb Overview===&lt;br /&gt;
Due to the modular nature of the Mk.80 series bombs, there are many variants. The total weight of the bomb changes with modifications making the generic name of &amp;quot;___ pound bomb&amp;quot; no longer accurate. However, once you get familiar with the series, the intention of this chart is to pick the amount of bang you want and decide on how you want it delivered on target.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! Size (lb)&lt;br /&gt;
! Mk.&lt;br /&gt;
! HD (Snakeyes)&lt;br /&gt;
! HD (AIR)&lt;br /&gt;
! GBU (Laser/Paveway)&lt;br /&gt;
! GBU (GPS/JDAM)&lt;br /&gt;
! GBU (LJDAM)&lt;br /&gt;
|-&lt;br /&gt;
! 250&lt;br /&gt;
| 81 || SE || - || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
! 500&lt;br /&gt;
| 82 || SE || AIR || 12 || 38 || 54**&lt;br /&gt;
|-&lt;br /&gt;
! 1000&lt;br /&gt;
| 83 || - || - || 16 || 32 || - &lt;br /&gt;
|-&lt;br /&gt;
! 2000*&lt;br /&gt;
| 84* || - || - || 24* || 31* || - &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
*Not used on the AV-8B II, present for comparison &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
**Not in DCS due to engine limitations (a bomb that can switch between laser and GPS guidance is an unprecedented weapon type) &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
==Air-to-Ground Missiles==&lt;br /&gt;
===AGM-122 Sidearm Anti-radiation Missile===&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
====Lofting====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
===AGM-65E Maverick Laser Guided missile===&lt;br /&gt;
===AGM-65G Maverick Infrared guided missile===&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Real Life Manuals==&lt;br /&gt;
[https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/  NATOPS AV-8B Harrier II Flight Manual] Information about operating the airframe, procedures, flight characteristics, and aerodynamics.&lt;br /&gt;
&lt;br /&gt;
[http://aviationarchives.blogspot.com/2016/05/av-8-harrier-tactical-manuals.html AV-8 Tactical Manual] Information about armaments and related avionics such as MPCD pages to control them. Covers AV-8B II variants (Day, Night, and Plus)&lt;br /&gt;
&lt;br /&gt;
*Volume I is more specific than NATOPS in terms of avionics. This is where you should go if you wanted to model tactically important avionics. Think visual references for how an MPCD page or HUD should look.  It has a brief section on the electromagnetic spectrum which is an important foundation to understand the capabilities and limits of equipment working with different parts of the spectrum. &lt;br /&gt;
**Examples of sensors covered are the APG-65 Radar, NAVFLIR, NVG, and Angle Rate Bombing System (of which the DMT is part of). &lt;br /&gt;
**Some stores and armaments are included as they tie into electromagnetic radiation such as IR and Laser Mavericks, Sidearms homing on radio waves, or the TPOD because of its sensors and lasers.&lt;br /&gt;
&lt;br /&gt;
*Volume II gets deeper into armaments and fuzing, carrying, and deploying them. This is where you should go if you wanted to see information regarding modeling a weapon in DCS such as ballistics, bombing tables, gun spread, drag indexes, weights, etc.&lt;br /&gt;
&lt;br /&gt;
*Volume III is not on the website linked.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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|slot=7221930773&lt;br /&gt;
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|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11021</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11021"/>
				<updated>2020-05-26T17:16:15Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Anti-Skid and Landing Gear Handle Interactions */  Removed redundant NWS explanaitions and explained when to use anti-skid&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
===Nosewheel Steering (NWS)===&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that may respond to rudder pedal inputs to directional control for ground operations with three modes.&lt;br /&gt;
&lt;br /&gt;
A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. &lt;br /&gt;
&lt;br /&gt;
*Caster: Nose wheel does not respond to rudder input and is free to rotate. Activated with Anti-skid set to ON.&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is turned down to LO GAIN.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid===&lt;br /&gt;
Anti-skid is analogous to the anti-lock braking systems on vehicles. The anti-skid system also inhibits nose wheel steering, with the NWS button acting as an override to bump it to the next level of maneuverability. &lt;br /&gt;
&lt;br /&gt;
Use Anti-skid for going in a straight line (such as takeoffs and landings), and NWS for maneuvering (such as taxiing and parking).&lt;br /&gt;
&lt;br /&gt;
====High Speed Handling====&lt;br /&gt;
Turning on Anti-skid trades off maneuverability for stability and increased braking performance. Nose wheel steering is disabled and is set to caster. This is desirable at highspeeds during takeoff and landing so that the nose wheel follows the aircraft yawing in response to rudder inputs. NWS being enabled would contribute to much to yaw inputs and tip the plane over especially at above 20kts.&lt;br /&gt;
&lt;br /&gt;
====Low Speed Handling====&lt;br /&gt;
Turning off anti-skid increases ground handling maneuverability. NWS is no longer inhibited, and the NWS button bumps it up to hi-gain. Brakes are more responsive at the cost of locking the wheels with hard applications. When maneuvering on tight spaces like a carrier deck, you don't want anti-skid to modulate brake application and add a lag that could send you over the edge.&lt;br /&gt;
&lt;br /&gt;
===Lift Improvement Devices (LIDs)===&lt;br /&gt;
When hovering close to the ground the jets from the nozzles hit the ground, merge, and rebound into a fountain that hits the belly of the aircraft. Lift improvement devices form a skirt like a hovercraft to capture this cushion. The devices also help prevent hot air ingestion. The strakes or gunpods are fixed LIDs. There is a front LID fence behind the nose gear that deploys with the landing gear. This can be overriden with the switch on the left behind the pilot to reduce conventional takeoff drag.&lt;br /&gt;
&lt;br /&gt;
The speed brake also deploys with the landing gear, but neither NATOPS nor the Tactical Manual state that this counts as a LID fence, and the override switch doesn't retract this on the ground.&lt;br /&gt;
&lt;br /&gt;
Overall, the plane will be able to hover 1,200lbs heavier, and this effect is modeled in DCS. Retracting the landing gear too early during a vertical take off retracts the fence and the plane starts falling, needing an increase in thrust to maintain altitude. If more thrust isn't available, the landing gear and LIDs may not extend in time to correct this behavior.&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the moving map with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
===Simulation and Modeling===&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==GAU-12/U 25mm==&lt;br /&gt;
The GAU-12 is mounted as a 2 part gunpod mounted on the belly of the AV-8B. One pylon has the gun (pilot's right side), and the other pylon contains the ammunition. A conveyor system connects the two to feed ammunition and return the spent casings. The design of the pods also allows it to replace the LID strakes and preserve their aerodynamic purpose. This also leaves the center hardpoint available for the TPOD or DECM.&lt;br /&gt;
&lt;br /&gt;
An unsimulated behavior relates to the gun being driven by a minimum of 60 psi of bleed air. This means that one may not be able to put the throttle in idle in a steep dive. In general, the engine has to idle higher at lower altitudes to fight the denser air to drive the gun.&lt;br /&gt;
&lt;br /&gt;
On 24th FEB 2020, RAZBAM changed the module to simulate PGU-32/U SAPHEI-T 25 mm rounds. Presumably, it was previously PGU-20 API which was able to damage medium armored targets like the M-60 Patton or T-55 units in DCS. Now you can damage only up to lightly armored targets like a BTR or Shilka.&lt;br /&gt;
&lt;br /&gt;
There are armor piercing incindiary, high explosive incindiary, and target practice ammunition types that all have the same ballistics. So implementing a theoretical combat mix in the AV-8B wouldn't need a change in the reticle, compared to the A-10C showing two impact points for its combat mix.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Ground===&lt;br /&gt;
&lt;br /&gt;
Similar CCIP symbology to rockets.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Air===&lt;br /&gt;
The HUD displays a cross (+) indicating the gun's boresight. The cage/uncage button cycles between two different reticle sizes. The numbers are pulled from Tactical Manual Volume I:&lt;br /&gt;
*The long range reticle for 2,400 ft has a 12.5 mil diameter circle with wings 5.5 mil wide on eachside.&lt;br /&gt;
*The close range reticle for 1,200 ft has a 22.5 mil diameter circle with wings of 12 mil wide on each side.&lt;br /&gt;
&lt;br /&gt;
Say that 1 mil is what 1 unit at 1000 units looks like or in this case what 1ft at 1000ft looks like. Size of the object at that range is mil*(range/1000).&lt;br /&gt;
&lt;br /&gt;
*The long range reticle at 2,400 ft looks like a 30 ft diameter circle with 13.2 ft wings on each side. 56.4 ft wide total.&lt;br /&gt;
*The short range reticle at 1200 ft looks like a 30.6 ft diameter circle with 12 ft wings on each side. 54.6 ft wide total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a lot of A2A aircraft, the wingspan is as wide as the circle or a combination of one wing and the circle (o vs -o). A lot of the A2G aircraft you'd run into match the full reticle (-o-).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Which parts of the reticle to reference&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Wingspan (ft)&lt;br /&gt;
! Reticle Match&lt;br /&gt;
|-&lt;br /&gt;
! F/A-18&lt;br /&gt;
| 45' || -o&lt;br /&gt;
|-&lt;br /&gt;
! Su-25T&lt;br /&gt;
| 47' || -o&lt;br /&gt;
|-&lt;br /&gt;
! A-10C&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! Su-24 (swept forward)&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! AV-8B&lt;br /&gt;
| 22' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mig-21&lt;br /&gt;
| 23' || o&lt;br /&gt;
|-&lt;br /&gt;
! F5-E&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mi-26 (height)&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! C-101&lt;br /&gt;
| 35' || o&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In DCS, a line extends from the reticle and gets longer as the aircraft maneuvers and pulls more G. In the tac manual, the line is the bullet's flight path up to 4,800ft. This line dissapears when ownship is flying steady. So either bullet drop up to 4,800ft is negligible, or this is just a dimensionless gun snake visual aid to help one slice through a target.&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
===Bomb Overview===&lt;br /&gt;
Due to the modular nature of the Mk.80 series bombs, there are many variants. The total weight of the bomb changes with modifications making the generic name of &amp;quot;___ pound bomb&amp;quot; no longer accurate. However, once you get familiar with the series, the intention of this chart is to pick the amount of bang you want and decide on how you want it delivered on target.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! Size (lb)&lt;br /&gt;
! Mk.&lt;br /&gt;
! HD (Snakeyes)&lt;br /&gt;
! HD (AIR)&lt;br /&gt;
! GBU (Laser/Paveway)&lt;br /&gt;
! GBU (GPS/JDAM)&lt;br /&gt;
! GBU (LJDAM)&lt;br /&gt;
|-&lt;br /&gt;
! 250&lt;br /&gt;
| 81 || SE || - || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
! 500&lt;br /&gt;
| 82 || SE || AIR || 12 || 38 || 54**&lt;br /&gt;
|-&lt;br /&gt;
! 1000&lt;br /&gt;
| 83 || - || - || 16 || 32 || - &lt;br /&gt;
|-&lt;br /&gt;
! 2000*&lt;br /&gt;
| 84* || - || - || 24* || 31* || - &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
*Not used on the AV-8B II, present for comparison &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
**Not in DCS due to engine limitations (a bomb that can switch between laser and GPS guidance is an unprecedented weapon type) &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
==Air-to-Ground Missiles==&lt;br /&gt;
===AGM-122 Sidearm Anti-radiation Missile===&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
====Lofting====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
===AGM-65E Maverick Laser Guided missile===&lt;br /&gt;
===AGM-65G Maverick Infrared guided missile===&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Real Life Manuals==&lt;br /&gt;
[https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/  NATOPS AV-8B Harrier II Flight Manual] Information about operating the airframe, procedures, flight characteristics, and aerodynamics.&lt;br /&gt;
&lt;br /&gt;
[http://aviationarchives.blogspot.com/2016/05/av-8-harrier-tactical-manuals.html AV-8 Tactical Manual] Information about armaments and related avionics such as MPCD pages to control them. Covers AV-8B II variants (Day, Night, and Plus)&lt;br /&gt;
&lt;br /&gt;
*Volume I is more specific than NATOPS in terms of avionics. This is where you should go if you wanted to model tactically important avionics. Think visual references for how an MPCD page or HUD should look.  It has a brief section on the electromagnetic spectrum which is an important foundation to understand the capabilities and limits of equipment working with different parts of the spectrum. &lt;br /&gt;
**Examples of sensors covered are the APG-65 Radar, NAVFLIR, NVG, and Angle Rate Bombing System (of which the DMT is part of). &lt;br /&gt;
**Some stores and armaments are included as they tie into electromagnetic radiation such as IR and Laser Mavericks, Sidearms homing on radio waves, or the TPOD because of its sensors and lasers.&lt;br /&gt;
&lt;br /&gt;
*Volume II gets deeper into armaments and fuzing, carrying, and deploying them. This is where you should go if you wanted to see information regarding modeling a weapon in DCS such as ballistics, bombing tables, gun spread, drag indexes, weights, etc.&lt;br /&gt;
&lt;br /&gt;
*Volume III is not on the website linked.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|client=ca-pub-6997190595986605&lt;br /&gt;
|slot=7221930773&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11020</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11020"/>
				<updated>2020-05-26T15:57:10Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Air-to-Ground Weapons */  overview of mk80 series bombs and derivatives due to nose or tail modifications&lt;/p&gt;
&lt;hr /&gt;
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{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
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|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
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&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
===Nosewheel Steering (NWS)===&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that may respond to rudder pedal inputs to directional control for ground operations with three modes.&lt;br /&gt;
&lt;br /&gt;
A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. &lt;br /&gt;
&lt;br /&gt;
*Caster: Nose wheel does not respond to rudder input and is free to rotate. Activated with Anti-skid set to ON.&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is turned down to LO GAIN.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid and Landing Gear Handle Interactions===&lt;br /&gt;
The landing gear retraction lever and Anti-Skid interacts with NWS modes.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. &lt;br /&gt;
&lt;br /&gt;
With anti-skid set to ON, CASTER mode is selected. &lt;br /&gt;
With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
===Lift Improvement Devices (LIDs)===&lt;br /&gt;
When hovering close to the ground the jets from the nozzles hit the ground, merge, and rebound into a fountain that hits the belly of the aircraft. Lift improvement devices form a skirt like a hovercraft to capture this cushion. The devices also help prevent hot air ingestion. The strakes or gunpods are fixed LIDs. There is a front LID fence behind the nose gear that deploys with the landing gear. This can be overriden with the switch on the left behind the pilot to reduce conventional takeoff drag.&lt;br /&gt;
&lt;br /&gt;
The speed brake also deploys with the landing gear, but neither NATOPS nor the Tactical Manual state that this counts as a LID fence, and the override switch doesn't retract this on the ground.&lt;br /&gt;
&lt;br /&gt;
Overall, the plane will be able to hover 1,200lbs heavier, and this effect is modeled in DCS. Retracting the landing gear too early during a vertical take off retracts the fence and the plane starts falling, needing an increase in thrust to maintain altitude. If more thrust isn't available, the landing gear and LIDs may not extend in time to correct this behavior.&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the moving map with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
===Simulation and Modeling===&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==GAU-12/U 25mm==&lt;br /&gt;
The GAU-12 is mounted as a 2 part gunpod mounted on the belly of the AV-8B. One pylon has the gun (pilot's right side), and the other pylon contains the ammunition. A conveyor system connects the two to feed ammunition and return the spent casings. The design of the pods also allows it to replace the LID strakes and preserve their aerodynamic purpose. This also leaves the center hardpoint available for the TPOD or DECM.&lt;br /&gt;
&lt;br /&gt;
An unsimulated behavior relates to the gun being driven by a minimum of 60 psi of bleed air. This means that one may not be able to put the throttle in idle in a steep dive. In general, the engine has to idle higher at lower altitudes to fight the denser air to drive the gun.&lt;br /&gt;
&lt;br /&gt;
On 24th FEB 2020, RAZBAM changed the module to simulate PGU-32/U SAPHEI-T 25 mm rounds. Presumably, it was previously PGU-20 API which was able to damage medium armored targets like the M-60 Patton or T-55 units in DCS. Now you can damage only up to lightly armored targets like a BTR or Shilka.&lt;br /&gt;
&lt;br /&gt;
There are armor piercing incindiary, high explosive incindiary, and target practice ammunition types that all have the same ballistics. So implementing a theoretical combat mix in the AV-8B wouldn't need a change in the reticle, compared to the A-10C showing two impact points for its combat mix.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Ground===&lt;br /&gt;
&lt;br /&gt;
Similar CCIP symbology to rockets.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Air===&lt;br /&gt;
The HUD displays a cross (+) indicating the gun's boresight. The cage/uncage button cycles between two different reticle sizes. The numbers are pulled from Tactical Manual Volume I:&lt;br /&gt;
*The long range reticle for 2,400 ft has a 12.5 mil diameter circle with wings 5.5 mil wide on eachside.&lt;br /&gt;
*The close range reticle for 1,200 ft has a 22.5 mil diameter circle with wings of 12 mil wide on each side.&lt;br /&gt;
&lt;br /&gt;
Say that 1 mil is what 1 unit at 1000 units looks like or in this case what 1ft at 1000ft looks like. Size of the object at that range is mil*(range/1000).&lt;br /&gt;
&lt;br /&gt;
*The long range reticle at 2,400 ft looks like a 30 ft diameter circle with 13.2 ft wings on each side. 56.4 ft wide total.&lt;br /&gt;
*The short range reticle at 1200 ft looks like a 30.6 ft diameter circle with 12 ft wings on each side. 54.6 ft wide total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a lot of A2A aircraft, the wingspan is as wide as the circle or a combination of one wing and the circle (o vs -o). A lot of the A2G aircraft you'd run into match the full reticle (-o-).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Which parts of the reticle to reference&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Wingspan (ft)&lt;br /&gt;
! Reticle Match&lt;br /&gt;
|-&lt;br /&gt;
! F/A-18&lt;br /&gt;
| 45' || -o&lt;br /&gt;
|-&lt;br /&gt;
! Su-25T&lt;br /&gt;
| 47' || -o&lt;br /&gt;
|-&lt;br /&gt;
! A-10C&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! Su-24 (swept forward)&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! AV-8B&lt;br /&gt;
| 22' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mig-21&lt;br /&gt;
| 23' || o&lt;br /&gt;
|-&lt;br /&gt;
! F5-E&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mi-26 (height)&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! C-101&lt;br /&gt;
| 35' || o&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In DCS, a line extends from the reticle and gets longer as the aircraft maneuvers and pulls more G. In the tac manual, the line is the bullet's flight path up to 4,800ft. This line dissapears when ownship is flying steady. So either bullet drop up to 4,800ft is negligible, or this is just a dimensionless gun snake visual aid to help one slice through a target.&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
===Bomb Overview===&lt;br /&gt;
Due to the modular nature of the Mk.80 series bombs, there are many variants. The total weight of the bomb changes with modifications making the generic name of &amp;quot;___ pound bomb&amp;quot; no longer accurate. However, once you get familiar with the series, the intention of this chart is to pick the amount of bang you want and decide on how you want it delivered on target.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Bomb Comparison&lt;br /&gt;
! Size (lb)&lt;br /&gt;
! Mk.&lt;br /&gt;
! HD (Snakeyes)&lt;br /&gt;
! HD (AIR)&lt;br /&gt;
! GBU (Laser/Paveway)&lt;br /&gt;
! GBU (GPS/JDAM)&lt;br /&gt;
! GBU (LJDAM)&lt;br /&gt;
|-&lt;br /&gt;
! 250&lt;br /&gt;
| 81 || SE || - || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
! 500&lt;br /&gt;
| 82 || SE || AIR || 12 || 38 || 54**&lt;br /&gt;
|-&lt;br /&gt;
! 1000&lt;br /&gt;
| 83 || - || - || 16 || 32 || - &lt;br /&gt;
|-&lt;br /&gt;
! 2000*&lt;br /&gt;
| 84* || - || - || 24* || 31* || - &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
*Not used on the AV-8B II, present for comparison &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt; &lt;br /&gt;
**Not in DCS due to engine limitations (a bomb that can switch between laser and GPS guidance is an unprecedented weapon type) &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
==Air-to-Ground Missiles==&lt;br /&gt;
===AGM-122 Sidearm Anti-radiation Missile===&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
====Lofting====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
===AGM-65E Maverick Laser Guided missile===&lt;br /&gt;
===AGM-65G Maverick Infrared guided missile===&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Real Life Manuals==&lt;br /&gt;
[https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/  NATOPS AV-8B Harrier II Flight Manual] Information about operating the airframe, procedures, flight characteristics, and aerodynamics.&lt;br /&gt;
&lt;br /&gt;
[http://aviationarchives.blogspot.com/2016/05/av-8-harrier-tactical-manuals.html AV-8 Tactical Manual] Information about armaments and related avionics such as MPCD pages to control them. Covers AV-8B II variants (Day, Night, and Plus)&lt;br /&gt;
&lt;br /&gt;
*Volume I is more specific than NATOPS in terms of avionics. This is where you should go if you wanted to model tactically important avionics. Think visual references for how an MPCD page or HUD should look.  It has a brief section on the electromagnetic spectrum which is an important foundation to understand the capabilities and limits of equipment working with different parts of the spectrum. &lt;br /&gt;
**Examples of sensors covered are the APG-65 Radar, NAVFLIR, NVG, and Angle Rate Bombing System (of which the DMT is part of). &lt;br /&gt;
**Some stores and armaments are included as they tie into electromagnetic radiation such as IR and Laser Mavericks, Sidearms homing on radio waves, or the TPOD because of its sensors and lasers.&lt;br /&gt;
&lt;br /&gt;
*Volume II gets deeper into armaments and fuzing, carrying, and deploying them. This is where you should go if you wanted to see information regarding modeling a weapon in DCS such as ballistics, bombing tables, gun spread, drag indexes, weights, etc.&lt;br /&gt;
&lt;br /&gt;
*Volume III is not on the website linked.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11019</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11019"/>
				<updated>2020-05-26T05:51:47Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Flight Controls and Landing Gear */  Added LIDs in this section because it's tied to landing gear controls&lt;/p&gt;
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{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
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&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
===Nosewheel Steering (NWS)===&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that may respond to rudder pedal inputs to directional control for ground operations with three modes.&lt;br /&gt;
&lt;br /&gt;
A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. &lt;br /&gt;
&lt;br /&gt;
*Caster: Nose wheel does not respond to rudder input and is free to rotate. Activated with Anti-skid set to ON.&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is turned down to LO GAIN.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid and Landing Gear Handle Interactions===&lt;br /&gt;
The landing gear retraction lever and Anti-Skid interacts with NWS modes.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. &lt;br /&gt;
&lt;br /&gt;
With anti-skid set to ON, CASTER mode is selected. &lt;br /&gt;
With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
===Lift Improvement Devices (LIDs)===&lt;br /&gt;
When hovering close to the ground the jets from the nozzles hit the ground, merge, and rebound into a fountain that hits the belly of the aircraft. Lift improvement devices form a skirt like a hovercraft to capture this cushion. The devices also help prevent hot air ingestion. The strakes or gunpods are fixed LIDs. There is a front LID fence behind the nose gear that deploys with the landing gear. This can be overriden with the switch on the left behind the pilot to reduce conventional takeoff drag.&lt;br /&gt;
&lt;br /&gt;
The speed brake also deploys with the landing gear, but neither NATOPS nor the Tactical Manual state that this counts as a LID fence, and the override switch doesn't retract this on the ground.&lt;br /&gt;
&lt;br /&gt;
Overall, the plane will be able to hover 1,200lbs heavier, and this effect is modeled in DCS. Retracting the landing gear too early during a vertical take off retracts the fence and the plane starts falling, needing an increase in thrust to maintain altitude. If more thrust isn't available, the landing gear and LIDs may not extend in time to correct this behavior.&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the moving map with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
===Simulation and Modeling===&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==GAU-12/U 25mm==&lt;br /&gt;
The GAU-12 is mounted as a 2 part gunpod mounted on the belly of the AV-8B. One pylon has the gun (pilot's right side), and the other pylon contains the ammunition. A conveyor system connects the two to feed ammunition and return the spent casings. The design of the pods also allows it to replace the LID strakes and preserve their aerodynamic purpose. This also leaves the center hardpoint available for the TPOD or DECM.&lt;br /&gt;
&lt;br /&gt;
An unsimulated behavior relates to the gun being driven by a minimum of 60 psi of bleed air. This means that one may not be able to put the throttle in idle in a steep dive. In general, the engine has to idle higher at lower altitudes to fight the denser air to drive the gun.&lt;br /&gt;
&lt;br /&gt;
On 24th FEB 2020, RAZBAM changed the module to simulate PGU-32/U SAPHEI-T 25 mm rounds. Presumably, it was previously PGU-20 API which was able to damage medium armored targets like the M-60 Patton or T-55 units in DCS. Now you can damage only up to lightly armored targets like a BTR or Shilka.&lt;br /&gt;
&lt;br /&gt;
There are armor piercing incindiary, high explosive incindiary, and target practice ammunition types that all have the same ballistics. So implementing a theoretical combat mix in the AV-8B wouldn't need a change in the reticle, compared to the A-10C showing two impact points for its combat mix.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Ground===&lt;br /&gt;
&lt;br /&gt;
Similar CCIP symbology to rockets.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Air===&lt;br /&gt;
The HUD displays a cross (+) indicating the gun's boresight. The cage/uncage button cycles between two different reticle sizes. The numbers are pulled from Tactical Manual Volume I:&lt;br /&gt;
*The long range reticle for 2,400 ft has a 12.5 mil diameter circle with wings 5.5 mil wide on eachside.&lt;br /&gt;
*The close range reticle for 1,200 ft has a 22.5 mil diameter circle with wings of 12 mil wide on each side.&lt;br /&gt;
&lt;br /&gt;
Say that 1 mil is what 1 unit at 1000 units looks like or in this case what 1ft at 1000ft looks like. Size of the object at that range is mil*(range/1000).&lt;br /&gt;
&lt;br /&gt;
*The long range reticle at 2,400 ft looks like a 30 ft diameter circle with 13.2 ft wings on each side. 56.4 ft wide total.&lt;br /&gt;
*The short range reticle at 1200 ft looks like a 30.6 ft diameter circle with 12 ft wings on each side. 54.6 ft wide total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a lot of A2A aircraft, the wingspan is as wide as the circle or a combination of one wing and the circle (o vs -o). A lot of the A2G aircraft you'd run into match the full reticle (-o-).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Which parts of the reticle to reference&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Wingspan (ft)&lt;br /&gt;
! Reticle Match&lt;br /&gt;
|-&lt;br /&gt;
! F/A-18&lt;br /&gt;
| 45' || -o&lt;br /&gt;
|-&lt;br /&gt;
! Su-25T&lt;br /&gt;
| 47' || -o&lt;br /&gt;
|-&lt;br /&gt;
! A-10C&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! Su-24 (swept forward)&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! AV-8B&lt;br /&gt;
| 22' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mig-21&lt;br /&gt;
| 23' || o&lt;br /&gt;
|-&lt;br /&gt;
! F5-E&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mi-26 (height)&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! C-101&lt;br /&gt;
| 35' || o&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In DCS, a line extends from the reticle and gets longer as the aircraft maneuvers and pulls more G. In the tac manual, the line is the bullet's flight path up to 4,800ft. This line dissapears when ownship is flying steady. So either bullet drop up to 4,800ft is negligible, or this is just a dimensionless gun snake visual aid to help one slice through a target.&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
=====Lofting=====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Real Life Manuals==&lt;br /&gt;
[https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/  NATOPS AV-8B Harrier II Flight Manual] Information about operating the airframe, procedures, flight characteristics, and aerodynamics.&lt;br /&gt;
&lt;br /&gt;
[http://aviationarchives.blogspot.com/2016/05/av-8-harrier-tactical-manuals.html AV-8 Tactical Manual] Information about armaments and related avionics such as MPCD pages to control them. Covers AV-8B II variants (Day, Night, and Plus)&lt;br /&gt;
&lt;br /&gt;
*Volume I is more specific than NATOPS in terms of avionics. This is where you should go if you wanted to model tactically important avionics. Think visual references for how an MPCD page or HUD should look.  It has a brief section on the electromagnetic spectrum which is an important foundation to understand the capabilities and limits of equipment working with different parts of the spectrum. &lt;br /&gt;
**Examples of sensors covered are the APG-65 Radar, NAVFLIR, NVG, and Angle Rate Bombing System (of which the DMT is part of). &lt;br /&gt;
**Some stores and armaments are included as they tie into electromagnetic radiation such as IR and Laser Mavericks, Sidearms homing on radio waves, or the TPOD because of its sensors and lasers.&lt;br /&gt;
&lt;br /&gt;
*Volume II gets deeper into armaments and fuzing, carrying, and deploying them. This is where you should go if you wanted to see information regarding modeling a weapon in DCS such as ballistics, bombing tables, gun spread, drag indexes, weights, etc.&lt;br /&gt;
&lt;br /&gt;
*Volume III is not on the website linked.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11018</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11018"/>
				<updated>2020-05-26T03:54:01Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Armaments */  Entry on the GAU-12 with some data pulled out of Tac Manual Volume II and detailing HUD symbology&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
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&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that may respond to rudder pedal inputs to directional control for ground operations with three modes.&lt;br /&gt;
&lt;br /&gt;
A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. &lt;br /&gt;
&lt;br /&gt;
*Caster: Nose wheel does not respond to rudder input and is free to rotate. Activated with Anti-skid set to ON.&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is turned down to LO GAIN.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid and Landing Gear Handle Interactions===&lt;br /&gt;
The landing gear retraction lever and Anti-Skid interacts with NWS modes.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. &lt;br /&gt;
&lt;br /&gt;
With anti-skid set to ON, CASTER mode is selected. &lt;br /&gt;
With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the moving map with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
===Simulation and Modeling===&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==GAU-12/U 25mm==&lt;br /&gt;
The GAU-12 is mounted as a 2 part gunpod mounted on the belly of the AV-8B. One pylon has the gun (pilot's right side), and the other pylon contains the ammunition. A conveyor system connects the two to feed ammunition and return the spent casings. The design of the pods also allows it to replace the LID strakes and preserve their aerodynamic purpose. This also leaves the center hardpoint available for the TPOD or DECM.&lt;br /&gt;
&lt;br /&gt;
An unsimulated behavior relates to the gun being driven by a minimum of 60 psi of bleed air. This means that one may not be able to put the throttle in idle in a steep dive. In general, the engine has to idle higher at lower altitudes to fight the denser air to drive the gun.&lt;br /&gt;
&lt;br /&gt;
On 24th FEB 2020, RAZBAM changed the module to simulate PGU-32/U SAPHEI-T 25 mm rounds. Presumably, it was previously PGU-20 API which was able to damage medium armored targets like the M-60 Patton or T-55 units in DCS. Now you can damage only up to lightly armored targets like a BTR or Shilka.&lt;br /&gt;
&lt;br /&gt;
There are armor piercing incindiary, high explosive incindiary, and target practice ammunition types that all have the same ballistics. So implementing a theoretical combat mix in the AV-8B wouldn't need a change in the reticle, compared to the A-10C showing two impact points for its combat mix.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Ground===&lt;br /&gt;
&lt;br /&gt;
Similar CCIP symbology to rockets.&lt;br /&gt;
&lt;br /&gt;
===Air-to-Air===&lt;br /&gt;
The HUD displays a cross (+) indicating the gun's boresight. The cage/uncage button cycles between two different reticle sizes. The numbers are pulled from Tactical Manual Volume I:&lt;br /&gt;
*The long range reticle for 2,400 ft has a 12.5 mil diameter circle with wings 5.5 mil wide on eachside.&lt;br /&gt;
*The close range reticle for 1,200 ft has a 22.5 mil diameter circle with wings of 12 mil wide on each side.&lt;br /&gt;
&lt;br /&gt;
Say that 1 mil is what 1 unit at 1000 units looks like or in this case what 1ft at 1000ft looks like. Size of the object at that range is mil*(range/1000).&lt;br /&gt;
&lt;br /&gt;
*The long range reticle at 2,400 ft looks like a 30 ft diameter circle with 13.2 ft wings on each side. 56.4 ft wide total.&lt;br /&gt;
*The short range reticle at 1200 ft looks like a 30.6 ft diameter circle with 12 ft wings on each side. 54.6 ft wide total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For a lot of A2A aircraft, the wingspan is as wide as the circle or a combination of one wing and the circle (o vs -o). A lot of the A2G aircraft you'd run into match the full reticle (-o-).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Which parts of the reticle to reference&lt;br /&gt;
! Aircraft&lt;br /&gt;
! Wingspan (ft)&lt;br /&gt;
! Reticle Match&lt;br /&gt;
|-&lt;br /&gt;
! F/A-18&lt;br /&gt;
| 45' || -o&lt;br /&gt;
|-&lt;br /&gt;
! Su-25T&lt;br /&gt;
| 47' || -o&lt;br /&gt;
|-&lt;br /&gt;
! A-10C&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! Su-24 (swept forward)&lt;br /&gt;
| 58' || -o-&lt;br /&gt;
|-&lt;br /&gt;
! AV-8B&lt;br /&gt;
| 22' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mig-21&lt;br /&gt;
| 23' || o&lt;br /&gt;
|-&lt;br /&gt;
! F5-E&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! Mi-26 (height)&lt;br /&gt;
| 26' || o&lt;br /&gt;
|-&lt;br /&gt;
! C-101&lt;br /&gt;
| 35' || o&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
In DCS, a line extends from the reticle and gets longer as the aircraft maneuvers and pulls more G. In the tac manual, the line is the bullet's flight path up to 4,800ft. This line dissapears when ownship is flying steady. So either bullet drop up to 4,800ft is negligible, or this is just a dimensionless gun snake visual aid to help one slice through a target.&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
=====Lofting=====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Real Life Manuals==&lt;br /&gt;
[https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/  NATOPS AV-8B Harrier II Flight Manual] Information about operating the airframe, procedures, flight characteristics, and aerodynamics.&lt;br /&gt;
&lt;br /&gt;
[http://aviationarchives.blogspot.com/2016/05/av-8-harrier-tactical-manuals.html AV-8 Tactical Manual] Information about armaments and related avionics such as MPCD pages to control them. Covers AV-8B II variants (Day, Night, and Plus)&lt;br /&gt;
&lt;br /&gt;
*Volume I is more specific than NATOPS in terms of avionics. This is where you should go if you wanted to model tactically important avionics. Think visual references for how an MPCD page or HUD should look.  It has a brief section on the electromagnetic spectrum which is an important foundation to understand the capabilities and limits of equipment working with different parts of the spectrum. &lt;br /&gt;
**Examples of sensors covered are the APG-65 Radar, NAVFLIR, NVG, and Angle Rate Bombing System (of which the DMT is part of). &lt;br /&gt;
**Some stores and armaments are included as they tie into electromagnetic radiation such as IR and Laser Mavericks, Sidearms homing on radio waves, or the TPOD because of its sensors and lasers.&lt;br /&gt;
&lt;br /&gt;
*Volume II gets deeper into armaments and fuzing, carrying, and deploying them. This is where you should go if you wanted to see information regarding modeling a weapon in DCS such as ballistics, bombing tables, gun spread, drag indexes, weights, etc.&lt;br /&gt;
&lt;br /&gt;
*Volume III is not on the website linked.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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|client=ca-pub-6997190595986605&lt;br /&gt;
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|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11017</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11017"/>
				<updated>2020-05-24T10:54:31Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Nosewheel Steering (NWS) */&lt;/p&gt;
&lt;hr /&gt;
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}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that may respond to rudder pedal inputs to directional control for ground operations with three modes.&lt;br /&gt;
&lt;br /&gt;
A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. &lt;br /&gt;
&lt;br /&gt;
*Caster: Nose wheel does not respond to rudder input and is free to rotate. Activated with Anti-skid set to ON.&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is turned down to LO GAIN.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid and Landing Gear Handle Interactions===&lt;br /&gt;
The landing gear retraction lever and Anti-Skid interacts with NWS modes.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. &lt;br /&gt;
&lt;br /&gt;
With anti-skid set to ON, CASTER mode is selected. &lt;br /&gt;
With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the moving map with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
===Simulation and Modeling===&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
=====Lofting=====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Real Life Manuals==&lt;br /&gt;
[https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/  NATOPS AV-8B Harrier II Flight Manual] Information about operating the airframe, procedures, flight characteristics, and aerodynamics.&lt;br /&gt;
&lt;br /&gt;
[http://aviationarchives.blogspot.com/2016/05/av-8-harrier-tactical-manuals.html AV-8 Tactical Manual] Information about armaments and related avionics such as MPCD pages to control them. Covers AV-8B II variants (Day, Night, and Plus)&lt;br /&gt;
&lt;br /&gt;
*Volume I is more specific than NATOPS in terms of avionics. This is where you should go if you wanted to model tactically important avionics. Think visual references for how an MPCD page or HUD should look.  It has a brief section on the electromagnetic spectrum which is an important foundation to understand the capabilities and limits of equipment working with different parts of the spectrum. &lt;br /&gt;
**Examples of sensors covered are the APG-65 Radar, NAVFLIR, NVG, and Angle Rate Bombing System (of which the DMT is part of). &lt;br /&gt;
**Some stores and armaments are included as they tie into electromagnetic radiation such as IR and Laser Mavericks, Sidearms homing on radio waves, or the TPOD because of its sensors and lasers.&lt;br /&gt;
&lt;br /&gt;
*Volume II gets deeper into armaments and fuzing, carrying, and deploying them. This is where you should go if you wanted to see information regarding modeling a weapon in DCS such as ballistics, bombing tables, gun spread, drag indexes, weights, etc.&lt;br /&gt;
&lt;br /&gt;
*Volume III is not on the website linked.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11016</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11016"/>
				<updated>2020-05-24T10:45:06Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Flight Controls and Landing Gear */  moved Landing Gear stuff here&lt;/p&gt;
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&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
&lt;br /&gt;
A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. &lt;br /&gt;
&lt;br /&gt;
*Caster: Nose wheel does not respond to rudder input and is free to rotate. Activated with Anti-skid set to ON.&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is turned down to LO GAIN.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid and Landing Gear Handle Interactions===&lt;br /&gt;
The landing gear retraction lever and Anti-Skid interacts with NWS modes.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. &lt;br /&gt;
&lt;br /&gt;
With anti-skid set to ON, CASTER mode is selected. &lt;br /&gt;
With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the moving map with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
===Simulation and Modeling===&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
=====Lofting=====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Real Life Manuals==&lt;br /&gt;
[https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/  NATOPS AV-8B Harrier II Flight Manual] Information about operating the airframe, procedures, flight characteristics, and aerodynamics.&lt;br /&gt;
&lt;br /&gt;
[http://aviationarchives.blogspot.com/2016/05/av-8-harrier-tactical-manuals.html AV-8 Tactical Manual] Information about armaments and related avionics such as MPCD pages to control them. Covers AV-8B II variants (Day, Night, and Plus)&lt;br /&gt;
&lt;br /&gt;
*Volume I is more specific than NATOPS in terms of avionics. This is where you should go if you wanted to model tactically important avionics. Think visual references for how an MPCD page or HUD should look.  It has a brief section on the electromagnetic spectrum which is an important foundation to understand the capabilities and limits of equipment working with different parts of the spectrum. &lt;br /&gt;
**Examples of sensors covered are the APG-65 Radar, NAVFLIR, NVG, and Angle Rate Bombing System (of which the DMT is part of). &lt;br /&gt;
**Some stores and armaments are included as they tie into electromagnetic radiation such as IR and Laser Mavericks, Sidearms homing on radio waves, or the TPOD because of its sensors and lasers.&lt;br /&gt;
&lt;br /&gt;
*Volume II gets deeper into armaments and fuzing, carrying, and deploying them. This is where you should go if you wanted to see information regarding modeling a weapon in DCS such as ballistics, bombing tables, gun spread, drag indexes, weights, etc.&lt;br /&gt;
&lt;br /&gt;
*Volume III is not on the website linked.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11015</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11015"/>
				<updated>2020-05-24T10:44:37Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Engine */  Removed landing gear stuff to move it to Flight Controls/Landing Gear Section&lt;/p&gt;
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{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the moving map with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
===Simulation and Modeling===&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
=====Lofting=====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Real Life Manuals==&lt;br /&gt;
[https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/  NATOPS AV-8B Harrier II Flight Manual] Information about operating the airframe, procedures, flight characteristics, and aerodynamics.&lt;br /&gt;
&lt;br /&gt;
[http://aviationarchives.blogspot.com/2016/05/av-8-harrier-tactical-manuals.html AV-8 Tactical Manual] Information about armaments and related avionics such as MPCD pages to control them. Covers AV-8B II variants (Day, Night, and Plus)&lt;br /&gt;
&lt;br /&gt;
*Volume I is more specific than NATOPS in terms of avionics. This is where you should go if you wanted to model tactically important avionics. Think visual references for how an MPCD page or HUD should look.  It has a brief section on the electromagnetic spectrum which is an important foundation to understand the capabilities and limits of equipment working with different parts of the spectrum. &lt;br /&gt;
**Examples of sensors covered are the APG-65 Radar, NAVFLIR, NVG, and Angle Rate Bombing System (of which the DMT is part of). &lt;br /&gt;
**Some stores and armaments are included as they tie into electromagnetic radiation such as IR and Laser Mavericks, Sidearms homing on radio waves, or the TPOD because of its sensors and lasers.&lt;br /&gt;
&lt;br /&gt;
*Volume II gets deeper into armaments and fuzing, carrying, and deploying them. This is where you should go if you wanted to see information regarding modeling a weapon in DCS such as ballistics, bombing tables, gun spread, drag indexes, weights, etc.&lt;br /&gt;
&lt;br /&gt;
*Volume III is not on the website linked.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|client=ca-pub-6997190595986605&lt;br /&gt;
|slot=7221930773&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11014</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11014"/>
				<updated>2020-05-24T10:26:58Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Real Life Manuals */ linked tactical manuals documenting weapons better than just NATOPS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
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|slot=7221930773&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
&lt;br /&gt;
A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. &lt;br /&gt;
&lt;br /&gt;
*Caster: Nose wheel does not respond to rudder input and is free to rotate. Activated with Anti-skid set to ON.&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is turned down to LO GAIN.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid and Landing Gear Handle Interactions===&lt;br /&gt;
The landing gear retraction lever and Anti-Skid interacts with NWS modes.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. &lt;br /&gt;
&lt;br /&gt;
With anti-skid set to ON, CASTER mode is selected. &lt;br /&gt;
With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the moving map with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
===Simulation and Modeling===&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
=====Lofting=====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Real Life Manuals==&lt;br /&gt;
[https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/  NATOPS AV-8B Harrier II Flight Manual] Information about operating the airframe, procedures, flight characteristics, and aerodynamics.&lt;br /&gt;
&lt;br /&gt;
[http://aviationarchives.blogspot.com/2016/05/av-8-harrier-tactical-manuals.html AV-8 Tactical Manual] Information about armaments and related avionics such as MPCD pages to control them. Covers AV-8B II variants (Day, Night, and Plus)&lt;br /&gt;
&lt;br /&gt;
*Volume I is more specific than NATOPS in terms of avionics. This is where you should go if you wanted to model tactically important avionics. Think visual references for how an MPCD page or HUD should look.  It has a brief section on the electromagnetic spectrum which is an important foundation to understand the capabilities and limits of equipment working with different parts of the spectrum. &lt;br /&gt;
**Examples of sensors covered are the APG-65 Radar, NAVFLIR, NVG, and Angle Rate Bombing System (of which the DMT is part of). &lt;br /&gt;
**Some stores and armaments are included as they tie into electromagnetic radiation such as IR and Laser Mavericks, Sidearms homing on radio waves, or the TPOD because of its sensors and lasers.&lt;br /&gt;
&lt;br /&gt;
*Volume II gets deeper into armaments and fuzing, carrying, and deploying them. This is where you should go if you wanted to see information regarding modeling a weapon in DCS such as ballistics, bombing tables, gun spread, drag indexes, weights, etc.&lt;br /&gt;
&lt;br /&gt;
*Volume III is not on the website linked.&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11013</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11013"/>
				<updated>2020-05-24T09:58:13Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Manuals */  external links to real life manuals, rather than documentations of the extent of the simulation&lt;/p&gt;
&lt;hr /&gt;
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}}&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
&lt;br /&gt;
A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. &lt;br /&gt;
&lt;br /&gt;
*Caster: Nose wheel does not respond to rudder input and is free to rotate. Activated with Anti-skid set to ON.&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is turned down to LO GAIN.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid and Landing Gear Handle Interactions===&lt;br /&gt;
The landing gear retraction lever and Anti-Skid interacts with NWS modes.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. &lt;br /&gt;
&lt;br /&gt;
With anti-skid set to ON, CASTER mode is selected. &lt;br /&gt;
With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the moving map with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
===Simulation and Modeling===&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
=====Lofting=====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Real Life Manuals==&lt;br /&gt;
[https://publicintelligence.net/u-s-navy-natops-av-8b-harrier-ii-flight-manuals/  NATOPS AV-8B Harrier II Flight Manual] Information about operating the airframe, procedures, and flight characteristics&lt;br /&gt;
&lt;br /&gt;
[http://aviationarchives.blogspot.com/2016/05/av-8-harrier-tactical-manuals.html AV-8 Tactical Manual] Information about armaments and related avionics such as MPCD pages to control them. Covers AV-8B II variants (Day, Night, and Plus)&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11012</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11012"/>
				<updated>2020-05-23T12:47:47Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Control Stick */&lt;/p&gt;
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&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
Similar control stick as the F/A-18 and F-15, but the position of the trim hat and sensor select switch are swapped.&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
&lt;br /&gt;
A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. &lt;br /&gt;
&lt;br /&gt;
*Caster: Nose wheel does not respond to rudder input and is free to rotate. Activated with Anti-skid set to ON.&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is turned down to LO GAIN.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid and Landing Gear Handle Interactions===&lt;br /&gt;
The landing gear retraction lever and Anti-Skid interacts with NWS modes.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. &lt;br /&gt;
&lt;br /&gt;
With anti-skid set to ON, CASTER mode is selected. &lt;br /&gt;
With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the moving map with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
===Simulation and Modeling===&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
=====Lofting=====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Manuals==&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11011</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11011"/>
				<updated>2020-05-23T12:45:39Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Cold Start - Ground */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
&amp;lt;!-- '''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')''' --&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
&lt;br /&gt;
A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. &lt;br /&gt;
&lt;br /&gt;
*Caster: Nose wheel does not respond to rudder input and is free to rotate. Activated with Anti-skid set to ON.&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is turned down to LO GAIN.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid and Landing Gear Handle Interactions===&lt;br /&gt;
The landing gear retraction lever and Anti-Skid interacts with NWS modes.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. &lt;br /&gt;
&lt;br /&gt;
With anti-skid set to ON, CASTER mode is selected. &lt;br /&gt;
With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the moving map with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
===Simulation and Modeling===&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
=====Lofting=====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Manuals==&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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|client=ca-pub-6997190595986605&lt;br /&gt;
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|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11010</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11010"/>
				<updated>2020-05-23T12:43:03Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* =Simulation and Modeling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
'''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
&lt;br /&gt;
A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. &lt;br /&gt;
&lt;br /&gt;
*Caster: Nose wheel does not respond to rudder input and is free to rotate. Activated with Anti-skid set to ON.&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is turned down to LO GAIN.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid and Landing Gear Handle Interactions===&lt;br /&gt;
The landing gear retraction lever and Anti-Skid interacts with NWS modes.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. &lt;br /&gt;
&lt;br /&gt;
With anti-skid set to ON, CASTER mode is selected. &lt;br /&gt;
With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the moving map with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
===Simulation and Modeling===&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to lock you for weapons employment. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You maybe able to get close enough to an SA-8 Osa or SA-19 Tunguska to use IR Mavericks. Against Kub and S-300 Grumbles use it to get close enough to loft AGM-122 Sidearms, and maybe bait units to &amp;quot;wake up&amp;quot; and look your way. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches if you are on the very edges of their radar effectiveness. &lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
=====Lofting=====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Manuals==&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11009</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=11009"/>
				<updated>2020-05-23T12:35:27Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Aircraft Digital Systems */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
'''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
&lt;br /&gt;
A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. &lt;br /&gt;
&lt;br /&gt;
*Caster: Nose wheel does not respond to rudder input and is free to rotate. Activated with Anti-skid set to ON.&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is turned down to LO GAIN.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid and Landing Gear Handle Interactions===&lt;br /&gt;
The landing gear retraction lever and Anti-Skid interacts with NWS modes.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. &lt;br /&gt;
&lt;br /&gt;
With anti-skid set to ON, CASTER mode is selected. &lt;br /&gt;
With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Avionics=&lt;br /&gt;
----&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* designate a point for sensors to slave to&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
In real life, the EHSD can overlay the RWR as a rudimentary SA page. The data cartridge could also populate the moving map with briefed locations of units similar to the how units appear in the DCS KA-50's ABRIS.&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Digital Electronic Counter Measure (DECM) pod===&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LID strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
====Simulation and Modeling===&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to range you and get a lock. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You could also use it to get close enough to loft AGM-122 Sidearms, and bait units to &amp;quot;wake up&amp;quot; and look your way while constantly jamming. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches.&lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
==Sensors==&lt;br /&gt;
===DMT===&lt;br /&gt;
&lt;br /&gt;
DMT has a roll limit of 450° which is not implemented.&lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is that the DMT is able to slave to the sidewinder's sensor for visual identification similar to the F-14's Tactical Camera System. The Sidearm should also able to this infrastructure and one should be able to visually identify an emitter. For example, one could avoid shooting at a friendly Hawk site. &lt;br /&gt;
&lt;br /&gt;
===NAVFLIR===&lt;br /&gt;
A fixed FLIR that can be projected onto the HUD. &lt;br /&gt;
&lt;br /&gt;
An unimplemented feature is using this to mark hotspots with carets (^) that are potential ground units. Think IRST, but for air-to-ground.&lt;br /&gt;
&lt;br /&gt;
===AN/AAQ-28V Litening II Targeting Pod===&lt;br /&gt;
&lt;br /&gt;
=Armaments=&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
===AIM-9 Sidewinder===&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target, but shifted below it. The target is always above and outside the circle (12 o'clock).&lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
=====Lofting=====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Manuals==&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10965</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10965"/>
				<updated>2020-04-10T10:41:14Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Electronic Counter Measures */ referenced someone's post demonstrating how useful DECM works in game&lt;/p&gt;
&lt;hr /&gt;
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}}&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
'''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
&lt;br /&gt;
A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. &lt;br /&gt;
&lt;br /&gt;
*Caster: Nose wheel does not respond to rudder input and is free to rotate. Activated with Anti-skid set to ON.&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is turned down to LO GAIN.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid and Landing Gear Handle Interactions===&lt;br /&gt;
The landing gear retraction lever and Anti-Skid interacts with NWS modes.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. &lt;br /&gt;
&lt;br /&gt;
With anti-skid set to ON, CASTER mode is selected. &lt;br /&gt;
With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Aircraft Digital Systems=&lt;br /&gt;
----&lt;br /&gt;
==Overview==&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
==Digital Electronic Counter Measure (DECM) pod==&lt;br /&gt;
&lt;br /&gt;
Mounted centerline between gunpods or LIDS strakes. Two radomes indicate the presence of two different antennae with each jamming a different way. &lt;br /&gt;
&lt;br /&gt;
==Simulation and Modeling==&lt;br /&gt;
&lt;br /&gt;
DECM degrades an enemies ability to range you and get a lock. You will be able to get closer with a DECM until they burn through and finally launch at you. Efficacy against AA ground units depends on the skill level of the AI set through the mission editor. &lt;br /&gt;
&lt;br /&gt;
Depending on the unit, a DECM may not help a Harrier get any closer to employ conventional standoff weapons which is why it seems useless. It's still useful to create gaps in a line of air defenses to traverse through, or orbit closer to a SAM site while spotting with a TPOD. You could also use it to get close enough to loft AGM-122 Sidearms, and bait units to &amp;quot;wake up&amp;quot; and look your way while constantly jamming. See AGM-122 Sidearm.&lt;br /&gt;
&lt;br /&gt;
You may be able to substitute DECM for chaff by turning it on after an enemy launches.&lt;br /&gt;
&lt;br /&gt;
[https://forums.eagle.ru/showpost.php?p=4047141&amp;amp;postcount=168 ED Forum Poster Testing DECM efficacy against A.I. Anti-Air units]&lt;br /&gt;
&lt;br /&gt;
===Expanable Counter Measures===&lt;br /&gt;
====Flares====&lt;br /&gt;
====Chaff====&lt;br /&gt;
&lt;br /&gt;
==AN/AAQ-28V Litening II Targeting Pod==&lt;br /&gt;
==FLIR==&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
====AIM-9 Sidewinder====&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target. &lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
=====Lofting=====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Manuals==&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10964</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10964"/>
				<updated>2020-04-10T10:02:20Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* VREST Computer */  assumptions by certain calculations: reserve fuel , how one climbs to cruise altitude, when to descend based on Bingo&lt;/p&gt;
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{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
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&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
'''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
&lt;br /&gt;
A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. &lt;br /&gt;
&lt;br /&gt;
*Caster: Nose wheel does not respond to rudder input and is free to rotate. Activated with Anti-skid set to ON.&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is turned down to LO GAIN.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid and Landing Gear Handle Interactions===&lt;br /&gt;
The landing gear retraction lever and Anti-Skid interacts with NWS modes.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. &lt;br /&gt;
&lt;br /&gt;
With anti-skid set to ON, CASTER mode is selected. &lt;br /&gt;
With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Aircraft Digital Systems=&lt;br /&gt;
----&lt;br /&gt;
==Overview==&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. Use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column. While not implemented yet, OPCR can be overriden with pilot values. For example, a pilot may input an altitude to limit OPCR to just below cloud cover.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed or mach the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode.You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall, you have a max range of (MRNG) nautical miles and will be left with 800lbs of fuel upon reaching that.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Climbing to Cruise====&lt;br /&gt;
Climb based on a constant airspeed, and then switch over to a constant Mach climb once you reach it.&lt;br /&gt;
Climb at 300KCAS airspeed, or 250KCAS if planning to level off at 10,000ft MSL.&lt;br /&gt;
&lt;br /&gt;
#While transitioning out of takeoff configuration you should already have the witch hat matched to the pitch carets which represents 6 nose up. Turn on AFC to hold this for you. &lt;br /&gt;
#Adjust throttle to maintain 300KCAS which should automatically put you in a sustainable engine RPM range.&lt;br /&gt;
#Open VREST-Cruise and monitor OPCR. &lt;br /&gt;
#Continue to maintain 300KCAS by balancing throttle or nose pitch&lt;br /&gt;
#Intercept the optimal Mach and switch over to referencing that. &lt;br /&gt;
#Finally, level off at the noted altitude.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but ties in with NATOPS and Bingo procedures. It assumes you start to climb up to the altitude and fly the parameters. The most notable feature is the calculation of DCRG or the range from the current waypoint to start descending and reach sea level with the throttle at idle. The bingo knob near the fuel indicator does not affect these calculations. Similar to cruise, 800lbs of fuel is subtracted from total fuel during calculations for max range.&lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Expanable Counter Measures===&lt;br /&gt;
====Flares====&lt;br /&gt;
====Chaff====&lt;br /&gt;
&lt;br /&gt;
==AN/AAQ-28V Litening II Targeting Pod==&lt;br /&gt;
==FLIR==&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
====AIM-9 Sidewinder====&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target. &lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
=====Lofting=====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Manuals==&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10963</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10963"/>
				<updated>2020-04-06T02:44:31Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* VL/VTO Page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
'''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
&lt;br /&gt;
A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. &lt;br /&gt;
&lt;br /&gt;
*Caster: Nose wheel does not respond to rudder input and is free to rotate. Activated with Anti-skid set to ON.&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is turned down to LO GAIN.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid and Landing Gear Handle Interactions===&lt;br /&gt;
The landing gear retraction lever and Anti-Skid interacts with NWS modes.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. &lt;br /&gt;
&lt;br /&gt;
With anti-skid set to ON, CASTER mode is selected. &lt;br /&gt;
With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Aircraft Digital Systems=&lt;br /&gt;
----&lt;br /&gt;
==Overview==&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL and VTO===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. So use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed on the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode. Alternatively match the mach numbers. You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall you have a max range of (MRNG) nautical miles.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but more conservative. It assumes you start to climb up to the altitude and fly the parameters. DCRG is the range from the waypoint to start descending. The bingo knob near the fuel indicator does not affect these calculations. &lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Expanable Counter Measures===&lt;br /&gt;
====Flares====&lt;br /&gt;
====Chaff====&lt;br /&gt;
&lt;br /&gt;
==AN/AAQ-28V Litening II Targeting Pod==&lt;br /&gt;
==FLIR==&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
====AIM-9 Sidewinder====&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target. &lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
=====Lofting=====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Manuals==&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10962</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10962"/>
				<updated>2020-04-05T23:10:24Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: Added engine section to be expanded to Pegasus description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
'''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
=Engine=&lt;br /&gt;
==Vectored Thrust==&lt;br /&gt;
Nozzles closest to the front divert cool compressor air. Nozzles aft divert hot air. The Harrier is balanced on columns created by these when pointing down during jetborne flight.&lt;br /&gt;
Air is diverted from the engine and released from reaction control system valves located on the nose, tail, and wing tips to provide yaw, pitch, and roll control in jetborne flight.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Engine Limitations==&lt;br /&gt;
Despite not having an afterburner, the Harrier has a trick up it sleeve to set it further apart from other ground attack aircraft like the SU-25T and A-10C. The engine is allowed to run harder (RPMs beyond 100%), and hotter (higher jet pipe tempurature) for limited periods of times especially with water injection. In hot weather jet pipe temperature JPT becomes the limit, while in cooler weather RPM tends to be the limit. There is no throttle detent for these power settings, so the pilot must be disciplined. As a rule of thumb, a careless pilot can fire wall the throttle for 15 minutes before a limiter turns on to prevent further wear and tear.&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
&lt;br /&gt;
A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. &lt;br /&gt;
&lt;br /&gt;
*Caster: Nose wheel does not respond to rudder input and is free to rotate. Activated with Anti-skid set to ON.&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is turned down to LO GAIN.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid and Landing Gear Handle Interactions===&lt;br /&gt;
The landing gear retraction lever and Anti-Skid interacts with NWS modes.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. &lt;br /&gt;
&lt;br /&gt;
With anti-skid set to ON, CASTER mode is selected. &lt;br /&gt;
With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Aircraft Digital Systems=&lt;br /&gt;
----&lt;br /&gt;
==Overview==&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL/VTO Page===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. So use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed on the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode. Alternatively match the mach numbers. You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall you have a max range of (MRNG) nautical miles.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but more conservative. It assumes you start to climb up to the altitude and fly the parameters. DCRG is the range from the waypoint to start descending. The bingo knob near the fuel indicator does not affect these calculations. &lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Expanable Counter Measures===&lt;br /&gt;
====Flares====&lt;br /&gt;
====Chaff====&lt;br /&gt;
&lt;br /&gt;
==AN/AAQ-28V Litening II Targeting Pod==&lt;br /&gt;
==FLIR==&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
====AIM-9 Sidewinder====&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target. &lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
=====Lofting=====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Manuals==&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|client=ca-pub-6997190595986605&lt;br /&gt;
|slot=7221930773&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10961</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10961"/>
				<updated>2020-04-05T22:24:48Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Antiradiation missiles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|client=ca-pub-6997190595986605&lt;br /&gt;
|slot=7221930773&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
'''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
&lt;br /&gt;
A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. &lt;br /&gt;
&lt;br /&gt;
*Caster: Nose wheel does not respond to rudder input and is free to rotate. Activated with Anti-skid set to ON.&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is turned down to LO GAIN.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid and Landing Gear Handle Interactions===&lt;br /&gt;
The landing gear retraction lever and Anti-Skid interacts with NWS modes.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. &lt;br /&gt;
&lt;br /&gt;
With anti-skid set to ON, CASTER mode is selected. &lt;br /&gt;
With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Aircraft Digital Systems=&lt;br /&gt;
----&lt;br /&gt;
==Overview==&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL/VTO Page===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. So use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed on the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode. Alternatively match the mach numbers. You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall you have a max range of (MRNG) nautical miles.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but more conservative. It assumes you start to climb up to the altitude and fly the parameters. DCRG is the range from the waypoint to start descending. The bingo knob near the fuel indicator does not affect these calculations. &lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Expanable Counter Measures===&lt;br /&gt;
====Flares====&lt;br /&gt;
====Chaff====&lt;br /&gt;
&lt;br /&gt;
==AN/AAQ-28V Litening II Targeting Pod==&lt;br /&gt;
==FLIR==&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
====AIM-9 Sidewinder====&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
AGM-122 Sidearm is ashort range anti-radiation missile. They were surplus Sidewinders repurposed with a different homing head which is the reason for the first half of the name. The other half of the name, ARM, refers to it being an Anti-Radiation Missile. The entire name also refers to how it was supposed to be a backup self-protection weapon, rather than a primary SEAD weapon like an AGM-88 HARM. &lt;br /&gt;
&lt;br /&gt;
Just like its air-to-air equivalents, a series of tones indicate whether a target is locked: &lt;br /&gt;
*A steady tone indicating a missile is selected and master arm is on&lt;br /&gt;
*A slightly warbling tone indicating an emitter is getting closer&lt;br /&gt;
*A violent warbling tone indicating a target is locked. The reticle uncages and slews towards the emitter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A current bug is that the reticle is not on target. &lt;br /&gt;
&lt;br /&gt;
They are fire and forget and will home in on an emitter. Due to limitations of DCS AI units, emitters don't try to hide from an incoming anti-radiation missile. An antenna that is appears on your RWR is sure to track. If the RWR display is too crowded, search for unfolded and rotating antennas on using a TPOD.&lt;br /&gt;
&lt;br /&gt;
=====Lofting=====&lt;br /&gt;
AGM-122s do not only track a target after launch, but acquire one as well. As long as it catches an emitter within its field of vision, it will start tracking and steering towards it. This means they can be lofted like AGM-45 Shrikes during the Vietnam War in hopes that they find something on the way down. They must find a lock within about 15NM. otherwise they will not steer against gravity and they quickly tip straight into the ground.&lt;br /&gt;
&lt;br /&gt;
Lofting Table:&lt;br /&gt;
*10 NM directly pointed at it if you can't wait for a lock on tone&lt;br /&gt;
*15 NM @ 45° (hi angle loft/entry) or @5° (low angle loft/entry)&lt;br /&gt;
*20 NM @ 30° (med loft/entry, most reliable)&lt;br /&gt;
*25NM @ ~15° (Unreliable)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
#Point your velocity vector at the target to account for wind.&lt;br /&gt;
#Near sea level at M0.82 pitch up starting at the noted distance so that the missile's boresight lines up with the angle. Release at about 3,500ft ASL&lt;br /&gt;
#Sometimes it is advisable to loft a missile at 15NM and then gain altitude while continuing towards the target and orbiting out of firing range. For example, you can intentionally catch the attention of an early warning radar so it can bait a nearby SA-15 Tor  or SA-8 Osa to start tracking you. This gives the Sidearm something to track by the time it is heading down.&lt;br /&gt;
&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Manuals==&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10960</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10960"/>
				<updated>2020-04-05T21:35:47Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* VL/VTO Page */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
'''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
&lt;br /&gt;
A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. &lt;br /&gt;
&lt;br /&gt;
*Caster: Nose wheel does not respond to rudder input and is free to rotate. Activated with Anti-skid set to ON.&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is turned down to LO GAIN.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid and Landing Gear Handle Interactions===&lt;br /&gt;
The landing gear retraction lever and Anti-Skid interacts with NWS modes.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. &lt;br /&gt;
&lt;br /&gt;
With anti-skid set to ON, CASTER mode is selected. &lt;br /&gt;
With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Aircraft Digital Systems=&lt;br /&gt;
----&lt;br /&gt;
==Overview==&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL/VTO Page===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
It's up to the pilot to monitor these pages and stay within them. A really hot weather on the Persian gulf map may limit engine performance. Trying to VL on a mountain FARP on the Caucus map might have you unexpectedly drop out of the sky.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET VTO or 23,000lbs for a Dry VTO.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight the rearming window should display&lt;br /&gt;
# Slide Fuel up to achieve desired Total Weight&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly.&lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. So use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed on the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode. Alternatively match the mach numbers. You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall you have a max range of (MRNG) nautical miles.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but more conservative. It assumes you start to climb up to the altitude and fly the parameters. DCRG is the range from the waypoint to start descending. The bingo knob near the fuel indicator does not affect these calculations. &lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Expanable Counter Measures===&lt;br /&gt;
====Flares====&lt;br /&gt;
====Chaff====&lt;br /&gt;
&lt;br /&gt;
==AN/AAQ-28V Litening II Targeting Pod==&lt;br /&gt;
==FLIR==&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
====AIM-9 Sidewinder====&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Manuals==&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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|slot=7221930773&lt;br /&gt;
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|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10959</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10959"/>
				<updated>2020-04-05T21:19:58Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* =Anti-Skid and Landing Gear Handle Interactions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
'''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
&lt;br /&gt;
A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. &lt;br /&gt;
&lt;br /&gt;
*Caster: Nose wheel does not respond to rudder input and is free to rotate. Activated with Anti-skid set to ON.&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is turned down to LO GAIN.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid and Landing Gear Handle Interactions===&lt;br /&gt;
The landing gear retraction lever and Anti-Skid interacts with NWS modes.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. &lt;br /&gt;
&lt;br /&gt;
With anti-skid set to ON, CASTER mode is selected. &lt;br /&gt;
With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Aircraft Digital Systems=&lt;br /&gt;
----&lt;br /&gt;
==Overview==&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL/VTO Page===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
A really hot day on the Persian gulf map limits engine performance.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET takeoff or 23,000lbs for a Dry takeoff.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose  your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight with fuel.&lt;br /&gt;
# Slide Fuel up until&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly. &lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. So use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed on the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode. Alternatively match the mach numbers. You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall you have a max range of (MRNG) nautical miles.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but more conservative. It assumes you start to climb up to the altitude and fly the parameters. DCRG is the range from the waypoint to start descending. The bingo knob near the fuel indicator does not affect these calculations. &lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Expanable Counter Measures===&lt;br /&gt;
====Flares====&lt;br /&gt;
====Chaff====&lt;br /&gt;
&lt;br /&gt;
==AN/AAQ-28V Litening II Targeting Pod==&lt;br /&gt;
==FLIR==&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
====AIM-9 Sidewinder====&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Manuals==&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|client=ca-pub-6997190595986605&lt;br /&gt;
|slot=7221930773&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10958</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10958"/>
				<updated>2020-04-05T21:19:48Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Nosewheel Steering (NWS) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
'''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
&lt;br /&gt;
A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. &lt;br /&gt;
&lt;br /&gt;
*Caster: Nose wheel does not respond to rudder input and is free to rotate. Activated with Anti-skid set to ON.&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.''' When throttling past 75% for takeoff, HI GAIN is turned down to LO GAIN.&lt;br /&gt;
&lt;br /&gt;
===Anti-Skid and Landing Gear Handle Interactions==&lt;br /&gt;
The landing gear retraction lever and Anti-Skid interacts with NWS modes.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. &lt;br /&gt;
&lt;br /&gt;
With anti-skid set to ON, CASTER mode is selected. &lt;br /&gt;
With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Aircraft Digital Systems=&lt;br /&gt;
----&lt;br /&gt;
==Overview==&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL/VTO Page===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
A really hot day on the Persian gulf map limits engine performance.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET takeoff or 23,000lbs for a Dry takeoff.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose  your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight with fuel.&lt;br /&gt;
# Slide Fuel up until&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly. &lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. So use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed on the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode. Alternatively match the mach numbers. You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall you have a max range of (MRNG) nautical miles.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but more conservative. It assumes you start to climb up to the altitude and fly the parameters. DCRG is the range from the waypoint to start descending. The bingo knob near the fuel indicator does not affect these calculations. &lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Expanable Counter Measures===&lt;br /&gt;
====Flares====&lt;br /&gt;
====Chaff====&lt;br /&gt;
&lt;br /&gt;
==AN/AAQ-28V Litening II Targeting Pod==&lt;br /&gt;
==FLIR==&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
====AIM-9 Sidewinder====&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Manuals==&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10957</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10957"/>
				<updated>2020-04-05T21:02:47Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* =Basic Page */&lt;/p&gt;
&lt;hr /&gt;
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}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
'''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
*Caster&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.'''&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. With anti-skid set to ON, CASTER mode is selected. With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Aircraft Digital Systems=&lt;br /&gt;
----&lt;br /&gt;
==Overview==&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page===&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL/VTO Page===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
A really hot day on the Persian gulf map limits engine performance.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET takeoff or 23,000lbs for a Dry takeoff.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose  your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight with fuel.&lt;br /&gt;
# Slide Fuel up until&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly. &lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. So use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed on the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode. Alternatively match the mach numbers. You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall you have a max range of (MRNG) nautical miles.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but more conservative. It assumes you start to climb up to the altitude and fly the parameters. DCRG is the range from the waypoint to start descending. The bingo knob near the fuel indicator does not affect these calculations. &lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Expanable Counter Measures===&lt;br /&gt;
====Flares====&lt;br /&gt;
====Chaff====&lt;br /&gt;
&lt;br /&gt;
==AN/AAQ-28V Litening II Targeting Pod==&lt;br /&gt;
==FLIR==&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
====AIM-9 Sidewinder====&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Manuals==&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|client=ca-pub-6997190595986605&lt;br /&gt;
|slot=7221930773&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10956</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10956"/>
				<updated>2020-04-05T21:02:30Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* VREST Computer */ Added Basic page, VREST's homepage when first opened&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
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|slot=7221930773&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
'''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
*Caster&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.'''&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. With anti-skid set to ON, CASTER mode is selected. With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Aircraft Digital Systems=&lt;br /&gt;
----&lt;br /&gt;
==Overview==&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
From the pilot's perspective, many inputs are automatically accounted for due to sensor input or ground crew input. Gross Weight is the air frame's weight plus fuel and ordinance loaded by the ground crew. Ordinance also varies in shape and therefore drag. Drag Index (DI) is automatically taken into account after re-arming and updates such as when you jettison external fuel tanks along the way.&lt;br /&gt;
&lt;br /&gt;
When completed, the pilot may manually enter values using the ODU and UFC. An asterisk will appear next to these values.&lt;br /&gt;
&lt;br /&gt;
===Basic Page==&lt;br /&gt;
Basic values before complications such as payload and weather are piled on.&lt;br /&gt;
*BAW: Basic Aircraft Weight including stuff that can't be jettisoned and returns with the aircraft.&lt;br /&gt;
*H20: Water weight&lt;br /&gt;
*BDI: Basic Drag Index when the aircraft is in a clean configuration with no stores.&lt;br /&gt;
&lt;br /&gt;
===VL/VTO Page===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
A really hot day on the Persian gulf map limits engine performance.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET takeoff or 23,000lbs for a Dry takeoff.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose  your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight with fuel.&lt;br /&gt;
# Slide Fuel up until&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly. &lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. So use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed on the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode. Alternatively match the mach numbers. You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall you have a max range of (MRNG) nautical miles.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but more conservative. It assumes you start to climb up to the altitude and fly the parameters. DCRG is the range from the waypoint to start descending. The bingo knob near the fuel indicator does not affect these calculations. &lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Expanable Counter Measures===&lt;br /&gt;
====Flares====&lt;br /&gt;
====Chaff====&lt;br /&gt;
&lt;br /&gt;
==AN/AAQ-28V Litening II Targeting Pod==&lt;br /&gt;
==FLIR==&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
====AIM-9 Sidewinder====&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Manuals==&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10955</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10955"/>
				<updated>2020-04-05T20:48:04Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Cruise (CRUS) */&lt;/p&gt;
&lt;hr /&gt;
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&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
'''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
*Caster&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.'''&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. With anti-skid set to ON, CASTER mode is selected. With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Aircraft Digital Systems=&lt;br /&gt;
----&lt;br /&gt;
==Overview==&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
===VL/VTO Page===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
A really hot day on the Persian gulf map limits engine performance.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET takeoff or 23,000lbs for a Dry takeoff.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose  your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight with fuel.&lt;br /&gt;
# Slide Fuel up until&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly. &lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. So use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed on the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode. Alternatively match the mach numbers. You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall you have a max range of (MRNG) nautical miles.&lt;br /&gt;
&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but more conservative. It assumes you start to climb up to the altitude and fly the parameters. DCRG is the range from the waypoint to start descending. The bingo knob near the fuel indicator does not affect these calculations. &lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Expanable Counter Measures===&lt;br /&gt;
====Flares====&lt;br /&gt;
====Chaff====&lt;br /&gt;
&lt;br /&gt;
==AN/AAQ-28V Litening II Targeting Pod==&lt;br /&gt;
==FLIR==&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
====AIM-9 Sidewinder====&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Manuals==&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|client=ca-pub-6997190595986605&lt;br /&gt;
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|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10954</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10954"/>
				<updated>2020-04-05T20:45:51Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Bingo (BNGO) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
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|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
'''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
*Caster&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.'''&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. With anti-skid set to ON, CASTER mode is selected. With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Aircraft Digital Systems=&lt;br /&gt;
----&lt;br /&gt;
==Overview==&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
===VL/VTO Page===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
A really hot day on the Persian gulf map limits engine performance.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET takeoff or 23,000lbs for a Dry takeoff.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose  your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight with fuel.&lt;br /&gt;
# Slide Fuel up until&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly. &lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. So use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed on the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode. Alternatively match the mach numbers. You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall you have a max range of (MRNG) nautical miles.&lt;br /&gt;
&lt;br /&gt;
Drag Index (DI) is automatically taken into account, such as when you jettison external fuel tanks along the way.&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is. Although not implemented yet, some of these parameters can be edited as hinted by the ODU.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but more conservative. It assumes you start to climb up to the altitude and fly the parameters. DCRG is the range from the waypoint to start descending. The bingo knob near the fuel indicator does not affect these calculations. &lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Expanable Counter Measures===&lt;br /&gt;
====Flares====&lt;br /&gt;
====Chaff====&lt;br /&gt;
&lt;br /&gt;
==AN/AAQ-28V Litening II Targeting Pod==&lt;br /&gt;
==FLIR==&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
====AIM-9 Sidewinder====&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Manuals==&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10953</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10953"/>
				<updated>2020-04-05T20:44:14Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* BNGO */&lt;/p&gt;
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{{ModuleInfo&lt;br /&gt;
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|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
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|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
'''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
*Caster&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.'''&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. With anti-skid set to ON, CASTER mode is selected. With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Aircraft Digital Systems=&lt;br /&gt;
----&lt;br /&gt;
==Overview==&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
===VL/VTO Page===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
A really hot day on the Persian gulf map limits engine performance.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET takeoff or 23,000lbs for a Dry takeoff.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose  your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight with fuel.&lt;br /&gt;
# Slide Fuel up until&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly. &lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. So use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed on the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode. Alternatively match the mach numbers. You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall you have a max range of (MRNG) nautical miles.&lt;br /&gt;
&lt;br /&gt;
Drag Index (DI) is automatically taken into account, such as when you jettison external fuel tanks along the way.&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
===Bingo (BNGO)===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the cruise page is.&lt;br /&gt;
&lt;br /&gt;
Similar to cruise but more conservative. It assumes you start to climb up to the altitude and fly the parameters. DCRG is the range from the waypoint to start descending. The bingo knob near the fuel indicator does not affect these calculations. &lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it back when you view the cruise page. There's CAP so you're also comfortable ascending to fly more efficiently. Select VREST-BNGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Expanable Counter Measures===&lt;br /&gt;
====Flares====&lt;br /&gt;
====Chaff====&lt;br /&gt;
&lt;br /&gt;
==AN/AAQ-28V Litening II Targeting Pod==&lt;br /&gt;
==FLIR==&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
====AIM-9 Sidewinder====&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Manuals==&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10952</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10952"/>
				<updated>2020-04-05T20:37:04Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Aircraft Digital Systems */ Started HUD and EHSD MPCD/MFD section&lt;/p&gt;
&lt;hr /&gt;
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{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
'''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
*Caster&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.'''&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. With anti-skid set to ON, CASTER mode is selected. With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Aircraft Digital Systems=&lt;br /&gt;
----&lt;br /&gt;
==Overview==&lt;br /&gt;
==Heads-Up Display (HUD)==&lt;br /&gt;
&lt;br /&gt;
According to NATOPS, the is symbology on the HUD is less disorienting in VTOL Master Mode in IMC conditions.&lt;br /&gt;
FLIR can be over layed onto the HUD by setting the brightness selector below to NIGHT and pressing sensor select down.&lt;br /&gt;
&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
===VL/VTO Page===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
A really hot day on the Persian gulf map limits engine performance.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET takeoff or 23,000lbs for a Dry takeoff.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose  your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight with fuel.&lt;br /&gt;
# Slide Fuel up until&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly. &lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#On the MFD select Menu-VREST-STO and the list can be understood as follows:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, the airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===Cruise (CRUS) ===&lt;br /&gt;
The Cruise page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. So use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed on the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode. Alternatively match the mach numbers. You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall you have a max range of (MRNG) nautical miles.&lt;br /&gt;
&lt;br /&gt;
Drag Index (DI) is automatically taken into account, such as when you jettison external fuel tanks along the way.&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
===BNGO===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the CRUS page is.&lt;br /&gt;
&lt;br /&gt;
Similar to CRUS but more conservative. It assumes you start to climb up to the altitude and fly the parameters. Subtracts 800lbs of fuel from the calculations as a safety net.  DCRG is the range from the waypoint to start descending. The bingo knob near the fuel indicator does not affect these calculations. &lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few extra gun runs. You feel like you'll barely make it back when you view the CRUISE page. There's CAP so you're also comfortable ascending to fly more efficiently. Punch VREST BINGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
The Harrier uses GPS and falls back onto INS. Radio-navigation is available as TACAN or AWLS (ILS).&lt;br /&gt;
&lt;br /&gt;
==Electronic Horizontal Situational Display (EHSD)==&lt;br /&gt;
The EHSD page displays the map, overlays a horizontal situational indicator, as well as controls and presents other navigation data. Use this page in conjunction with the UFC and ODU to do some of the following:&lt;br /&gt;
* Create and edit waypoints&lt;br /&gt;
* slew an existing waypoint to reposition it&lt;br /&gt;
* setup radio-navigation using AWLS or TACAN to navigate towards (finding a tanker or airstrip)&lt;br /&gt;
&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Expanable Counter Measures===&lt;br /&gt;
====Flares====&lt;br /&gt;
====Chaff====&lt;br /&gt;
&lt;br /&gt;
==AN/AAQ-28V Litening II Targeting Pod==&lt;br /&gt;
==FLIR==&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
====AIM-9 Sidewinder====&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Manuals==&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|client=ca-pub-6997190595986605&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10951</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10951"/>
				<updated>2020-04-05T18:18:52Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* VREST Computer */  cruise&lt;/p&gt;
&lt;hr /&gt;
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|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
'''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
*Caster&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.'''&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. With anti-skid set to ON, CASTER mode is selected. With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Aircraft Digital Systems=&lt;br /&gt;
----&lt;br /&gt;
==Overview==&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
VTOL Range, enduranse, speed, and time (VREST) Computer is found on the MFD Menu page. It also ties in with the navigation systems and EHSD to pick a waypoint.&lt;br /&gt;
&lt;br /&gt;
===VL/VTO Page===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
A really hot day on the Persian gulf map limits engine performance.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET takeoff or 23,000lbs for a Dry takeoff.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose  your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight with fuel.&lt;br /&gt;
# Slide Fuel up until&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly. &lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#Open VREST -&amp;gt; STO and rehearse the list in your head:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, your airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you could reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
===CRUS===&lt;br /&gt;
Cruise Page has two columns that help the pilot cruise optimally. The altitude cruise (ACR) maximizes cruise performance at the current altitude, while the optimum cruise (OPCR) column suggest the best altitude and other parameters to achieve maximum cruise performance overall. &lt;br /&gt;
&lt;br /&gt;
Currently CRUS seems borked. So use the ACR Column, but borrow the MRNG and RFUL value from the OPCR column.&lt;br /&gt;
&lt;br /&gt;
Simply match the calibrated airspeed on the corresponding column to the airspeed displayed on the HUD in  NAV or VSTOL master mode. Alternatively match the mach numbers. You can translate the ACR list as follows: Fly (CAS) knots or Mach (MACH). The next waypoint is (RANG) nautical miles away, and you will arrive there with (RFUL) lbs of total fuel left. Overall you have a max range of (MRNG) nautical miles.&lt;br /&gt;
&lt;br /&gt;
Drag Index (DI) is automatically taken into account, such as when you jettison external fuel tanks along the way.&lt;br /&gt;
Between CRUS and BNGO appears the chosen waypoint CRUS is calculating off of. It is synchronized with the EHSD selected waypoint and the arrows increment it the same way. In fact, when en-route you could display both CRUS and EHSD  because they provide complimentary information.&lt;br /&gt;
&lt;br /&gt;
===BNGO===&lt;br /&gt;
&lt;br /&gt;
RAZBAM hasn't documented this yet, and it may be borked in the same way the CRUS page is.&lt;br /&gt;
&lt;br /&gt;
Similar to CRUS but more conservative. It assumes you start to climb up to the altitude and fly the parameters. Subtracts 800lbs of fuel from the calculations as a safety net.  DCRG is the range from the waypoint to start descending. The bingo knob near the fuel indicator does not affect these calculations. &lt;br /&gt;
&lt;br /&gt;
For example, you loitered around too long during a mission or squeezed in a few extra gun runs. You feel like you'll barely make it back when you view the CRUISE page. There's CAP so you're also comfortable ascending to fly more efficiently. Punch VREST BINGO and figure out your options.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Expanable Counter Measures===&lt;br /&gt;
====Flares====&lt;br /&gt;
====Chaff====&lt;br /&gt;
&lt;br /&gt;
==AN/AAQ-28V Litening II Targeting Pod==&lt;br /&gt;
==FLIR==&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
====AIM-9 Sidewinder====&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Manuals==&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|client=ca-pub-6997190595986605&lt;br /&gt;
|slot=7221930773&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10950</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10950"/>
				<updated>2020-04-05T17:33:14Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Aircraft Digital Systems */  VREST computer, VL, VTO, and STO description using NATOPS A1-AV8BB-NFM-000&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|client=ca-pub-6997190595986605&lt;br /&gt;
|slot=7221930773&lt;br /&gt;
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|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
'''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
*Caster&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.'''&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. With anti-skid set to ON, CASTER mode is selected. With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Aircraft Digital Systems=&lt;br /&gt;
----&lt;br /&gt;
==Overview==&lt;br /&gt;
==VREST Computer==&lt;br /&gt;
===VL/VTO Page===&lt;br /&gt;
&lt;br /&gt;
Displays the maximum sum of fuel and water weight in pounds (F+W) that be on board when performing vertical takeoff or landings. WET implies using the engine with H20 injection in either ON position. Both VL and VTO are the same VREST Page, despite the H20 switch having a separate landing and takeoff setting. Dry implies using the engine with the H20 in middle OFF position. Gross weight is automatically taken into account as well as other parameters.&lt;br /&gt;
&lt;br /&gt;
*GWT: Gross Weight&lt;br /&gt;
*OATC or OATF: Outside Air Temperature in Celsius or Fahrenheit. Warmer air is less dense and your engine's JPT gets hotter sooner requiring a lower GWT. &lt;br /&gt;
*FELV: Field Elevation of runway or FARP. A higher place is in thinner air which decreases thrust production.&lt;br /&gt;
*ALTM: Altimeter Barometric Pressure. A lower number is lower pressure indicating thinner air which decreases thrust production.&lt;br /&gt;
&lt;br /&gt;
A really hot day on the Persian gulf map limits engine performance.&lt;br /&gt;
&lt;br /&gt;
For Vertical Takeoff:&lt;br /&gt;
# First ask ground crew to load the aircraft with armament. &lt;br /&gt;
# Then adjust fuel and water to match one of the parameters. Unfortunately, the rearming window in DCS shows fuel as a percent and does not show lbs of H20. As a guide, rearm so that total weight is around 25,000lbs for a WET takeoff or 23,000lbs for a Dry takeoff.&lt;br /&gt;
&lt;br /&gt;
Alternatively, if you're not in VR and have a calculator:&lt;br /&gt;
&lt;br /&gt;
# Slide Fuel to 0% and choose  your armaments.&lt;br /&gt;
# Add F+W WET to current weight to get the Total Weight with fuel.&lt;br /&gt;
# Slide Fuel up until&lt;br /&gt;
&lt;br /&gt;
Vertical Landing: Jettison fuel or water until F+W is equal to or less than one of the values and flip the H20 switch accordingly. &lt;br /&gt;
&lt;br /&gt;
===STO===&lt;br /&gt;
Displays parameters relevant to performing a Short Takeoff.&lt;br /&gt;
&lt;br /&gt;
*NRAS: Nozzle Rotation Airspeed&lt;br /&gt;
*NOZ: Nozzle setting in degrees&lt;br /&gt;
*GROL: Minimum ground roll distance&lt;br /&gt;
*DT50: distance required to clear a 50 foot obstacle such as a tree.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To perform a STO:&lt;br /&gt;
&lt;br /&gt;
#Open VREST -&amp;gt; STO and rehearse the list in your head:  Throttle up and &amp;quot;jump&amp;quot; once you reach (NRAS) knots by slapping the nozzle to (NOZ). This should take at least (GROL) feet and you'll reach 50 feet in (DT50) feet.&lt;br /&gt;
#Press VSTOL Master Mode&lt;br /&gt;
#NRAS is automatically selected on the ODU. Punch in the NRAS value using the UFC and hit ENTER.&lt;br /&gt;
#When NRAS is reached, your airspeed on the HUD will be boxed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The LHA Tarawa has deck markings along the yellow strip to help you determine if you have enough deck in front of you for the ground roll. The last marking before the back edge is 750, but the whole deck is about 800ft if you could reverse up to the back edge. The FARP asset is also about 800ft long along an edge. If you know how to use the full length of the Tarawa, you know how to STO across the green FARP pad (not the helicopter pads).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Expanable Counter Measures===&lt;br /&gt;
====Flares====&lt;br /&gt;
====Chaff====&lt;br /&gt;
&lt;br /&gt;
==AN/AAQ-28V Litening II Targeting Pod==&lt;br /&gt;
==FLIR==&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
====AIM-9 Sidewinder====&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Manuals==&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10949</id>
		<title>AV-8B(NA)</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AV-8B(NA)&amp;diff=10949"/>
				<updated>2020-04-05T16:27:13Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Stability Augmentation and Attitude Hold System (SAAHS) */&lt;/p&gt;
&lt;hr /&gt;
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}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=AV-8B&lt;br /&gt;
|modulethumb=AV-8B_na.jpeg&lt;br /&gt;
|guidelink=https://drive.google.com/open?id=1AxKvVeNgc1ddXa_xH9W8tEdAblI_Mc5i&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/av8bna/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=UMc3c4JqoyM/&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''McDonnell Boeing (formerly Douglas) AV-8B Harrier 2 N/A (NightAttack)''' is a night attack variant developed out of Harrier line of planes. Unique to the Harrier series of planes is, despite only featuring a single central engine, it can be used for both forward and VTOL flight, courtesy of the 4 nozzles positioned on the sides of the aircraft fuselage that can be rotated on pilot command. This allows the Harrier to flexibly operate from all manner of airfields (the Harrier can also take off in a conventional manner from airfields) and carriers: Harriers will typically operate from STOVL class carriers that only feature a flat deck and no further carrier implements (ramp, catapult, arresting wires). The Harrier does not require these as it can take off and land vertically: however, with any meaningful load (stores, fuel tanks) on the aircraft it will typically perform a rolling takeoff / landing instead. &lt;br /&gt;
&lt;br /&gt;
The AV-8B Harrier N/A is tailored specifically towards the attack / strike role, allowing for quick attacks thanks to the high speed it can attain in forward flight. Despite the relatively small size of the Harrier it can carry a good amount of ordinance and it has a slew of sensors built into the aircraft, including a sensor package mounted on the nose containing a FLIR (Forward Looking Infrared) sensor combined with a normal video camera that can detect objects, lock onto laser designations and provide relevant targeting information for weaponry. The AV-8B can also bring the AN/AAQ-28(V) LITENING targeting pod on one of its stations to provide its own laser designation, in addition to providing a larger azimuth range in which the sensor can be slewed. This extensive sensor package allows it field a whole range of both dumb and smart weapons, such as the Mk-82 bomb and its laser counterpart the GBU-12/-16, the AGM-65 Maverick anti-tank missile with CCD/IR/Laser guidance seekers, 2.75&amp;quot; Folding Fin Aerial Rockets (FFAR) in rocket pods, AIM-9 sidewinders and the AGM-122 Sidearm anti-radiation missile for short range SEAD / DEAD (attack of radar-guided SAM sites).&lt;br /&gt;
&lt;br /&gt;
__TOC__ &lt;br /&gt;
&lt;br /&gt;
=Weapons List=&lt;br /&gt;
WIP &lt;br /&gt;
----&lt;br /&gt;
'''Weapons'''&lt;br /&gt;
* AIM-9M infrared guided air to air missile&lt;br /&gt;
* BDU-33 dummy bomb trainer (smoke only)&lt;br /&gt;
* Mk-81 LD 250lb unguided bomb&lt;br /&gt;
* Mk-82 LD 500lb unguided bomb&lt;br /&gt;
* Mk-83 LD 1000lb unguided bomb&lt;br /&gt;
* Mk-81 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 SNAKEYE (HD) unguided high drag bomb&lt;br /&gt;
* Mk-82 AIR selectable high or low drag 500lb unguided bomb&lt;br /&gt;
* Mk-20 cluster bomb&lt;br /&gt;
* GBU-12 laser guided bomb (LGB)&lt;br /&gt;
* GBU-16 LGB&lt;br /&gt;
* AGM-65E Maverick laser-guided air-to-ground missile&lt;br /&gt;
* AGM-65D/G Maverick infrared-guided air-to-ground missile&lt;br /&gt;
* TGM-65G Maverick TRAINING missile&lt;br /&gt;
* AGM-65H/K Maverick Electro-Optical (EO) guided missile &amp;lt;!--in manual--&amp;gt;&lt;br /&gt;
* ZUNI Mk71&lt;br /&gt;
* FFAR M156 WP&lt;br /&gt;
* FFAR Mk1 HE&lt;br /&gt;
* FFAR Mk5 HEAT&lt;br /&gt;
* 2.75&amp;quot; Rockets M257 (Parachute Illumination), M274 (Practice Smoke), WTU1B (Practice)&lt;br /&gt;
* SUU-25 flare dispenser&lt;br /&gt;
* '''Not Yet Implemented''' GBU-38 500 lb JDAM&lt;br /&gt;
* AGM-122A Sidearm Air to Ground&lt;br /&gt;
----&lt;br /&gt;
'''Pods'''&lt;br /&gt;
* GAU-12A 25mm rotary cannon pod&lt;br /&gt;
* AN/AAQ-28 Litening II TGP&lt;br /&gt;
* AN/ALQ-164 DECM&lt;br /&gt;
* Smokewinder smoke only Sidewinder training pods&lt;br /&gt;
&lt;br /&gt;
=HOTAS=&lt;br /&gt;
----&lt;br /&gt;
The AV-8B(NA) has a throttle and control stick system for for thrust and flight direction. Additionally, both have additional controls termed &amp;quot;Hands on Throttle and Stick&amp;quot; (HOTAS) to control various various functions, especially combat-critical ones, without taking the hands off the throttle or stick.&lt;br /&gt;
&lt;br /&gt;
== Throttle ==&lt;br /&gt;
&lt;br /&gt;
== Control Stick ==&lt;br /&gt;
&lt;br /&gt;
=Flight Controls and Landing Gear=&lt;br /&gt;
----&lt;br /&gt;
==Flight Controls==&lt;br /&gt;
=Cold Start - Ground=&lt;br /&gt;
'''(''For now, the INS alignment doesn't work on the ground so before you get into the AV8B NA, make sure you set your module so it'll always be aligned'')'''&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*1) Get your loadout ready, set fuel and color our fuselage as you want it&lt;br /&gt;
*2) Toggle your battery ON&lt;br /&gt;
*3) Make sure you've got your throttle set to cut off &lt;br /&gt;
*3.1) If your engine is on Idle, find a small lever hidden behind the throttle (cutoff throttle laver) and press it&lt;br /&gt;
*4) Set JPTL ON, toggle all your fuel switches on&lt;br /&gt;
*5) Turn the engine startup switch&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
       While your RPM is rising to the idle level of 092 RPM&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*6.1) Toggle your MFDs&lt;br /&gt;
*6.2) Turn ON all of your lights&lt;br /&gt;
*6.3) Turn INS to Align/Ground&lt;br /&gt;
*6.4) Switch ON MFCP switch&lt;br /&gt;
*6.5) Switch ON FLIR&lt;br /&gt;
*6.6) Turn ON all the internal and external light&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
*7) Move your throttle (once the RPM stabilize on 092 RPM) to idle by actually moving your HOTAS&lt;br /&gt;
*8) Toggle your HUD and radios ON&lt;br /&gt;
*9) turn ON your flaps&lt;br /&gt;
*10) Make sure your Limiters are all ON&lt;br /&gt;
*11) Turn OFF antiskid&lt;br /&gt;
&lt;br /&gt;
=Cold Start - Ship=&lt;br /&gt;
&lt;br /&gt;
==Landing Gear==&lt;br /&gt;
The landing gear system consists of a nose gear, a main gear with twin wheels in tandem with the nose&lt;br /&gt;
gear and two single wheel wing gears. Accidental retraction, when the aircraft is on the ground, is prevented by a weight-on-wheels (WOW) switch and ground safety locks.&lt;br /&gt;
==Nosewheel Steering (NWS)==&lt;br /&gt;
The NWS system is an electro-hydraulic operated system that provides directional control for ground operations with three modes&lt;br /&gt;
*Caster&lt;br /&gt;
*LO GAIN Steering: The rudder pedals are connected to the system. Nose wheel has a range of movement between -14° and 14° degrees.&lt;br /&gt;
*HI GAIN Steering: The nose wheel range of movement is increased to +/- 45°. HI GAIN steering is undesirable above 20 Knots Ground Speed due to poor directional control characteristics '''YOU WILL ROLL LIKE A PIG IN MUD AT HIGH GROUND SPEED AND NWS INPUTS.'''&lt;br /&gt;
A fourth steering mode, centered, is used for gear retraction. When the landing gear handle is placed in the up position, the nose wheel will automatically steer to the center position at which time the landing gear retraction will commence.&lt;br /&gt;
With the landing gear handle DOWN, the NWS mode is controlled by the anti-skid switch and the [AG Target Undesignate/NWS/FOV Toggle] button on HOTAS. With anti-skid set to ON, CASTER mode is selected. With the anti-skid switch set to NWS, Pressing the [AG Target Undesignate/NWS/FOV Toggle] HOTAS button increases the steering mode by one gain so that from CASTER mode it changes to LO GAIN mode and from LO GAIN mode it changes to HI GAIN mode.&lt;br /&gt;
With the HUD in VSTOL mode, indications provide cues as to steering position and mode. Whenever the nose wheel is within 30 of neutral, a C will appear inside the slideslip ball. A steering mode indication is provided in the lower right hand corner of the HUD. The indications are:&lt;br /&gt;
*'''CTR:''' Centered&lt;br /&gt;
*'''CAST:''' Caster&lt;br /&gt;
*'''NWS:''' Lo Gain&lt;br /&gt;
*'''NWS HI:''' Hi Gain&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A NWS light, on the caution/advisory panel, illuminates to indicate that a steering failure has occurred.&lt;br /&gt;
&lt;br /&gt;
=Stability Augmentation and Attitude Hold System (SAAHS)=&lt;br /&gt;
----&lt;br /&gt;
AKA Autopilot. Not a very complicated system. First, engage AFC then engage ALT HOLD.&lt;br /&gt;
&lt;br /&gt;
The autopilot of the Harrier is not very complicated to use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure you have all your Yaw, Pitch and Roll SAS switches ON&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Set aircraft in desired altitude/attitude and make sure that the following conditions are respected or the autopilot will automatically disengage: &lt;br /&gt;
* You are not in a steep climb/descent (+/- 2000 ft per minute)&lt;br /&gt;
* Airspeed must be greater than 160 kts&lt;br /&gt;
* Your bank angle must be lesser than +/- 20 deg&lt;br /&gt;
* Your pitch angle must be between -15 deg to +20 deg&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You can use your trim controls while the autopilot is engaged to fine-tune your aircraft attitude.&lt;br /&gt;
&amp;lt;br&amp;gt;You can disengage the SAAHS using the Emergency SAAHS Disconnect Switch, toggling the AFC, or moving the stick. Unlike the AFC found in the community A-4E or the F15C, the Harrier is currently modeled such that stick inputs cannot be used in lieu of the trim hat to fine-tune AFC attitude.&lt;br /&gt;
&lt;br /&gt;
=Aircraft Digital Systems=&lt;br /&gt;
----&lt;br /&gt;
==Overview==&lt;br /&gt;
==Navigation==&lt;br /&gt;
==Defensive Systems==&lt;br /&gt;
===Electronic Counter Measures===&lt;br /&gt;
===Expanable Counter Measures===&lt;br /&gt;
====Flares====&lt;br /&gt;
====Chaff====&lt;br /&gt;
&lt;br /&gt;
==AN/AAQ-28V Litening II Targeting Pod==&lt;br /&gt;
==FLIR==&lt;br /&gt;
==Air-to-Air Weapons==&lt;br /&gt;
====AIM-9 Sidewinder====&lt;br /&gt;
&lt;br /&gt;
==Air-to-Ground Weapons==&lt;br /&gt;
====General purpose bombs====&lt;br /&gt;
====Cluster bomb unit====&lt;br /&gt;
====Laser guided bomb====&lt;br /&gt;
====Training bomb unit====&lt;br /&gt;
====Antiradiation missiles====&lt;br /&gt;
====Laser Guided missiles====&lt;br /&gt;
====Infrared guided missiles====&lt;br /&gt;
&lt;br /&gt;
=Resources=&lt;br /&gt;
----&lt;br /&gt;
==Manuals==&lt;br /&gt;
&lt;br /&gt;
==Tutorial Videos==&lt;br /&gt;
1. Redkite tutorial videos:&lt;br /&gt;
* [https://www.youtube.com/playlist?list=PLml_c09ciucvv3CIsWImCEqY5XIdbfPxu Full Tutorial Playlist from Redkite] lots of good stuff in here&lt;br /&gt;
** Selections from playlist above:&lt;br /&gt;
** [https://www.youtube.com/watch?v=muimzW5T-9A '''TGP Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=q_6rfb6vHwQ '''VTOL Tutorial''']&lt;br /&gt;
** [https://www.youtube.com/watch?v=cSAsD7Ey3Rk Basic Weapons Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=NcYD15mqNFA CCIP, CCRP, and Laser guided (JTAC) bombing tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=9jCh5a2TAGA AGM65G (IRMAV) Tutorial]&lt;br /&gt;
** [https://www.youtube.com/watch?v=4g7Pv6Gu7ps Sidearm Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Feature List==&lt;br /&gt;
https://razbamsimulations.com/index.php/dcs/av8-b&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
&lt;br /&gt;
==Mods==&lt;br /&gt;
&lt;br /&gt;
===Cpt. Creosotes Harrier Sound Mod 1.2===&lt;br /&gt;
 -Much improved APU sound&lt;br /&gt;
 -Improved start-up ambiance&lt;br /&gt;
 -Improved internal sounds when flying&lt;br /&gt;
 -Adjusted external sounds&lt;br /&gt;
 -Modified sound distances&lt;br /&gt;
[https://www.digitalcombatsimulator.com/en/files/3300537/ Download from DCS User Files]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=qW9VCb03HSY Hear it in action]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AV-8B]]&lt;br /&gt;
[[Category:DCS World]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|client=ca-pub-6997190595986605&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AJS-37&amp;diff=10755</id>
		<title>AJS-37</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AJS-37&amp;diff=10755"/>
				<updated>2019-11-23T12:07:36Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Procedures */ RB-15F&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModuleInfo&lt;br /&gt;
|modulename=AJS-37 Viggen&lt;br /&gt;
|modulethumb=Saab AJS-37 Viggen 37098 52 (SE-DXN) (9256079273).jpg&lt;br /&gt;
|guidelink=https://drive.google.com/file/d/0B-uSpZROuEd3MThvSmxrN0pUMWM/view&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/products/planes/viggen/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?reload=9&amp;amp;v=BfVkZpFirfE&lt;br /&gt;
}}&lt;br /&gt;
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'''AJS37''' Viggen is a Swedish cold war era strike aircraft designed by SAAB AB. It is a 90's modernization of the older 60's era jet AJ37 designed to give the aircraft enhanced capabilities in the reconnaissance (S) and strike (A) roles. AJ37 was Sweden's first attempt at a multi-role fighter and while it did not achieve true multi-role capabilities, it could still perform a variety of roles albeit with some limitations.&lt;br /&gt;
&lt;br /&gt;
Because AJ37 did not achieve true multi-role capabilities, several variants of the Viggen were built, these are:&lt;br /&gt;
* AJ37 - Regular Viggen, capable of strike and limited air to air but lacks reconnaissance capabilities.&lt;br /&gt;
* SH37 - Spaningsviggen Havsövervakning (Recon Viggen Maritime Patrol), used for maritime patrol. It was equipped with a different radar (the PS 371/A) which had longer range than the PS 37/A used on the AJ37.&lt;br /&gt;
* SF37 - Spaningsviggen Fotospaning (Recon Viggen Optical Reconnaissance), had a camera in the nose instead of a radar. It was used for optical reconnaissance.&lt;br /&gt;
* SK37 - Skolviggen (School Viggen), used to train new pilots and was two-seated.&lt;br /&gt;
* JA37 - Jaktviggen (Hunting Viggen), air to air viggen. Better radar, newer computer, and better air to air missile armament.&lt;br /&gt;
* AJS37 - A 90's modernization of AJ37 with capabilities to carry newer weapon systems and reconnaissance equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The variant of the Viggen we have in DCS is the AJS37 variant. This is one of the more modern Viggen variants and as a result can carry some relatively smart equipment, such as the BK90 and RB-15F. These were weapons originally intended for the JAS39 Gripen, but due to delays in the JAS39 program, the AJS37 was adapted to carry them as well. In order to carry said weapon systems, modifications to the CK37 flight computer, which was originally designed for the AJ37, needed to be made. The MPE (MultiProcessorEnhet) was added to the CK37 system to increase its computing power, and a data bus was added as well to support increased system communication. Another improvement for the AJS variant was the addition of the TERNAV navigation system. This system uses radar telemetry data and compare it to a prepared terrain map loaded from the AJS37 data cartridge in order to determine your location. The AJS37 saw service in the Swedish air force from 1991 to the early 2000's when the last planes were switched out for JAS39 Gripen.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==Weapons List==&lt;br /&gt;
The following is a list of weapons currently implemented for the AJS37 Viggen.&lt;br /&gt;
* ARAK m/70B unguided rockets (available in AP or HE configurations)&lt;br /&gt;
* AKAN 30/55 gun pods (30mm)&lt;br /&gt;
* Sprängbomb 120kg m/71 General purpose bombs (unguided)&lt;br /&gt;
* Lysbomb 80kg M/71 Illumination bomb&lt;br /&gt;
* RB-04E Anti-ship Missile&lt;br /&gt;
* RB-15F Anti-ship Missile&lt;br /&gt;
* RB-05A Air to ground / air to air missile&lt;br /&gt;
* RB-75 (AGM65A) Air to ground missile&lt;br /&gt;
* BK-90 Mjölner stand-off gliding cluster munitions dispenser&lt;br /&gt;
* RB-24 (AIM-9B) Sidewinder air to air missile&lt;br /&gt;
* RB-24J (AIM-9P) Sidewinder air to air missile&lt;br /&gt;
* RB-74 (AIM-9L) Sidewinder air to air missile&lt;br /&gt;
* KB Countermeasures dispender pod&lt;br /&gt;
* U/22 ECM pod&lt;br /&gt;
* U/22A ECM / ELINT pod&lt;br /&gt;
&lt;br /&gt;
==Systems Overview==&lt;br /&gt;
===Data cartridge===&lt;br /&gt;
The data cartridge is essentially a miniature handheld computer. It stores mission data and various other important details that the Viggen flight computer (CK37) needs to properly assist the pilot in the mission. The cartridge also functions as a storage unit for some of the Viggen systems. During startup the pilot inserts the cartridge into the data slot behind him to the left and then proceeds to load the data into the CK37 flight computer. In DCS this is done by switching to '''REFLOLA''', '''IN''', entering the code '''9099''' and pressing '''LS'''.&lt;br /&gt;
===Radio===&lt;br /&gt;
AJS37 has a two different radio systems: FR22 and FR24.&lt;br /&gt;
====FR22====&lt;br /&gt;
FR22 is the primary radio and is located on the forward part of your left sidepanel. It supports VHF (103.000 - 155.975 MHz) and UHF (225.00 – 399.95 MHz), AM and FM. The output is 20W for VHF and 10W for UHF. On the left part of the front panel is also the frequency selector. This shows the currently selected manual frequency and modulation. Pressing the minus (-) button on the FR22 group selector (the number buttons just below the frequency selector) will set the radio to the manually selected frequency.&lt;br /&gt;
====FR24====&lt;br /&gt;
FR24 is the backup radio. Its controls are located further back on the left side panel. It only supports VHF AM, has an output of 3W, and only has a fixed set of selectable channels (H,E,F,G).&lt;br /&gt;
===Radio + SRS===&lt;br /&gt;
Connecting the AJS37 radio to SRS is fairly easy. Assuming your SRS installation is correct, start SRS and select the radio you want to use (normally the first one). Manually dial the frequency selector in the Viggen to the frequency you want to talk on, and hit the minus (-) key. Now you should be set. Keep in mind that the FR22 needs the main generator to function, so starting the aircraft is required.&lt;br /&gt;
===Radar===&lt;br /&gt;
[[File:Ps37a.jpg|thumb|500px|PS 37/A at Arboga Robot Museum]]&lt;br /&gt;
The AJS37 uses the PS 37/A mono-pulse radar. It operates in the X-band and is designed for locating ships. It can be used to locate ground targets as well, but not as effectively.&amp;lt;br&amp;gt;&lt;br /&gt;
The radar can operate in three different modes:&amp;lt;br&amp;gt;&lt;br /&gt;
'''A0:''' Radar is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
'''A1:''' Wide range search, dish will sweep from side to side +-61.5 degrees from the x-axis with a search speed of 110 degrees/second.&amp;lt;br&amp;gt;&lt;br /&gt;
'''A2:''' Narrow range search, dish will sweep from side to side +-32 degrees from the x-axis with a speed of 60 degrees/second.&lt;br /&gt;
====Passive mode====&lt;br /&gt;
If the radar is set to '''passive mode''' (switch on the middle left side panel) and mode '''A0''' (radar off) it will not emit anything but only listen for enemy jammers. These will show up as lines on the radar panel indicating in which direction the emitter is located.&lt;br /&gt;
====Terrain avoidance mode====&lt;br /&gt;
The radar can also be set for terrain avoidance. This is helpful if you are flying at night or in low visibility situations. In terrain avoidance mode the radar will be positioned at 0 degree angle relative to the horizon, looking directly forwards. It will continue to sweep left and right but the only returns will be from terrain on you altitude. Mountains and hills higher than your current altitude will therefore show up as dark areas whilst the light areas are terrain below your altitude.&lt;br /&gt;
====Navigation fixes====&lt;br /&gt;
Nothing here yet. Needs fixing.&lt;br /&gt;
&lt;br /&gt;
===CK37 Flight Computer===&lt;br /&gt;
The CK37 flight computer system was first designed for the original AJ37 Viggen back in the 60's. It was later modified with increased processing power for the AJS37 in order to carry newer weapons and pods. The CK37 is accessible for the pilot using the data panel located on the forward right side panel of the cockpit. It consists of a '''data indicator''', a '''selector dial''', '''in/ut''' toggle switch, number buttons '''0-9''', and '''waypoint buttons'''.&lt;br /&gt;
====Selector dial====&lt;br /&gt;
The selector dial is a wheel that can be toggled in different positions to control which mode the CK37 should operate in.&amp;lt;br&amp;gt;&lt;br /&gt;
;The available modes are&lt;br /&gt;
:'''AKT POS:''' Present position. This is the only mode that allows you to switch between waypoints.&lt;br /&gt;
:'''REFLOLA:''' Used for inputting coordinates into the navigation system, for waypoints and such. Label hints order of input '''Lo'''ngitude then '''La'''titude which is swapped from how other aircraft normally use it.&lt;br /&gt;
:'''BANA/GRÄNS:'''&lt;br /&gt;
:'''VIND/RUTA/MÅL:'''&lt;br /&gt;
:'''TID:'''&lt;br /&gt;
:'''TAKT:''' Used for inputting tactical information into the CK37 system, weapon settings and such.&lt;br /&gt;
:'''ID-NR:'''&lt;br /&gt;
&lt;br /&gt;
====Data indicator====&lt;br /&gt;
The data indicator consists of 6 digits which shows different information depending on which mode the CK37 system currently is in.&amp;lt;br&amp;gt;&lt;br /&gt;
=====AKT POS=====&lt;br /&gt;
The system will display navigation system status information. The first 4 digits cycles between showing the longitude and latitude coordinates of the current position in degrees and minutes. The 5th and 6th digits tell you if the TERNAV navigation system is operating, it's status, and your current navigation drift.&amp;lt;br&amp;gt;&lt;br /&gt;
;5'th digit:&lt;br /&gt;
:0 = TERNAV inoperable&lt;br /&gt;
:1 = TERNAV OK, but not sending any outputs. Stand-by mode. Aircraft is on ground or outside the area of TERNAV operation.&lt;br /&gt;
:2 = TERNAV OK, mode rough search. System is attempting to orient itself in a particular area.&lt;br /&gt;
:3 = TERNAV OK. Fine search. System in a higher resolution mode. Still ascertaining position.&lt;br /&gt;
:4 = TERNAV OK and following, but not used. Commonly seen in mode SPA&lt;br /&gt;
:5 = TERNAV OK and operating. System sending automatic fixes to the CK37 computer.&lt;br /&gt;
;6'th digit:&lt;br /&gt;
:Tells you the amount of accumulated drift in km. A value of 0 is therefore good.&lt;br /&gt;
&lt;br /&gt;
=====REFLOLA=====&lt;br /&gt;
Nothing here yet.&lt;br /&gt;
=====TAKT=====&lt;br /&gt;
Nothing here yet.&lt;br /&gt;
===U22/A ECM pod===&lt;br /&gt;
The U22/A ECM pod was a jammer pod designed and produced during the mid 90's for the Swedish Air force. It had two main capabilities: Jamming of enemy radar emitters, and passive ELINT.&lt;br /&gt;
====Jamming====&lt;br /&gt;
To be written&lt;br /&gt;
====ELINT====&lt;br /&gt;
One of the upgrades that the AJS modification introduced was the introduction of the data cartidge. This cartridge can be used by the U22/A ECM pod for storing ELINT information. The U22/A ECM pod can be put into passive listening mode and record information about radar emitters illuminating the AJS37 throught its flight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The data the pod records is:&amp;lt;br&amp;gt;&lt;br /&gt;
* PRF (pulse repetition frequency)&lt;br /&gt;
* Carrier Frequency (or commonly known as frequency band)&lt;br /&gt;
* Emit time (how long the radar is illumining the AJS)&lt;br /&gt;
* Silent time (how long the radar is silent between illuminations)&lt;br /&gt;
* Angle of the illumination (relative to the position of the AJS37)&lt;br /&gt;
* The position of the AJS37 (fetched from the navigation system)&lt;br /&gt;
&amp;lt;br&amp;gt;	&lt;br /&gt;
When the plane later lands, the ground crew will fetch the ELINT data from the cartridge and DCS generates a file for you in '''C:\Users\username\Saved Games\DCS_AJS37''' called '''ELINTData.info'''. This file can be imported into a tool called combatflite to plot where the emitters seen by the AJS37 is located. The type of emitter is also derived using the above collected information.&lt;br /&gt;
		&lt;br /&gt;
To put the U22/A ECM pod in ELINT mode set the jammer controls to mode '''A''' and '''F''' for preheat. The '''KB-H/KA SL''' warning indicator on the right indicator / warning table will light up to indicate the pod is heating up. When this light goes off (takes about 3 minutes) the pod will be ready to use. Then to put it into a passive listen mode set it to mode '''A''' and '''K'''. It can be set into mode A and G for low sensitivity listening and mode A and J for high sensitivity listening. Mode A and K will switch between these two automatically so it is in that sense the best mode to use for this purpose.&lt;br /&gt;
		&lt;br /&gt;
To make sure ELINT mode is active the warning light '''MOTVERK''' on the right indicator / warning table will light up and flash when illuminated by a radar.&lt;br /&gt;
		&lt;br /&gt;
For the actual ELINT work you need to be illuminated by enemy radar emitters from different directions. For every illumination the pod will record the position of the AJS37 and the angle of the illumination. The pod then cross references the angle of which you were illuminated with the previous illuminations from that emitter to create an approximate location. Imagine drawing a line from your position with the illumination angle. When you get illuminated again another line is drawn from your new location with the new illumination angle. Where those lines meet is the location of the emitter. More lines (more illuminations from different positions) narrows down the location.&lt;br /&gt;
		&lt;br /&gt;
Ideally during an ELINT run you want to get illuminated from as many sources as possible, from as many different positions around the emitters as possible. To achieve this there are two ways: The virgin high altitude way and the chad Viggen way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''The high altitude way:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Flying at high altitude the plane will be exposed to more radars since it has line of sight over a larger area. Using this finding emitters is easy, but narrowing their locations down requires travelling long distances around them (as you don't want to get shot down). This method is useful for finding how many emitters there are, but not for narrowing down their exact location.&amp;lt;br&amp;gt;&lt;br /&gt;
'''The Viggen way (low altitude high speed)''':&amp;lt;br&amp;gt;&lt;br /&gt;
If you get close to the emitters you won't need to move very long distances to be illuminated from different angles. Getting close to the emitters can sometimes be difficult though, since they will shoot at you. You can however sometimes use terrain to mask your presence. This allows you to get really close to the emitters for very accurate ELINT data. Keep in mind though that you want the emitter to see you, so ocantionally pop up to get illuminated then drop down to make it lose track. This way you can go around the emitter to get illuminated in a fairly short time.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
		&lt;br /&gt;
After you have been illuminated from different angles, head back to land and the crew will fetch the elint data. Import the data into the Combatflite software and profit.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
		&lt;br /&gt;
 Keep in mind that the U22/a uses the AJS37 navigation system for its position recording&lt;br /&gt;
 so navigation drift can mess the readings up.&lt;br /&gt;
&lt;br /&gt;
 Additionally keep in mind that every time you land the ELINTData.info file will be overwritten.&lt;br /&gt;
 So when you have completed an ELINT  run tab out and copy the file to a safe location.&lt;br /&gt;
		&lt;br /&gt;
'''TL;DR just wanna ELINT''':&lt;br /&gt;
# Fit U22/a&lt;br /&gt;
# Jammer mode A/F in 3 minutes&lt;br /&gt;
# When KB-H/KA SL goes dark set mode A/K&lt;br /&gt;
# Fly around get illuminated&lt;br /&gt;
# Land&lt;br /&gt;
# Import C:\Users\username\Saved Games\DCS_AJS37\ELINTData.info into combatflite&lt;br /&gt;
# Profit&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Importing into combatflite'''&lt;br /&gt;
# Open Combatflite&lt;br /&gt;
# Click &amp;quot;Change theatre&amp;quot; in the top left corner and chose the theatre the run was conducted on&lt;br /&gt;
# Click &amp;quot;Import ELINT&amp;quot; button on the middle top bar&lt;br /&gt;
# Select the ELINTData.info file&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now you will see red squares indicating where the emitters are located. The emitter is located somewhere within that square. Larger squares represent estimated emitter locations. To shrink the squares get illuminated from more angles around the emitter.&lt;br /&gt;
Within the squares there is also a text describing what RADAR system the emitter is part of. This is based on an ELINT database located inside Combatflite. To view and modify this database click ''Tools'' and then ''ELINT library'' in the top meny bar.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
The AJS37 Viggen has a range of different weapon systems it can employ. Most of them are geared towards hitting ground and surface targets, but some air-to-air capability exists as well. This section provides details and procedures for employing said weapon systems to maximum effect.&lt;br /&gt;
===Air-to-Ground weapons===&lt;br /&gt;
The AJS37 Viggen can carry unguided rockets, Air-to-Ground missiles, and unguided bombs for the Air-to-Ground role. It can also carry a guided gliding cluster-munitions dispenser. The weapons listed below are intended to be used against ground targets of various kinds. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====ARAK m/70B Unguided Rockets====&lt;br /&gt;
Rocket pods each containing six 135mm unguided rockets in HE or AP configurations. The rockets can be configured to launch in one salvo emptying all pods in one go, or to be fired individually meaning one rocket from each pod with each press of the trigger.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specifications'''&amp;lt;br&amp;gt;&lt;br /&gt;
HE (SHU70 - SprängHUvud 70):&amp;lt;br&amp;gt;&lt;br /&gt;
Total Weight: 45.8kg.&amp;lt;br&amp;gt;&lt;br /&gt;
Warhead: 3.7kg of TNT.&amp;lt;br&amp;gt;&lt;br /&gt;
Used against soft targets.&amp;lt;br&amp;gt;&lt;br /&gt;
AP (PSHU70 - PansarSprängHUvud 70):&amp;lt;br&amp;gt;&lt;br /&gt;
Total Weight: 44.6kg.&amp;lt;br&amp;gt;&lt;br /&gt;
Warhead: 5.0kg of Hexatol (Comp B) shaped charge.&amp;lt;br&amp;gt;&lt;br /&gt;
Used against armoured targets.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sprängbomb 120kg m/71 General Purpose Bomb====&lt;br /&gt;
Sprängbomb m/71 can be configured in high-drag or low-drag configurations with an instantaneous fuse (ÖHKSAR) or an airburst fuse (ZONRÖR). The high-drag version have a chute which helps to slow the bomb down after release. The bombs come mounted on racks of 6 bombs each.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specifications'''&amp;lt;br&amp;gt;&lt;br /&gt;
Total weight: 121kg each.&amp;lt;br&amp;gt;&lt;br /&gt;
Warhead: 30kg Hexatol (Comp B).&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used against all types of ground targets.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====Lysbomb 80kg m/71 Illumination Bomb====&lt;br /&gt;
This is an illumination bomb. It's main intended purpose is to light up the battlefield. The bomb deploys a parachute after release to slowly fall towards the ground while emitting strong light (3000000 Candela).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====BK-90 Mjölner Stand-off Gliding Cluster-munitions Dispenser====&lt;br /&gt;
BK-90 Mjölner is a cluster-munitions dispenser with stand-off capability. It is essentially a glide bomb that overflies the target and ejects cluster-munition units over the target area. It is guided in the sense that it will upon release travel towards the target waypoint currently selected. It can be released as far as 10km from the target, depending on the release altitude and the plane velocity. The cluster-munition units can be of two types: MUSJAS-1 (MJ1) for high explosives and MUSJAS2 (MJ2) for armour piercing, or a mix thereof (MJ1-MJ2).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specifications'''&amp;lt;br&amp;gt;&lt;br /&gt;
Total weight: 605kg +-12kg.&amp;lt;br&amp;gt;&lt;br /&gt;
Propulsion: No motor, uses the kinetic energy of the airplane.&amp;lt;br&amp;gt;&lt;br /&gt;
Warhead:&amp;lt;br&amp;gt;&lt;br /&gt;
MJ1: 72 1.4kg cluster munition warheads.&amp;lt;br&amp;gt;&lt;br /&gt;
MJ2: 24 6.0kg cluster munition warheads.&amp;lt;br&amp;gt;&lt;br /&gt;
Range: Up to 10km.&amp;lt;br&amp;gt;&lt;br /&gt;
Seeker: None.&amp;lt;br&amp;gt;&lt;br /&gt;
Release envelope: 50-500m AGL at speed M 0.7-0.9.&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used against all types of ground targets.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====RB-05A (Robot 05 Adam)====&lt;br /&gt;
RB-05A is a radio controlled missile designed for the AJ37. The missile can be used against ground, sea, or even air targets as the pilot manually steers it towards the target using a thumbstick and optical view. The missile is fitted with a flare to assist the pilot in spotting it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specifications'''&amp;lt;br&amp;gt;&lt;br /&gt;
Weight: 305kg (341kg with launcher).&amp;lt;br&amp;gt;&lt;br /&gt;
Engine: Liquid fuel rocket engine VR35.&amp;lt;br&amp;gt;&lt;br /&gt;
Range: Over 9000 meters.&amp;lt;br&amp;gt;&lt;br /&gt;
Warhead: 160kg high explosive.&amp;lt;br&amp;gt;&lt;br /&gt;
Seeker: None, pilot is guiding it using a radio link.&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used against ground targets, surface targets, and air targets.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====RB-75 (Robot 75 aka AGM65A)====&lt;br /&gt;
Swedish imported AGM65A designated RB-75.&amp;lt;br&amp;gt;&lt;br /&gt;
Weight: 210kg.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====RB-75T (Robot 75 Tung stridsdel aka AGM65A with a heavier warhead)====&lt;br /&gt;
Swedish imported AGM65A with a heavier warhead.&amp;lt;br&amp;gt;&lt;br /&gt;
Weight: 295kg.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====RB-75B (Robot 75 Bertil or AGM65B)====&lt;br /&gt;
It is essentially an AGM65B. It has improved optics over the AGM65A, presenting a zoomed in and higher resolution image of the target for the pilot. Interesting fact is that the Swedish air force never imported these, and the AJS37 never used them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===Anti-Ship Missiles===&lt;br /&gt;
The main intended role of AJS37 was to be used against surface targets on the Baltic Sea. Therefore Anti-Ship missiles was an integral part of its armament. The AJS37 could carry two types of Anti-Ship missiles: The RB-04E and the RB-15F.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====RB-04E (Robot 04 Erik)====&lt;br /&gt;
[[File:Rb04E.jpg|thumb|500px|RB-04E at Arboga Robot Museum]]&lt;br /&gt;
RB-04 is an anti-ship missile originally developed for the A32 Lansen during the late 40's and early 50's. The E variant was developed during the 60's for the AJ37/SH37 but could also be carried by AJS37. The missile can be dropped from between 50-425m ASL and will descend to sea skimming altitude (10m) and begin looking for targets with its radar seeker head.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specifications'''&amp;lt;br&amp;gt;		&lt;br /&gt;
Weight: 625kg.&amp;lt;br&amp;gt;&lt;br /&gt;
Propulsion: Solid-fuel rocket engine KR 16D2.&amp;lt;br&amp;gt;&lt;br /&gt;
Thrust: 1913 N for 65.6 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Range: around 32km.&amp;lt;br&amp;gt;&lt;br /&gt;
Warhead: 200kg of high explosive.&amp;lt;br&amp;gt;&lt;br /&gt;
Seeker: Active pulse radar with frequency hopping.&amp;lt;br&amp;gt;&lt;br /&gt;
Release envelope: 50-425m ASL.&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used against surface targets, i.e ships.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====RB-15F (Robot 15 Filip)====&lt;br /&gt;
[[File:Rb15F.jpg|thumb|500px|RB-15F at Arboga Robot Museum]]&lt;br /&gt;
Originally developed as the RB-04 Turbo, but rebranded as the RB-15 for marketing reasons, it was designed as a replacement of the RB-04E during the late 70's. It used a turbo jet engine instead of a rocket engine that the older RB-04 has used and was equipped with a much better radar seeker. This missile can also be programmed with a series of waypoints that the missile will follow before reaching the intended target. Once the missile reaches a specific waypoint (Bx8) it activates its seeker and begin looking for targets. Just as with the RB-04 it will descend to sea skimming altitude (10m) after release.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specifications'''&amp;lt;br&amp;gt;&lt;br /&gt;
Weight: 565kg (605kg with launcher)&amp;lt;br&amp;gt;&lt;br /&gt;
Propulsion: Turbojet engine TRI 60-2&amp;lt;br&amp;gt;&lt;br /&gt;
Thrust: 3730N&amp;lt;br&amp;gt;&lt;br /&gt;
Range: 70km&amp;lt;br&amp;gt;&lt;br /&gt;
Warhead: 200kg high explosive&amp;lt;br&amp;gt;&lt;br /&gt;
Seeker: Active pulse radar with frequency hopping.&amp;lt;br&amp;gt;&lt;br /&gt;
Release envelope: 50-2000m ASL&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used against surface targets, i.e ships.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Air-to-Air Missiles===&lt;br /&gt;
====RB-24 (AIM-9B)====&lt;br /&gt;
RB-24, originally called AIM-9B, was an American Air-to-Air missile developed in the early 50's. It was imported for use in the Swedish Air Force during the late 50's for use on the J29 Tunnan, J32B Jaktlansen, J34 Hawker Hunter, and J35 Draken. The main intended use was to shoot down strategic bombers on high altitude. A fairly narrow IR window of 2.1-2.7 microns gave the missile a rear aspect only capability. The missile would upon release accelerate using a rocket engine for 2.2 seconds, and could then glide for about 20 seconds.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specifications'''&amp;lt;br&amp;gt;&lt;br /&gt;
Weight: 73kg.&amp;lt;br&amp;gt;&lt;br /&gt;
Propulsion: Solid-fuel rocket engine.&amp;lt;br&amp;gt;&lt;br /&gt;
Thrust: 19kN for 2.2 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Range: around 4km.&amp;lt;br&amp;gt;&lt;br /&gt;
Warhead: 4.8kg of Hexatonal fragmentation warhead.&amp;lt;br&amp;gt;&lt;br /&gt;
Seeker: Passive non-cooled lead sulfide IR seeker operating in the 2.1-2.7 micron range.&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used against air targets if a rear aspect shot is achieved.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====RB-24J (AIM-9P3)====&lt;br /&gt;
RB-24J was a modified version of the American AIM-9P3. It's modifications consisted of a Swedish designed laser proximity fuse instead of the IR proximity fuse used on the originals. The 24J designation is probably due to the fact that the AIM-9P3 was an export derivative of the domestic AIM-9J and AIM-9N variants. The differences from the RB-24 are quite substantial. The electronics are no longer fully thermionic, but a hybrid of transistors and vacuum tubes. The seeker, while still a lead sulfide seeker, is now cooled to -30C and have a magnesium fluoride dome window to filter unwanted wavelengths. As a consequence, the seeker wavelength range is shifted by about 0.2 microns and now operates in the 2.3-2.9 micron range instead of the 2.1-2.7 micron range of the RB-24. The RB-24J was also fitted with a rate-bias circuit which steered the missile to point slightly in front of the actual track point. This function helped the missile home in closer to the actual target during the late stage pursuit. Last but not least the length of the engine burn was increased from 2.2 seconds on the RB-24 to 3.5 seconds on the RB-24J. RB-24J was carried on J35D/F/J, AJ37, AJS37, SH37, SF37, JA37, and JAS39. Deliveries started to the Swedish Air Force in 1978.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Specifications'''&amp;lt;br&amp;gt;&lt;br /&gt;
Weight: 81kg.&amp;lt;br&amp;gt;&lt;br /&gt;
Propulsion: Solid-fuel rocket engine.&amp;lt;br&amp;gt;&lt;br /&gt;
Thrust: 17kN for 3.5 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Range: -&amp;lt;br&amp;gt;&lt;br /&gt;
Warhead: 4.8kg&amp;lt;br&amp;gt;&lt;br /&gt;
Seeker: Passive cooled lead sulfide IR seeker operating in the 2.3-2.9 micron range.&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used against air targets if a rear or side aspect shot is achieved.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====RB-74 (AIM-9L)====&lt;br /&gt;
To be written.&lt;br /&gt;
&lt;br /&gt;
==Procedures==&lt;br /&gt;
This section lists sensor and weapon deployment procedures.&lt;br /&gt;
&lt;br /&gt;
It soon becomes obvious to the beginner how the navigation system, planning ahead, and weapons employment mix together into a procedure that is hard to pick apart. For &amp;quot;smart&amp;quot; weapons like the BK90 or RB-15F, at least put down a crude target waypoint to aid in radar fixing before release and to acquire a QFE via the knee board. Broadly speaking, other weapons can be used with no preparation, but a waypoint helps the player visually acquire a target.&lt;br /&gt;
&lt;br /&gt;
===RB-15F (Robot 15 Filip)===&lt;br /&gt;
Programming the missiles behavior involves using a set of Bx waypoints, each associated with a certain behavior. At minimum input Bx8 or place it down during a radar fix, and Bx6 and Bx7 are placed in a standard layout.&lt;br /&gt;
 &lt;br /&gt;
* Bx6 Descent Start. The missile will maintain its altitude after release and descend only after Bx6 passes under or abeam. &lt;br /&gt;
* Bx7 Course Change Point. Upon release the missile heads towards Bx7 first, after which it will turn towards Bx8 and look for a target. When attacking ships head on, put this point to the side to allow the missile to turn into and home onto the side of ships. &lt;br /&gt;
* Bx8 Assumed Target Position. The missile will start looking for targets when heading towards this point. This point can be programmed ahead of time in the general area within a few nautical miles of the ships expected position. If time allows, a radar fix can be performed to place it even closer to the target before finally releasing.&lt;br /&gt;
*Bx9 Self Destruct Point. If the missile does not find a target, it will head to this point and self destruct.&lt;br /&gt;
&lt;br /&gt;
Crude planning thoughts when using the F10 map and Data Cartridge:&lt;br /&gt;
* Place Bx8 where you expect the targets will be when your in range to fire. This is accurate enough so allow you can release the missile ASAP and they will seek and guide using default settings. For example, you're in range but the ship is getting ready to shoot you or a fighter is barreling towards you. If you decide you have time to pop up 40 seconds before release (when the ranging cue appears on the HUD) or even earlier, you can now easily reference the circle mark to double check for radar returns or adjust Bx7.&lt;br /&gt;
* Place Bx7 at least 2km from Bx8. Far enough so the missile has time to turn and lock onto a target. Not so extreme an angle that the missile has to make a sharp turn which the computer will detect and prevent release. Putting this so that the missile comes in at ~45 to 60 degrees from the side is good enough.&lt;br /&gt;
* Place Bx6 after overflying obstacles so that it can safely descend without colliding. For example, when attacking from inland towards the sea, put Bx6 a little off the coastline. Also ensure this is far enough so that a defense weapons don't shoot the missile down. If this point ends up behind the plane (for example, you flew closer than expected), the missiles will descend immediately upon release. Its possible to have the missile descend after Bx7.&lt;br /&gt;
&lt;br /&gt;
# Weapon Selector Mode &amp;quot;ATTACK&amp;quot;&lt;br /&gt;
# Master  mode &amp;quot;ANF&amp;quot;&lt;br /&gt;
# Press Bx then Press 8 on the number pad to select Bx8. &lt;br /&gt;
# At 200m ASL with the radar looking 120km out you can get legible radar returns as far as 100km out to start making fixes.&lt;br /&gt;
# HUD  ____|__|____ ; you have 40 seconds until release. Anticipate release when 70km out and meet 50m-2000m ASL envelope.&lt;br /&gt;
# HUD |__|__|; Trigger UNSAFE + RELEASE&lt;br /&gt;
====Quick Mode====&lt;br /&gt;
&lt;br /&gt;
===ARAK m/70B===&lt;br /&gt;
ARAK can be fired in a variety of different ways; Normal mode, Quick mode, and Long range mode.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Normal mode:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- Uses a target waypoint for displaying target position on HUD, but can work without if targets are spotted visually.&amp;lt;br&amp;gt;&lt;br /&gt;
- Uses radar ranging and target motion estimation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quick mode:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- Works without a waypoint if targets are spotted visually.&amp;lt;br&amp;gt;&lt;br /&gt;
- Uses barometric preassure for ranging.&amp;lt;br&amp;gt;&lt;br /&gt;
- Does not use radar ranging or target motion estimation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Long range mode:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- Uses a target waypoint for displaying target position on HUD, but can work without if targets are spotted visually.&amp;lt;br&amp;gt;&lt;br /&gt;
- Also uses barometric preassure for ranging but rescaled for long range (6-7km) shooting.&amp;lt;br&amp;gt;&lt;br /&gt;
- Does not use radar ranging or target motion estimation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally firing a whole rocket salvo or individual rockets can be toggled using the '''MÅLVAL''' switch, next to the '''Release Mode''' Switch. '''GRUPP''' for firing the entire rocket salvo in one go, or '''ENKEL''' for firing one rocket from each pod at a time. For 4 pods that is 4 rockets with each pull of the trigger, one rocket from each pod.&lt;br /&gt;
====Normal Mode====&lt;br /&gt;
# Set Weapon Selector to Mode '''ATTACK'''&lt;br /&gt;
# Set Release Mode switch to '''SERIE'''&lt;br /&gt;
# Set current altimeter pressure QFE for the target waypoint (can be found in the kneeboard).&lt;br /&gt;
# Set Master mode to '''ANF'''&lt;br /&gt;
# A small circle will appear on the HUD, indicating where the target waypoint is, place the aiming reticle in said circle&lt;br /&gt;
# Trigger '''UNSAFE''' when the reticle is on the target and stable&lt;br /&gt;
# A distance line will appear when close enough, wait until the line is within the two outer pillars and begins flashing&lt;br /&gt;
# A pair of wings will appear around the reticle, this is your signal to fire&lt;br /&gt;
====Quick Mode====&lt;br /&gt;
# Master mode should be in '''NAV'''&lt;br /&gt;
# Set Weapon Selector to Mode '''ATTACK'''&lt;br /&gt;
# Set Release Mode switch to '''SERIE'''&lt;br /&gt;
# Set current altimeter preassure QFE for the target&lt;br /&gt;
# Dive towards the target trigger '''UNSAFE''', hold the dot on the target&lt;br /&gt;
# A distance line will appear when close enough, wait until the line is within the two outer pillars and begins flashing&lt;br /&gt;
# A pair of wings will appear around the reticle, this is your signal to fire&lt;br /&gt;
====Long range mode====&lt;br /&gt;
# Set Weapon Selector to Mode '''ATTACK'''&lt;br /&gt;
# Set Release Mode switch to '''IMPULS'''&lt;br /&gt;
# Disable target motion measurement by going TAKT, IN, and enter 211 then press LS&lt;br /&gt;
# Disable radar ranging by going TAKT, IN, and enter 253 then press LS&lt;br /&gt;
# Set current altimeter pressure QFE for the target waypoint (can be found in the kneeboard).&lt;br /&gt;
# Set Master mode to '''ANF'''&lt;br /&gt;
# Trigger '''UNSAFE''' when the reticule is on the target and stable&lt;br /&gt;
# Fire when parameters are fulfilled (shown by two wings appearing around the targeting dot).&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Manual===&lt;br /&gt;
If you own the AJS37 manual can be found at ''DCSWorld\Mods\aircraft\AJS37\Doc''. &amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, a slightly older variant is located at [http://media.heatblur.se/AJS37_Manual_RC1.pdf Heatblur's homepage].&lt;br /&gt;
===Other documentation===&lt;br /&gt;
Chuck's guide: [https://www.mudspike.com/chucks-guides-dcs-ajs-37-viggen/ here].&lt;br /&gt;
===Viggen Tools===&lt;br /&gt;
This a great page that someone made that allows you to listen to which RWR sounds are generate for various radar systems. Memorizing these sounds are important, as the viggen will give you little other information on what is targeting you.&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.viggentools.se Lots of Viggen related goodness including checklists and RWR tones]&lt;br /&gt;
===Printed resources===&lt;br /&gt;
====Swedish====&lt;br /&gt;
Viggen - Sven Stridsberg, Stenvalls, 2003 &amp;lt;br&amp;gt;&lt;br /&gt;
Svenskt flyg under kalla kriget - Christer Lokind, Lennart Andersson, Michael Fredholm, Mats Hugosson, Per-Göte Lundborg, Medströms Bokförlag, 2016 &amp;lt;br&amp;gt;&lt;br /&gt;
====English====&lt;br /&gt;
To be added&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=AJS-37&amp;diff=10754</id>
		<title>AJS-37</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=AJS-37&amp;diff=10754"/>
				<updated>2019-11-23T09:05:07Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Selector dial */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ModuleInfo&lt;br /&gt;
|modulename=AJS-37 Viggen&lt;br /&gt;
|modulethumb=Saab AJS-37 Viggen 37098 52 (SE-DXN) (9256079273).jpg&lt;br /&gt;
|guidelink=https://drive.google.com/file/d/0B-uSpZROuEd3MThvSmxrN0pUMWM/view&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/products/planes/viggen/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?reload=9&amp;amp;v=BfVkZpFirfE&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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'''AJS37''' Viggen is a Swedish cold war era strike aircraft designed by SAAB AB. It is a 90's modernization of the older 60's era jet AJ37 designed to give the aircraft enhanced capabilities in the reconnaissance (S) and strike (A) roles. AJ37 was Sweden's first attempt at a multi-role fighter and while it did not achieve true multi-role capabilities, it could still perform a variety of roles albeit with some limitations.&lt;br /&gt;
&lt;br /&gt;
Because AJ37 did not achieve true multi-role capabilities, several variants of the Viggen were built, these are:&lt;br /&gt;
* AJ37 - Regular Viggen, capable of strike and limited air to air but lacks reconnaissance capabilities.&lt;br /&gt;
* SH37 - Spaningsviggen Havsövervakning (Recon Viggen Maritime Patrol), used for maritime patrol. It was equipped with a different radar (the PS 371/A) which had longer range than the PS 37/A used on the AJ37.&lt;br /&gt;
* SF37 - Spaningsviggen Fotospaning (Recon Viggen Optical Reconnaissance), had a camera in the nose instead of a radar. It was used for optical reconnaissance.&lt;br /&gt;
* SK37 - Skolviggen (School Viggen), used to train new pilots and was two-seated.&lt;br /&gt;
* JA37 - Jaktviggen (Hunting Viggen), air to air viggen. Better radar, newer computer, and better air to air missile armament.&lt;br /&gt;
* AJS37 - A 90's modernization of AJ37 with capabilities to carry newer weapon systems and reconnaissance equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The variant of the Viggen we have in DCS is the AJS37 variant. This is one of the more modern Viggen variants and as a result can carry some relatively smart equipment, such as the BK90 and RB-15F. These were weapons originally intended for the JAS39 Gripen, but due to delays in the JAS39 program, the AJS37 was adapted to carry them as well. In order to carry said weapon systems, modifications to the CK37 flight computer, which was originally designed for the AJ37, needed to be made. The MPE (MultiProcessorEnhet) was added to the CK37 system to increase its computing power, and a data bus was added as well to support increased system communication. Another improvement for the AJS variant was the addition of the TERNAV navigation system. This system uses radar telemetry data and compare it to a prepared terrain map loaded from the AJS37 data cartridge in order to determine your location. The AJS37 saw service in the Swedish air force from 1991 to the early 2000's when the last planes were switched out for JAS39 Gripen.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==Weapons List==&lt;br /&gt;
The following is a list of weapons currently implemented for the AJS37 Viggen.&lt;br /&gt;
* ARAK m/70B unguided rockets (available in AP or HE configurations)&lt;br /&gt;
* AKAN 30/55 gun pods (30mm)&lt;br /&gt;
* Sprängbomb 120kg m/71 General purpose bombs (unguided)&lt;br /&gt;
* Lysbomb 80kg M/71 Illumination bomb&lt;br /&gt;
* RB-04E Anti-ship Missile&lt;br /&gt;
* RB-15F Anti-ship Missile&lt;br /&gt;
* RB-05A Air to ground / air to air missile&lt;br /&gt;
* RB-75 (AGM65A) Air to ground missile&lt;br /&gt;
* BK-90 Mjölner stand-off gliding cluster munitions dispenser&lt;br /&gt;
* RB-24 (AIM-9B) Sidewinder air to air missile&lt;br /&gt;
* RB-24J (AIM-9P) Sidewinder air to air missile&lt;br /&gt;
* RB-74 (AIM-9L) Sidewinder air to air missile&lt;br /&gt;
* KB Countermeasures dispender pod&lt;br /&gt;
* U/22 ECM pod&lt;br /&gt;
* U/22A ECM / ELINT pod&lt;br /&gt;
&lt;br /&gt;
==Systems Overview==&lt;br /&gt;
===Data cartridge===&lt;br /&gt;
The data cartridge is essentially a miniature handheld computer. It stores mission data and various other important details that the Viggen flight computer (CK37) needs to properly assist the pilot in the mission. The cartridge also functions as a storage unit for some of the Viggen systems. During startup the pilot inserts the cartridge into the data slot behind him to the left and then proceeds to load the data into the CK37 flight computer. In DCS this is done by switching to '''REFLOLA''', '''IN''', entering the code '''9099''' and pressing '''LS'''.&lt;br /&gt;
===Radio===&lt;br /&gt;
AJS37 has a two different radio systems: FR22 and FR24.&lt;br /&gt;
====FR22====&lt;br /&gt;
FR22 is the primary radio and is located on the forward part of your left sidepanel. It supports VHF (103.000 - 155.975 MHz) and UHF (225.00 – 399.95 MHz), AM and FM. The output is 20W for VHF and 10W for UHF. On the left part of the front panel is also the frequency selector. This shows the currently selected manual frequency and modulation. Pressing the minus (-) button on the FR22 group selector (the number buttons just below the frequency selector) will set the radio to the manually selected frequency.&lt;br /&gt;
====FR24====&lt;br /&gt;
FR24 is the backup radio. Its controls are located further back on the left side panel. It only supports VHF AM, has an output of 3W, and only has a fixed set of selectable channels (H,E,F,G).&lt;br /&gt;
===Radio + SRS===&lt;br /&gt;
Connecting the AJS37 radio to SRS is fairly easy. Assuming your SRS installation is correct, start SRS and select the radio you want to use (normally the first one). Manually dial the frequency selector in the Viggen to the frequency you want to talk on, and hit the minus (-) key. Now you should be set. Keep in mind that the FR22 needs the main generator to function, so starting the aircraft is required.&lt;br /&gt;
===Radar===&lt;br /&gt;
[[File:Ps37a.jpg|thumb|500px|PS 37/A at Arboga Robot Museum]]&lt;br /&gt;
The AJS37 uses the PS 37/A mono-pulse radar. It operates in the X-band and is designed for locating ships. It can be used to locate ground targets as well, but not as effectively.&amp;lt;br&amp;gt;&lt;br /&gt;
The radar can operate in three different modes:&amp;lt;br&amp;gt;&lt;br /&gt;
'''A0:''' Radar is turned off.&amp;lt;br&amp;gt;&lt;br /&gt;
'''A1:''' Wide range search, dish will sweep from side to side +-61.5 degrees from the x-axis with a search speed of 110 degrees/second.&amp;lt;br&amp;gt;&lt;br /&gt;
'''A2:''' Narrow range search, dish will sweep from side to side +-32 degrees from the x-axis with a speed of 60 degrees/second.&lt;br /&gt;
====Passive mode====&lt;br /&gt;
If the radar is set to '''passive mode''' (switch on the middle left side panel) and mode '''A0''' (radar off) it will not emit anything but only listen for enemy jammers. These will show up as lines on the radar panel indicating in which direction the emitter is located.&lt;br /&gt;
====Terrain avoidance mode====&lt;br /&gt;
The radar can also be set for terrain avoidance. This is helpful if you are flying at night or in low visibility situations. In terrain avoidance mode the radar will be positioned at 0 degree angle relative to the horizon, looking directly forwards. It will continue to sweep left and right but the only returns will be from terrain on you altitude. Mountains and hills higher than your current altitude will therefore show up as dark areas whilst the light areas are terrain below your altitude.&lt;br /&gt;
====Navigation fixes====&lt;br /&gt;
Nothing here yet. Needs fixing.&lt;br /&gt;
&lt;br /&gt;
===CK37 Flight Computer===&lt;br /&gt;
The CK37 flight computer system was first designed for the original AJ37 Viggen back in the 60's. It was later modified with increased processing power for the AJS37 in order to carry newer weapons and pods. The CK37 is accessible for the pilot using the data panel located on the forward right side panel of the cockpit. It consists of a '''data indicator''', a '''selector dial''', '''in/ut''' toggle switch, number buttons '''0-9''', and '''waypoint buttons'''.&lt;br /&gt;
====Selector dial====&lt;br /&gt;
The selector dial is a wheel that can be toggled in different positions to control which mode the CK37 should operate in.&amp;lt;br&amp;gt;&lt;br /&gt;
;The available modes are&lt;br /&gt;
:'''AKT POS:''' Present position. This is the only mode that allows you to switch between waypoints.&lt;br /&gt;
:'''REFLOLA:''' Used for inputting coordinates into the navigation system, for waypoints and such. Label hints order of input '''Lo'''ngitude then '''La'''titude which is swapped from how other aircraft normally use it.&lt;br /&gt;
:'''BANA/GRÄNS:'''&lt;br /&gt;
:'''VIND/RUTA/MÅL:'''&lt;br /&gt;
:'''TID:'''&lt;br /&gt;
:'''TAKT:''' Used for inputting tactical information into the CK37 system, weapon settings and such.&lt;br /&gt;
:'''ID-NR:'''&lt;br /&gt;
&lt;br /&gt;
====Data indicator====&lt;br /&gt;
The data indicator consists of 6 digits which shows different information depending on which mode the CK37 system currently is in.&amp;lt;br&amp;gt;&lt;br /&gt;
=====AKT POS=====&lt;br /&gt;
The system will display navigation system status information. The first 4 digits cycles between showing the longitude and latitude coordinates of the current position in degrees and minutes. The 5th and 6th digits tell you if the TERNAV navigation system is operating, it's status, and your current navigation drift.&amp;lt;br&amp;gt;&lt;br /&gt;
;5'th digit:&lt;br /&gt;
:0 = TERNAV inoperable&lt;br /&gt;
:1 = TERNAV OK, but not sending any outputs. Stand-by mode. Aircraft is on ground or outside the area of TERNAV operation.&lt;br /&gt;
:2 = TERNAV OK, mode rough search. System is attempting to orient itself in a particular area.&lt;br /&gt;
:3 = TERNAV OK. Fine search. System in a higher resolution mode. Still ascertaining position.&lt;br /&gt;
:4 = TERNAV OK and following, but not used. Commonly seen in mode SPA&lt;br /&gt;
:5 = TERNAV OK and operating. System sending automatic fixes to the CK37 computer.&lt;br /&gt;
;6'th digit:&lt;br /&gt;
:Tells you the amount of accumulated drift in km. A value of 0 is therefore good.&lt;br /&gt;
&lt;br /&gt;
=====REFLOLA=====&lt;br /&gt;
Nothing here yet.&lt;br /&gt;
=====TAKT=====&lt;br /&gt;
Nothing here yet.&lt;br /&gt;
===U22/A ECM pod===&lt;br /&gt;
The U22/A ECM pod was a jammer pod designed and produced during the mid 90's for the Swedish Air force. It had two main capabilities: Jamming of enemy radar emitters, and passive ELINT.&lt;br /&gt;
====Jamming====&lt;br /&gt;
To be written&lt;br /&gt;
====ELINT====&lt;br /&gt;
One of the upgrades that the AJS modification introduced was the introduction of the data cartidge. This cartridge can be used by the U22/A ECM pod for storing ELINT information. The U22/A ECM pod can be put into passive listening mode and record information about radar emitters illuminating the AJS37 throught its flight.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The data the pod records is:&amp;lt;br&amp;gt;&lt;br /&gt;
* PRF (pulse repetition frequency)&lt;br /&gt;
* Carrier Frequency (or commonly known as frequency band)&lt;br /&gt;
* Emit time (how long the radar is illumining the AJS)&lt;br /&gt;
* Silent time (how long the radar is silent between illuminations)&lt;br /&gt;
* Angle of the illumination (relative to the position of the AJS37)&lt;br /&gt;
* The position of the AJS37 (fetched from the navigation system)&lt;br /&gt;
&amp;lt;br&amp;gt;	&lt;br /&gt;
When the plane later lands, the ground crew will fetch the ELINT data from the cartridge and DCS generates a file for you in '''C:\Users\username\Saved Games\DCS_AJS37''' called '''ELINTData.info'''. This file can be imported into a tool called combatflite to plot where the emitters seen by the AJS37 is located. The type of emitter is also derived using the above collected information.&lt;br /&gt;
		&lt;br /&gt;
To put the U22/A ECM pod in ELINT mode set the jammer controls to mode '''A''' and '''F''' for preheat. The '''KB-H/KA SL''' warning indicator on the right indicator / warning table will light up to indicate the pod is heating up. When this light goes off (takes about 3 minutes) the pod will be ready to use. Then to put it into a passive listen mode set it to mode '''A''' and '''K'''. It can be set into mode A and G for low sensitivity listening and mode A and J for high sensitivity listening. Mode A and K will switch between these two automatically so it is in that sense the best mode to use for this purpose.&lt;br /&gt;
		&lt;br /&gt;
To make sure ELINT mode is active the warning light '''MOTVERK''' on the right indicator / warning table will light up and flash when illuminated by a radar.&lt;br /&gt;
		&lt;br /&gt;
For the actual ELINT work you need to be illuminated by enemy radar emitters from different directions. For every illumination the pod will record the position of the AJS37 and the angle of the illumination. The pod then cross references the angle of which you were illuminated with the previous illuminations from that emitter to create an approximate location. Imagine drawing a line from your position with the illumination angle. When you get illuminated again another line is drawn from your new location with the new illumination angle. Where those lines meet is the location of the emitter. More lines (more illuminations from different positions) narrows down the location.&lt;br /&gt;
		&lt;br /&gt;
Ideally during an ELINT run you want to get illuminated from as many sources as possible, from as many different positions around the emitters as possible. To achieve this there are two ways: The virgin high altitude way and the chad Viggen way.&amp;lt;br&amp;gt;&lt;br /&gt;
'''The high altitude way:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Flying at high altitude the plane will be exposed to more radars since it has line of sight over a larger area. Using this finding emitters is easy, but narrowing their locations down requires travelling long distances around them (as you don't want to get shot down). This method is useful for finding how many emitters there are, but not for narrowing down their exact location.&amp;lt;br&amp;gt;&lt;br /&gt;
'''The Viggen way (low altitude high speed)''':&amp;lt;br&amp;gt;&lt;br /&gt;
If you get close to the emitters you won't need to move very long distances to be illuminated from different angles. Getting close to the emitters can sometimes be difficult though, since they will shoot at you. You can however sometimes use terrain to mask your presence. This allows you to get really close to the emitters for very accurate ELINT data. Keep in mind though that you want the emitter to see you, so ocantionally pop up to get illuminated then drop down to make it lose track. This way you can go around the emitter to get illuminated in a fairly short time.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
		&lt;br /&gt;
After you have been illuminated from different angles, head back to land and the crew will fetch the elint data. Import the data into the Combatflite software and profit.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
		&lt;br /&gt;
 Keep in mind that the U22/a uses the AJS37 navigation system for its position recording&lt;br /&gt;
 so navigation drift can mess the readings up.&lt;br /&gt;
&lt;br /&gt;
 Additionally keep in mind that every time you land the ELINTData.info file will be overwritten.&lt;br /&gt;
 So when you have completed an ELINT  run tab out and copy the file to a safe location.&lt;br /&gt;
		&lt;br /&gt;
'''TL;DR just wanna ELINT''':&lt;br /&gt;
# Fit U22/a&lt;br /&gt;
# Jammer mode A/F in 3 minutes&lt;br /&gt;
# When KB-H/KA SL goes dark set mode A/K&lt;br /&gt;
# Fly around get illuminated&lt;br /&gt;
# Land&lt;br /&gt;
# Import C:\Users\username\Saved Games\DCS_AJS37\ELINTData.info into combatflite&lt;br /&gt;
# Profit&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Importing into combatflite'''&lt;br /&gt;
# Open Combatflite&lt;br /&gt;
# Click &amp;quot;Change theatre&amp;quot; in the top left corner and chose the theatre the run was conducted on&lt;br /&gt;
# Click &amp;quot;Import ELINT&amp;quot; button on the middle top bar&lt;br /&gt;
# Select the ELINTData.info file&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now you will see red squares indicating where the emitters are located. The emitter is located somewhere within that square. Larger squares represent estimated emitter locations. To shrink the squares get illuminated from more angles around the emitter.&lt;br /&gt;
Within the squares there is also a text describing what RADAR system the emitter is part of. This is based on an ELINT database located inside Combatflite. To view and modify this database click ''Tools'' and then ''ELINT library'' in the top meny bar.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
The AJS37 Viggen has a range of different weapon systems it can employ. Most of them are geared towards hitting ground and surface targets, but some air-to-air capability exists as well. This section provides details and procedures for employing said weapon systems to maximum effect.&lt;br /&gt;
===Air-to-Ground weapons===&lt;br /&gt;
The AJS37 Viggen can carry unguided rockets, Air-to-Ground missiles, and unguided bombs for the Air-to-Ground role. It can also carry a guided gliding cluster-munitions dispenser. The weapons listed below are intended to be used against ground targets of various kinds. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====ARAK m/70B Unguided Rockets====&lt;br /&gt;
Rocket pods each containing six 135mm unguided rockets in HE or AP configurations. The rockets can be configured to launch in one salvo emptying all pods in one go, or to be fired individually meaning one rocket from each pod with each press of the trigger.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specifications'''&amp;lt;br&amp;gt;&lt;br /&gt;
HE (SHU70 - SprängHUvud 70):&amp;lt;br&amp;gt;&lt;br /&gt;
Total Weight: 45.8kg.&amp;lt;br&amp;gt;&lt;br /&gt;
Warhead: 3.7kg of TNT.&amp;lt;br&amp;gt;&lt;br /&gt;
Used against soft targets.&amp;lt;br&amp;gt;&lt;br /&gt;
AP (PSHU70 - PansarSprängHUvud 70):&amp;lt;br&amp;gt;&lt;br /&gt;
Total Weight: 44.6kg.&amp;lt;br&amp;gt;&lt;br /&gt;
Warhead: 5.0kg of Hexatol (Comp B) shaped charge.&amp;lt;br&amp;gt;&lt;br /&gt;
Used against armoured targets.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sprängbomb 120kg m/71 General Purpose Bomb====&lt;br /&gt;
Sprängbomb m/71 can be configured in high-drag or low-drag configurations with an instantaneous fuse (ÖHKSAR) or an airburst fuse (ZONRÖR). The high-drag version have a chute which helps to slow the bomb down after release. The bombs come mounted on racks of 6 bombs each.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specifications'''&amp;lt;br&amp;gt;&lt;br /&gt;
Total weight: 121kg each.&amp;lt;br&amp;gt;&lt;br /&gt;
Warhead: 30kg Hexatol (Comp B).&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used against all types of ground targets.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====Lysbomb 80kg m/71 Illumination Bomb====&lt;br /&gt;
This is an illumination bomb. It's main intended purpose is to light up the battlefield. The bomb deploys a parachute after release to slowly fall towards the ground while emitting strong light (3000000 Candela).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====BK-90 Mjölner Stand-off Gliding Cluster-munitions Dispenser====&lt;br /&gt;
BK-90 Mjölner is a cluster-munitions dispenser with stand-off capability. It is essentially a glide bomb that overflies the target and ejects cluster-munition units over the target area. It is guided in the sense that it will upon release travel towards the target waypoint currently selected. It can be released as far as 10km from the target, depending on the release altitude and the plane velocity. The cluster-munition units can be of two types: MUSJAS-1 (MJ1) for high explosives and MUSJAS2 (MJ2) for armour piercing, or a mix thereof (MJ1-MJ2).&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specifications'''&amp;lt;br&amp;gt;&lt;br /&gt;
Total weight: 605kg +-12kg.&amp;lt;br&amp;gt;&lt;br /&gt;
Propulsion: No motor, uses the kinetic energy of the airplane.&amp;lt;br&amp;gt;&lt;br /&gt;
Warhead:&amp;lt;br&amp;gt;&lt;br /&gt;
MJ1: 72 1.4kg cluster munition warheads.&amp;lt;br&amp;gt;&lt;br /&gt;
MJ2: 24 6.0kg cluster munition warheads.&amp;lt;br&amp;gt;&lt;br /&gt;
Range: Up to 10km.&amp;lt;br&amp;gt;&lt;br /&gt;
Seeker: None.&amp;lt;br&amp;gt;&lt;br /&gt;
Release envelope: 50-500m AGL at speed M 0.7-0.9.&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used against all types of ground targets.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====RB-05A (Robot 05 Adam)====&lt;br /&gt;
RB-05A is a radio controlled missile designed for the AJ37. The missile can be used against ground, sea, or even air targets as the pilot manually steers it towards the target using a thumbstick and optical view. The missile is fitted with a flare to assist the pilot in spotting it.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specifications'''&amp;lt;br&amp;gt;&lt;br /&gt;
Weight: 305kg (341kg with launcher).&amp;lt;br&amp;gt;&lt;br /&gt;
Engine: Liquid fuel rocket engine VR35.&amp;lt;br&amp;gt;&lt;br /&gt;
Range: Over 9000 meters.&amp;lt;br&amp;gt;&lt;br /&gt;
Warhead: 160kg high explosive.&amp;lt;br&amp;gt;&lt;br /&gt;
Seeker: None, pilot is guiding it using a radio link.&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used against ground targets, surface targets, and air targets.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====RB-75 (Robot 75 aka AGM65A)====&lt;br /&gt;
Swedish imported AGM65A designated RB-75.&amp;lt;br&amp;gt;&lt;br /&gt;
Weight: 210kg.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====RB-75T (Robot 75 Tung stridsdel aka AGM65A with a heavier warhead)====&lt;br /&gt;
Swedish imported AGM65A with a heavier warhead.&amp;lt;br&amp;gt;&lt;br /&gt;
Weight: 295kg.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====RB-75B (Robot 75 Bertil or AGM65B)====&lt;br /&gt;
It is essentially an AGM65B. It has improved optics over the AGM65A, presenting a zoomed in and higher resolution image of the target for the pilot. Interesting fact is that the Swedish air force never imported these, and the AJS37 never used them.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
===Anti-Ship Missiles===&lt;br /&gt;
The main intended role of AJS37 was to be used against surface targets on the Baltic Sea. Therefore Anti-Ship missiles was an integral part of its armament. The AJS37 could carry two types of Anti-Ship missiles: The RB-04E and the RB-15F.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====RB-04E (Robot 04 Erik)====&lt;br /&gt;
[[File:Rb04E.jpg|thumb|500px|RB-04E at Arboga Robot Museum]]&lt;br /&gt;
RB-04 is an anti-ship missile originally developed for the A32 Lansen during the late 40's and early 50's. The E variant was developed during the 60's for the AJ37/SH37 but could also be carried by AJS37. The missile can be dropped from between 50-425m ASL and will descend to sea skimming altitude (10m) and begin looking for targets with its radar seeker head.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specifications'''&amp;lt;br&amp;gt;		&lt;br /&gt;
Weight: 625kg.&amp;lt;br&amp;gt;&lt;br /&gt;
Propulsion: Solid-fuel rocket engine KR 16D2.&amp;lt;br&amp;gt;&lt;br /&gt;
Thrust: 1913 N for 65.6 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Range: around 32km.&amp;lt;br&amp;gt;&lt;br /&gt;
Warhead: 200kg of high explosive.&amp;lt;br&amp;gt;&lt;br /&gt;
Seeker: Active pulse radar with frequency hopping.&amp;lt;br&amp;gt;&lt;br /&gt;
Release envelope: 50-425m ASL.&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used against surface targets, i.e ships.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====RB-15F (Robot 15 Filip)====&lt;br /&gt;
[[File:Rb15F.jpg|thumb|500px|RB-15F at Arboga Robot Museum]]&lt;br /&gt;
Originally developed as the RB-04 Turbo, but rebranded as the RB-15 for marketing reasons, it was designed as a replacement of the RB-04E during the late 70's. It used a turbo jet engine instead of a rocket engine that the older RB-04 has used and was equipped with a much better radar seeker. This missile can also be programmed with a series of waypoints that the missile will follow before reaching the intended target. Once the missile reaches a specific waypoint (Bx8) it activates its seeker and begin looking for targets. Just as with the RB-04 it will descend to sea skimming altitude (10m) after release.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specifications'''&amp;lt;br&amp;gt;&lt;br /&gt;
Weight: 565kg (605kg with launcher)&amp;lt;br&amp;gt;&lt;br /&gt;
Propulsion: Turbojet engine TRI 60-2&amp;lt;br&amp;gt;&lt;br /&gt;
Thrust: 3730N&amp;lt;br&amp;gt;&lt;br /&gt;
Range: 70km&amp;lt;br&amp;gt;&lt;br /&gt;
Warhead: 200kg high explosive&amp;lt;br&amp;gt;&lt;br /&gt;
Seeker: Active pulse radar with frequency hopping.&amp;lt;br&amp;gt;&lt;br /&gt;
Release envelope: 50-2000m ASL&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used against surface targets, i.e ships.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Air-to-Air Missiles===&lt;br /&gt;
====RB-24 (AIM-9B)====&lt;br /&gt;
RB-24, originally called AIM-9B, was an American Air-to-Air missile developed in the early 50's. It was imported for use in the Swedish Air Force during the late 50's for use on the J29 Tunnan, J32B Jaktlansen, J34 Hawker Hunter, and J35 Draken. The main intended use was to shoot down strategic bombers on high altitude. A fairly narrow IR window of 2.1-2.7 microns gave the missile a rear aspect only capability. The missile would upon release accelerate using a rocket engine for 2.2 seconds, and could then glide for about 20 seconds.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
'''Specifications'''&amp;lt;br&amp;gt;&lt;br /&gt;
Weight: 73kg.&amp;lt;br&amp;gt;&lt;br /&gt;
Propulsion: Solid-fuel rocket engine.&amp;lt;br&amp;gt;&lt;br /&gt;
Thrust: 19kN for 2.2 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Range: around 4km.&amp;lt;br&amp;gt;&lt;br /&gt;
Warhead: 4.8kg of Hexatonal fragmentation warhead.&amp;lt;br&amp;gt;&lt;br /&gt;
Seeker: Passive non-cooled lead sulfide IR seeker operating in the 2.1-2.7 micron range.&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used against air targets if a rear aspect shot is achieved.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====RB-24J (AIM-9P3)====&lt;br /&gt;
RB-24J was a modified version of the American AIM-9P3. It's modifications consisted of a Swedish designed laser proximity fuse instead of the IR proximity fuse used on the originals. The 24J designation is probably due to the fact that the AIM-9P3 was an export derivative of the domestic AIM-9J and AIM-9N variants. The differences from the RB-24 are quite substantial. The electronics are no longer fully thermionic, but a hybrid of transistors and vacuum tubes. The seeker, while still a lead sulfide seeker, is now cooled to -30C and have a magnesium fluoride dome window to filter unwanted wavelengths. As a consequence, the seeker wavelength range is shifted by about 0.2 microns and now operates in the 2.3-2.9 micron range instead of the 2.1-2.7 micron range of the RB-24. The RB-24J was also fitted with a rate-bias circuit which steered the missile to point slightly in front of the actual track point. This function helped the missile home in closer to the actual target during the late stage pursuit. Last but not least the length of the engine burn was increased from 2.2 seconds on the RB-24 to 3.5 seconds on the RB-24J. RB-24J was carried on J35D/F/J, AJ37, AJS37, SH37, SF37, JA37, and JAS39. Deliveries started to the Swedish Air Force in 1978.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Specifications'''&amp;lt;br&amp;gt;&lt;br /&gt;
Weight: 81kg.&amp;lt;br&amp;gt;&lt;br /&gt;
Propulsion: Solid-fuel rocket engine.&amp;lt;br&amp;gt;&lt;br /&gt;
Thrust: 17kN for 3.5 seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
Range: -&amp;lt;br&amp;gt;&lt;br /&gt;
Warhead: 4.8kg&amp;lt;br&amp;gt;&lt;br /&gt;
Seeker: Passive cooled lead sulfide IR seeker operating in the 2.3-2.9 micron range.&amp;lt;br&amp;gt;&lt;br /&gt;
Can be used against air targets if a rear or side aspect shot is achieved.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====RB-74 (AIM-9L)====&lt;br /&gt;
To be written.&lt;br /&gt;
&lt;br /&gt;
==Procedures==&lt;br /&gt;
This section lists sensor and weapon deployment procedures.&lt;br /&gt;
===ARAK m/70B===&lt;br /&gt;
ARAK can be fired in a variety of different ways; Normal mode, Quick mode, and Long range mode.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Normal mode:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- Uses a target waypoint for displaying target position on HUD, but can work without if targets are spotted visually.&amp;lt;br&amp;gt;&lt;br /&gt;
- Uses radar ranging and target motion estimation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Quick mode:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- Works without a waypoint if targets are spotted visually.&amp;lt;br&amp;gt;&lt;br /&gt;
- Uses barometric preassure for ranging.&amp;lt;br&amp;gt;&lt;br /&gt;
- Does not use radar ranging or target motion estimation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Long range mode:'''&amp;lt;br&amp;gt;&lt;br /&gt;
- Uses a target waypoint for displaying target position on HUD, but can work without if targets are spotted visually.&amp;lt;br&amp;gt;&lt;br /&gt;
- Also uses barometric preassure for ranging but rescaled for long range (6-7km) shooting.&amp;lt;br&amp;gt;&lt;br /&gt;
- Does not use radar ranging or target motion estimation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally firing a whole rocket salvo or individual rockets can be toggled using the '''MÅLVAL''' switch, next to the '''Release Mode''' Switch. '''GRUPP''' for firing the entire rocket salvo in one go, or '''ENKEL''' for firing one rocket from each pod at a time. For 4 pods that is 4 rockets with each pull of the trigger, one rocket from each pod.&lt;br /&gt;
====Normal Mode====&lt;br /&gt;
# Set Weapon Selector to Mode '''ATTACK'''&lt;br /&gt;
# Set Release Mode switch to '''SERIE'''&lt;br /&gt;
# Set current altimeter pressure QFE for the target waypoint (can be found in the kneeboard).&lt;br /&gt;
# Set Master mode to '''ANF'''&lt;br /&gt;
# A small circle will appear on the HUD, indicating where the target waypoint is, place the aiming reticle in said circle&lt;br /&gt;
# Trigger '''UNSAFE''' when the reticle is on the target and stable&lt;br /&gt;
# A distance line will appear when close enough, wait until the line is within the two outer pillars and begins flashing&lt;br /&gt;
# A pair of wings will appear around the reticle, this is your signal to fire&lt;br /&gt;
====Quick Mode====&lt;br /&gt;
# Master mode should be in '''NAV'''&lt;br /&gt;
# Set Weapon Selector to Mode '''ATTACK'''&lt;br /&gt;
# Set Release Mode switch to '''SERIE'''&lt;br /&gt;
# Set current altimeter preassure QFE for the target&lt;br /&gt;
# Dive towards the target trigger '''UNSAFE''', hold the dot on the target&lt;br /&gt;
# A distance line will appear when close enough, wait until the line is within the two outer pillars and begins flashing&lt;br /&gt;
# A pair of wings will appear around the reticle, this is your signal to fire&lt;br /&gt;
====Long range mode====&lt;br /&gt;
# Set Weapon Selector to Mode '''ATTACK'''&lt;br /&gt;
# Set Release Mode switch to '''IMPULS'''&lt;br /&gt;
# Disable target motion measurement by going TAKT, IN, and enter 211 then press LS&lt;br /&gt;
# Disable radar ranging by going TAKT, IN, and enter 253 then press LS&lt;br /&gt;
# Set current altimeter pressure QFE for the target waypoint (can be found in the kneeboard).&lt;br /&gt;
# Set Master mode to '''ANF'''&lt;br /&gt;
# Trigger '''UNSAFE''' when the reticule is on the target and stable&lt;br /&gt;
# Fire when parameters are fulfilled (shown by two wings appearing around the targeting dot).&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Manual===&lt;br /&gt;
If you own the AJS37 manual can be found at ''DCSWorld\Mods\aircraft\AJS37\Doc''. &amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise, a slightly older variant is located at [http://media.heatblur.se/AJS37_Manual_RC1.pdf Heatblur's homepage].&lt;br /&gt;
===Other documentation===&lt;br /&gt;
Chuck's guide: [https://www.mudspike.com/chucks-guides-dcs-ajs-37-viggen/ here].&lt;br /&gt;
===Viggen Tools===&lt;br /&gt;
This a great page that someone made that allows you to listen to which RWR sounds are generate for various radar systems. Memorizing these sounds are important, as the viggen will give you little other information on what is targeting you.&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.viggentools.se Lots of Viggen related goodness including checklists and RWR tones]&lt;br /&gt;
===Printed resources===&lt;br /&gt;
====Swedish====&lt;br /&gt;
Viggen - Sven Stridsberg, Stenvalls, 2003 &amp;lt;br&amp;gt;&lt;br /&gt;
Svenskt flyg under kalla kriget - Christer Lokind, Lennart Andersson, Michael Fredholm, Mats Hugosson, Per-Göte Lundborg, Medströms Bokförlag, 2016 &amp;lt;br&amp;gt;&lt;br /&gt;
====English====&lt;br /&gt;
To be added&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War_Logistics&amp;diff=10228</id>
		<title>Georgia At War Logistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War_Logistics&amp;diff=10228"/>
				<updated>2019-08-10T10:28:06Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Logistics in Georgia at War (GAW) refers to the use of helicopters and aircraft to deploy troops and vehicles. This is crucial in the ground battle, as it's the only way that blue forces can secure bases to operate out of and place ground units. These features are accomplished on the server using Complete Troops and Logistics scripts (CTLD) and accessible under the radio menu &amp;lt;code&amp;gt;F10. Other&amp;lt;/code&amp;gt;. Check out the original CTLD source here [https://github.com/ciribob/DCS-CTLD GitHub page], or to see the GAW server's implementation check out the [https://github.com/Hoggit/Georgia-At-War/blob/master/ctld.lua GAW GitHub page here]. For a general helo ops guide here's a Reddit [https://www.reddit.com/r/hoggit/comments/bhmve0/gaw_helo_ops/ post]&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
There are a variety of commands associated with CTLD nested in many layers. It's a good idea to create macros to commonly used ones or to make dropping troops or JTACs under fire faster. VoiceAttack is even more useful when trying to drop crates or troops while in a hover.&lt;br /&gt;
* The CTLD Home menu&lt;br /&gt;
* Drop &lt;br /&gt;
* Unpack&lt;br /&gt;
* Deploy troops&lt;br /&gt;
* The AA Crates&lt;br /&gt;
&lt;br /&gt;
Players can mark their current position with colored smoke that lasts 5 minutes. This can show other's where not to shoot or where to drop off crates if a another helo is helping.&lt;br /&gt;
&lt;br /&gt;
==Available Aircraft==&lt;br /&gt;
=== Players ===&lt;br /&gt;
*Mi-8TV2&lt;br /&gt;
*UH-1H Huey&lt;br /&gt;
===AI===&lt;br /&gt;
*C-130&lt;br /&gt;
*UH-60 Blackhawk&lt;br /&gt;
*CH-47 Chinook&lt;br /&gt;
&lt;br /&gt;
==A.I. Logistics ==&lt;br /&gt;
----&lt;br /&gt;
===Capping Bases===&lt;br /&gt;
The F10 radio menu has the option to send security forces to bases around the map (FARPs and Airbases). Deploying security forces spawns one of several aircraft depending on the destination. FARPs always get a helicopter, while airfields usually use a C-130. The aircraft spawn at a nearby friendly base which is sometimes up to 20 minutes away. There is a 1.5 minute cool down between deploying security forces to anywhere. &lt;br /&gt;
&lt;br /&gt;
When the aircraft lands, it will despawn and a small security force will spawn around the touchdown point. This force consists of trucks providing fuel and ammo, and ground units to defend the base from Mi-26s trying to recapturing the base. Players may realize they cannot refuel or rearm because of a unit missing from an attack. A security force must be redeployed to replace it, or a server restart will respawn the force with full health. The redfor AI commander taps into CTLD to send Mi-26 to recapture bases.&lt;br /&gt;
&lt;br /&gt;
Green smoke will spawn to mark the troop pickup zone and is a sign that CTLD is allowed at that base.&lt;br /&gt;
&lt;br /&gt;
===Security Force Components===&lt;br /&gt;
*'''Ammo Trucks'''&lt;br /&gt;
*'''Fuel Trucks'''&lt;br /&gt;
*'''M163 Vulcan'''&lt;br /&gt;
*'''M48 Chaparral'''&lt;br /&gt;
*'''MG Humvee'''&lt;br /&gt;
Although the security force is intended to prevent enemies from recapturing the base, it is strongly encouraged for players to spawn at the base and use CTLD to supplement their offensive capability.&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
*Upon landing, an aircraft will despawn, but security forces do not spawn in. Players have to wait until server restart.&lt;br /&gt;
*AI units don't detect each other. Security forces do not shoot down an mi-26 and it is allowed to recapture the base. Upon server restart the base may be completely reset, or it will stay blufor when enemies don't respawn.&lt;br /&gt;
&lt;br /&gt;
== Player Logistics ==&lt;br /&gt;
----&lt;br /&gt;
Backed by CTLD, the main way to deploy blue forces (and the only way to deploy air defenses) is by Blue players flying CTLD crates and troops to the deployment zones.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
Players can carry troops available as a number of presets visible under through &amp;lt;code&amp;gt; F10 -&amp;gt; CTLD -&amp;gt; Troop Transport -&amp;gt; Load &amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Infantry Group Presets for Pickup&amp;lt;/big&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Group !! Infantry !! Machine Gun !! RPG-16 !! Stinger !! 2B11 Mortar&lt;br /&gt;
|-&lt;br /&gt;
| Standard|| 6 || 2 || 2 || _ || _ &lt;br /&gt;
|-&lt;br /&gt;
| Anti-Air || 2 || _ || _ || 3 || _&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Tank || 2 || _ || 6 || _ || _&lt;br /&gt;
|-&lt;br /&gt;
| Mortar || _ || _ || _ || _ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Pickup/Extraction====&lt;br /&gt;
&amp;lt;code&amp;gt; F10 -&amp;gt; CTLD -&amp;gt; Troop Transport -&amp;gt; Pickup/Extract &amp;lt;/code&amp;gt; &lt;br /&gt;
For new troops, players must be in proximity of a troop pickup zone marked by green smoke at available bases. Only one preset of troops can be loaded onto the aircraft. &lt;br /&gt;
&lt;br /&gt;
Players need within 300m of troops to extract them.&lt;br /&gt;
&lt;br /&gt;
====Drop Off====&lt;br /&gt;
Troops can be dropped off when landed, and they will spawn in a circle around the player. If this is done too close to a pickup zone, it will simply restock the infantry back into the logistics zone. &lt;br /&gt;
&lt;br /&gt;
Troops can also be dropped from up to an 18m  hover to emulate a fast-rope insertion.&lt;br /&gt;
&lt;br /&gt;
====Behavior====&lt;br /&gt;
Troops will search 4km for the nearest enemy unit similar to how the JTAC searches. They will then rally in a single file line towards it and attack other units long the way. Their presence in proximity of a base also counts as capturing it. This will allow players to spawn at the base, but the absence of other logistic vehicles prevents players from refueling and rearming. Troops are not persistent between server restarts. To persistently capture a base,  use security forces, or setup a persistent unit through crates such as a JTAC Humvee or Avenger.&lt;br /&gt;
&lt;br /&gt;
===Crates and Vehicles===&lt;br /&gt;
----&lt;br /&gt;
Players can spawn ground units using crates. Some vehicles require multiple crates to be dropped in proximity of each other. Crates can be requested anywhere. There was usually a zone centered within 0.25nmi around HEMTT TFFT logistics truck found near the green smoke. &lt;br /&gt;
&lt;br /&gt;
Sling loading is simulated by spawning and despawning crates based on the player's position rather than simulating the physics and rendering a rope. To pickup a crate a player must hover over it for 5 consecutive seconds inside a volume that is 7.5-20m above the ground and within 15m ground displacement. In other words, a cylindrical 12.5 meter tall cylinder with a 15m radius. This is high enough to develop a vortex ring state that destroys the helicopter.&lt;br /&gt;
&lt;br /&gt;
Unpacking a crate will despawn the crate(s )and spawn the corresponding unit. Crates need to be picked up at least once to be allowed to unpack. Be sure unpacking as vehicles cannot be repacked to be moved with a helicopter. The Combined Arms DLC would be required to move vehicles by driving them around if possible.&lt;br /&gt;
&amp;lt;code&amp;gt;F10 -&amp;gt; CTLD -&amp;gt; CTLD Commands -&amp;gt; Unpack&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Request the crate of the unit which will spawn about 50m in front of you. There is a 60 second cool down between spawning crates&lt;br /&gt;
# Pickup the crate by hovering over it for 5 consecutive seconds. A crate must be picked up before it can be unpacked.&lt;br /&gt;
# Drop the crate anywhere using &amp;lt;code&amp;gt;F10 -&amp;gt; CTLD -&amp;gt; CTLD Commands -&amp;gt; Drop crate&amp;lt;/code&amp;gt;. Dropping in the air spawn the crate below you. Dropping the crate from too high will destroy it. When landed, dropping the crate with spawn it 50m in front of you.&lt;br /&gt;
# Unpack the crate(s). They will despawn and be replaced with the relevant unit. This means that crates of multi-crate units need to be close to each other to unpack. For HAWK sites, the farthest a crate can be from any other is ~0.25nmi as measured.&lt;br /&gt;
&lt;br /&gt;
====Ground Units====&lt;br /&gt;
* '''JTAC Humvee'''&lt;br /&gt;
* '''TOW Humvee'''&lt;br /&gt;
* '''MG (Machine Gun) Humvee'''&lt;br /&gt;
* '''M1 Abrams'''&lt;br /&gt;
* '''Artillery'''&lt;br /&gt;
* '''Mortar'''&lt;br /&gt;
&lt;br /&gt;
The TOW Humvee will continue to engage targets within range. It is not persistent between server restarts.&lt;br /&gt;
&lt;br /&gt;
Other than the JTAC and Humvee, most of these are only useful when a player has the DCS Combined Arms module to be able to control them. Operate vehicles by doing &amp;lt;code&amp;gt;Menu -&amp;gt; Select Role -&amp;gt; JTAC/Operator&amp;lt;/code&amp;gt; or move them using the commander map.&lt;br /&gt;
&lt;br /&gt;
====JTAC Humvee====&lt;br /&gt;
The JTAC Humvee is persistent across server restarts, but there is a limit of 10 JTAC units. &lt;br /&gt;
&lt;br /&gt;
The JTAC Humvee marks units with red smoke and lases it for aircraft to employ laser guided munitions.The unit lases offset starting 2m up with a 10km line of sight which excludes objects such as trees and buildings.  Therefore, JTACs on top of buildings or on sides of mountains provide the best lines of site. Alternatively, a helo pilot may fly through a nearby city or forest and drop a JTAC inside it. The JTAC will be able to lase through the objects while the pilot have cover from enemy fire. &lt;br /&gt;
&lt;br /&gt;
The laser code will be broadcast server wide upon each new  lase, or it can be found under JTAC or CTLD Status in the radio menu. It is good practice to mark the laser code next to the unit on the F10 map. This mark will last until server restart even if the player logs off.&lt;br /&gt;
&lt;br /&gt;
====Anti Air Units====&lt;br /&gt;
*Radar Emitters&lt;br /&gt;
** Gepard (2)&lt;br /&gt;
** Hawk Site (4) : Launcher, PCP, Search Radar, Track Radar&lt;br /&gt;
*Non-Radar Emitters&lt;br /&gt;
** Avenger (launches FIM-92 Stinger missiles)&lt;br /&gt;
** Chaparral (2, based on AIM-9)&lt;br /&gt;
** Vulcan&lt;br /&gt;
&lt;br /&gt;
====HAWK Sites====&lt;br /&gt;
----&lt;br /&gt;
HAWK sites need 4 unique crates and each crate of the HAWK site will span its corresponding structure when unpacked. Crates must be within ~0.25nmi to count towards the same site, and there is a limit of 20 operable HAWK sites. An inoperable HAWK site will not count towards the limit and can be replaced if a HAWK site is set up elsewhere.&lt;br /&gt;
&lt;br /&gt;
=====Placement considerations=====&lt;br /&gt;
The Track Radar and Search Radar attract anti-radiation missiles so they should be placed away from other HAWK components, other units, or player spawn points to avoid collateral damage. &lt;br /&gt;
HAWK launchers don't friendly fire, so they're are just a harmless nuisance if accidentally put too close to a runway or a landing pad. &lt;br /&gt;
Even if a HAWK site is inoperable, it will respawn with full health after a server restart if at least one component of it still exists. It is recommended to space out the crates of a HAWK site so that an anti-radiation missile does not take out the whole site in one hit. In fact, since there's a 60 second cool down time between requesting crates, and you're hovering anyway to pick it up there's no good reason to cluster crates together. You might as well fly a little ways out. Ideally, you are finished dropping a crate by the time you are ready to request a new one. &lt;br /&gt;
&lt;br /&gt;
In short, one needs to keep the following things in mind when setting up a HAWK site:&lt;br /&gt;
* The track and search radar attract anti-radiation missiles and need to be placed with the most consideration&lt;br /&gt;
* Crates should be spaced out to maximize the chances that at least one HAWK component survives a until server restart&lt;br /&gt;
* There is a 60 second cool down time between requesting crates&lt;br /&gt;
*The crates spawn 50m in front of the player.&lt;br /&gt;
&lt;br /&gt;
======Leap Frogging Setup======&lt;br /&gt;
There are several reasons why you need to fly forward, and this method combines that with crate spawning behavior to space out a HAWK site with as little effort as possible. A player will get a feel for how far enough they should be. Go with the flow.&lt;br /&gt;
&lt;br /&gt;
In the F10 map draw a 0.25nmi line as a guide. Spacing 4 crates along this line meets the criteria mentioned terms of minimum spacing, time eaten up, and placement. An anti-radiation missile that destroys one antenna should leave the others alive if not completely unscathed. To remember which way to face, set your heading indicator or pick a distant landmark to keep facing. This line could be oriented perpendicular to the direction enemies are most likely to come from. Otherwise a missile can overshoot an antenna and hit something along the line. It would also allow planes to strafe down the line of units without deviating from the way they already came from.&lt;br /&gt;
&lt;br /&gt;
When you find a spot to start:&lt;br /&gt;
# Land and request a HAWK Launcher crate.&lt;br /&gt;
# Do a rolling takeoff, and hover to pick it up.&lt;br /&gt;
# Do a rolling landing, stop, and drop the crate.&lt;br /&gt;
# Do a rolling takeoff, or &amp;quot;leap&amp;quot; over the launcher crate in front of you, and then do a rolling landing.  If you had requested the crate right away, CTLD would not know which crate you'd want to pick up when they're clipped into each other. &lt;br /&gt;
# Request a HAWK PCP. Notice that the crate is 50m in front of you. Then take into account how much distance you gained from the crate behind you by doing a rolling landing. Even if there is still a cool down, most of it is gone because you were busy flying and adding some space between the crates. &lt;br /&gt;
# Takeoff and pickup the PCP crate&lt;br /&gt;
# Do a rolling landing and drop the HAWK PCP crate. A rolling landing is natural because it  avoids vortex ring state while descending fast. This also avoids tail strikes from trying to pitching up. This process adds even more displacement.&lt;br /&gt;
# Hop over the PCP and do the same with the Track radar and then the Search radar.&lt;br /&gt;
# Using the unpack command once will replace all the crates with their respective unit.&lt;br /&gt;
&lt;br /&gt;
Bonus: Spawn a M-818 crate and fly back to set it up near the launcher.&lt;br /&gt;
&lt;br /&gt;
======SAM Ring======&lt;br /&gt;
Using the leap frogging method, several HAWK sites can be centered on one M-818 truck. The outer ring of radar emitters spreads out anti-radiation missile impacts, and a player can sit in the middle tending to the sites with HAWK repair crates in safety.&lt;br /&gt;
&lt;br /&gt;
=====HAWK Maintenance=====&lt;br /&gt;
======Repair======&lt;br /&gt;
A damaged or dead component cannot be repaired individually with a similar crate. Instead the whole site is repaired by unpacking one HAWK repair crate next to it. This will also rearm the HAWK site.&lt;br /&gt;
&lt;br /&gt;
======Rearming======&lt;br /&gt;
A HAWK Launcher can be manually rearmed by unpacking a HAWK Launcher crate nearby.&lt;br /&gt;
At least one M-818 Ammo Truck has to be nearby to automatically rearm the HAWK launchers. Although behavior is inconsistent, one truck should be able to rearm several HAWK sites, but no one has determined if multiple trucks speed up rearming.&lt;br /&gt;
&lt;br /&gt;
===Other Strategies Regarding Placement and Flying===&lt;br /&gt;
Strategies involving unit placement are a trade off between line of sight and cover, or offense and defense. A HAWK site on high ground gives enemy aircraft little opportunity to occlude line of sight, but is the radars are naked to anti-radiation missiles. A Gepard among buildings or trees is protected from long range anti-radiation missiles, and the enemy is forced to attack from above and in range. Using these strategies requires a pilot to know their helicopter well. It is easy to strike a rotor on wires, poles, and tight passages. If the pilot enters vortex ring state, there may be no room to recover.&lt;br /&gt;
&lt;br /&gt;
Crates can be dropped directly below during a hover, and this can be used to place a crate on top of a buildings like skyscrapers. Landing on the ground is close enough to unpack the crate. An alternative method is to land right up to a building and drop the crate. The crate will clip through and spawn inside the building. Unpacking it snaps its position onto the roof directly on top of it. If the crate is not far enough inside the building, the vehicle will spawn on the wall like a spider before updating its position down on the ground.&lt;br /&gt;
&lt;br /&gt;
Because the crates spawn 50m in front of the helicopter, one can land right up against a tree line to bury a unit within. Although the crate can be dropped from above, the player would still need to be able to land nearby to unpack it. This is useful for hiding Gepards and Avengers inside of trees. Similarly, a line of trees or buildings prevents planes from being able to see AA until they are directly over it and vulnerable unable to fire back.&lt;br /&gt;
&lt;br /&gt;
===Forward Operating Base (FOB)===&lt;br /&gt;
Three small crates are needed to build a FOB which creates a zone granting access to all of CTLDs features, but is marked with a mortar. It is not a FARP, and is not persistent across server restarts. This is a powerful mechanics if enough players are available. For example, players can fly out 20 minutes and setup a FOB. The return on this investment is being able to operate from the FOB for crates to build multiple HAWK sites using multiple short trips. Without the FOB feature, they would have to make repeat the 20 minute trips to complete several HAWK sites far from a CTLD zone.&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War_Logistics&amp;diff=10227</id>
		<title>Georgia At War Logistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War_Logistics&amp;diff=10227"/>
				<updated>2019-08-10T10:21:54Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Crates and Vehicles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Logistics in Georgia at War (GAW) refers to the use of helicopters and aircraft to deploy troops and vehicles. This is crucial in the ground battle, as it's the only way that blue forces can secure bases to operate out of and place ground units. These features are accomplished on the server using Complete Troops and Logistics scripts (CTLD) and accessible under the radio menu &amp;lt;code&amp;gt;F10. Other&amp;lt;/code&amp;gt;. Check out the original CTLD source here [https://github.com/ciribob/DCS-CTLD GitHub page], or to see the GAW server's implementation check out the [https://github.com/Hoggit/Georgia-At-War/blob/master/ctld.lua GAW GitHub page here]. For a general helo ops guide here's a Reddit [https://www.reddit.com/r/hoggit/comments/bhmve0/gaw_helo_ops/ post]&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
There are a variety of commands associated with CTLD nested in many layers. It's a good idea to create macros to commonly used ones or to make dropping troops or JTACs under fire faster. VoiceAttack is even more useful when trying to drop crates or troops while in a hover.&lt;br /&gt;
* The CTLD Home menu&lt;br /&gt;
* Drop &lt;br /&gt;
* Unpack&lt;br /&gt;
* Deploy troops&lt;br /&gt;
* The AA Crates&lt;br /&gt;
&lt;br /&gt;
Players can mark their current position with colored smoke. This can show other's where not to shoot or where to drop off crates if a another helo is helping. &lt;br /&gt;
&lt;br /&gt;
==Available Aircraft==&lt;br /&gt;
=== Players ===&lt;br /&gt;
*Mi-8TV2&lt;br /&gt;
*UH-1H Huey&lt;br /&gt;
===AI===&lt;br /&gt;
*C-130&lt;br /&gt;
*UH-60 Blackhawk&lt;br /&gt;
*CH-47 Chinook&lt;br /&gt;
&lt;br /&gt;
==A.I. Logistics ==&lt;br /&gt;
----&lt;br /&gt;
===Capping Bases===&lt;br /&gt;
The F10 radio menu has the option to send security forces to bases around the map (FARPs and Airbases). Deploying security forces spawns one of several aircraft depending on the destination. FARPs always get a helicopter, while airfields usually use a C-130. The aircraft spawn at a nearby friendly base which is sometimes up to 20 minutes away. There is a 1.5 minute cool down between deploying security forces to anywhere. &lt;br /&gt;
&lt;br /&gt;
When the aircraft lands, it will despawn and a small security force will spawn around the touchdown point. This force consists of trucks providing fuel and ammo, and ground units to defend the base from Mi-26s trying to recapturing the base. Players may realize they cannot refuel or rearm because of a unit missing from an attack. A security force must be redeployed to replace it, or a server restart will respawn the force with full health. The redfor AI commander taps into CTLD to send Mi-26 to recapture bases.&lt;br /&gt;
&lt;br /&gt;
Green smoke will spawn to mark the troop pickup zone and is a sign that CTLD is allowed at that base.&lt;br /&gt;
&lt;br /&gt;
===Security Force Components===&lt;br /&gt;
*'''Ammo Trucks'''&lt;br /&gt;
*'''Fuel Trucks'''&lt;br /&gt;
*'''M163 Vulcan'''&lt;br /&gt;
*'''M48 Chaparral'''&lt;br /&gt;
*'''MG Humvee'''&lt;br /&gt;
Although the security force is intended to prevent enemies from recapturing the base, it is strongly encouraged for players to spawn at the base and use CTLD to supplement their offensive capability.&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
*Upon landing, an aircraft will despawn, but security forces do not spawn in. Players have to wait until server restart.&lt;br /&gt;
*AI units don't detect each other. Security forces do not shoot down an mi-26 and it is allowed to recapture the base. Upon server restart the base may be completely reset, or it will stay blufor when enemies don't respawn.&lt;br /&gt;
&lt;br /&gt;
== Player Logistics ==&lt;br /&gt;
----&lt;br /&gt;
Backed by CTLD, the main way to deploy blue forces (and the only way to deploy air defenses) is by Blue players flying CTLD crates and troops to the deployment zones.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
Players can carry troops available as a number of presets visible under through &amp;lt;code&amp;gt; F10 -&amp;gt; CTLD -&amp;gt; Troop Transport -&amp;gt; Load &amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Infantry Group Presets for Pickup&amp;lt;/big&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Group !! Infantry !! Machine Gun !! RPG-16 !! Stinger !! 2B11 Mortar&lt;br /&gt;
|-&lt;br /&gt;
| Standard|| 6 || 2 || 2 || _ || _ &lt;br /&gt;
|-&lt;br /&gt;
| Anti-Air || 2 || _ || _ || 3 || _&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Tank || 2 || _ || 6 || _ || _&lt;br /&gt;
|-&lt;br /&gt;
| Mortar || _ || _ || _ || _ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Pickup/Extraction====&lt;br /&gt;
&amp;lt;code&amp;gt; F10 -&amp;gt; CTLD -&amp;gt; Troop Transport -&amp;gt; Pickup/Extract &amp;lt;/code&amp;gt; &lt;br /&gt;
For new troops, players must be in proximity of a troop pickup zone marked by green smoke at available bases. Only one preset of troops can be loaded onto the aircraft. &lt;br /&gt;
&lt;br /&gt;
Players need within 300m of troops to extract them.&lt;br /&gt;
&lt;br /&gt;
====Drop Off====&lt;br /&gt;
Troops can be dropped off when landed, and they will spawn in a circle around the player. If this is done too close to a pickup zone, it will simply restock the infantry back into the logistics zone. &lt;br /&gt;
&lt;br /&gt;
Troops can also be dropped from up to an 18m  hover to emulate a fast-rope insertion.&lt;br /&gt;
&lt;br /&gt;
====Behavior====&lt;br /&gt;
Troops will search 4km for the nearest enemy unit similar to how the JTAC searches. They will then rally in a single file line towards it and attack other units long the way. Their presence in proximity of a base also counts as capturing it. This will allow players to spawn at the base, but the absence of other logistic vehicles prevents players from refueling and rearming. Troops are not persistent between server restarts. To persistently capture a base,  use security forces, or setup a persistent unit through crates such as a JTAC Humvee or Avenger.&lt;br /&gt;
&lt;br /&gt;
===Crates and Vehicles===&lt;br /&gt;
----&lt;br /&gt;
Players can spawn ground units using crates. Some vehicles require multiple crates to be dropped in proximity of each other. Crates can be requested anywhere. There was usually a zone centered within 0.25nmi around HEMTT TFFT logistics truck found near the green smoke. &lt;br /&gt;
&lt;br /&gt;
Sling loading is simulated by spawning and despawning crates based on the player's position rather than simulating the physics and rendering a rope. To pickup a crate a player must hover over it for 5 consecutive seconds inside a volume that is 7.5-20m above the ground and within 15m ground displacement. In other words, a cylindrical 12.5 meter tall cylinder with a 15m radius. This is high enough to develop a vortex ring state that destroys the helicopter.&lt;br /&gt;
&lt;br /&gt;
Unpacking a crate will despawn the crate(s )and spawn the corresponding unit. Crates need to be picked up at least once to be allowed to unpack. Be sure unpacking as vehicles cannot be repacked to be moved with a helicopter. The Combined Arms DLC would be required to move vehicles by driving them around if possible.&lt;br /&gt;
&amp;lt;code&amp;gt;F10 -&amp;gt; CTLD -&amp;gt; CTLD Commands -&amp;gt; Unpack&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Request the crate of the unit which will spawn about 50m in front of you. There is a 60 second cool down between spawning crates&lt;br /&gt;
# Pickup the crate by hovering over it for 5 consecutive seconds. A crate must be picked up before it can be unpacked.&lt;br /&gt;
# Drop the crate anywhere using &amp;lt;code&amp;gt;F10 -&amp;gt; CTLD -&amp;gt; CTLD Commands -&amp;gt; Drop crate&amp;lt;/code&amp;gt;. Dropping in the air spawn the crate below you. Dropping the crate from too high will destroy it. When landed, dropping the crate with spawn it 50m in front of you.&lt;br /&gt;
# Unpack the crate(s). They will despawn and be replaced with the relevant unit. This means that crates of multi-crate units need to be close to each other to unpack. For HAWK sites, the farthest a crate can be from any other is ~0.25nmi as measured.&lt;br /&gt;
&lt;br /&gt;
====Ground Units====&lt;br /&gt;
* '''JTAC Humvee'''&lt;br /&gt;
* '''TOW Humvee'''&lt;br /&gt;
* '''MG (Machine Gun) Humvee'''&lt;br /&gt;
* '''M1 Abrams'''&lt;br /&gt;
* '''Artillery'''&lt;br /&gt;
* '''Mortar'''&lt;br /&gt;
&lt;br /&gt;
The TOW Humvee will continue to engage targets within range. It is not persistent between server restarts.&lt;br /&gt;
&lt;br /&gt;
Other than the JTAC and Humvee, most of these are only useful when a player has the DCS Combined Arms module to be able to control them. Operate vehicles by doing &amp;lt;code&amp;gt;Menu -&amp;gt; Select Role -&amp;gt; JTAC/Operator&amp;lt;/code&amp;gt; or move them using the commander map.&lt;br /&gt;
&lt;br /&gt;
====JTAC Humvee====&lt;br /&gt;
The JTAC Humvee is persistent across server restarts, but there is a limit of 10 JTAC units. &lt;br /&gt;
&lt;br /&gt;
The JTAC Humvee marks units with red smoke and lases it for aircraft to employ laser guided munitions.The unit lases offset starting 2m up with a 10km line of sight which excludes objects such as trees and buildings.  Therefore, JTACs on top of buildings or on sides of mountains provide the best lines of site. Alternatively, a helo pilot may fly through a nearby city or forest and drop a JTAC inside it. The JTAC will be able to lase through the objects while the pilot have cover from enemy fire. &lt;br /&gt;
&lt;br /&gt;
The laser code will be broadcast server wide upon each new  lase, or it can be found under JTAC or CTLD Status in the radio menu. It is good practice to mark the laser code next to the unit on the F10 map. This mark will last until server restart even if the player logs off.&lt;br /&gt;
&lt;br /&gt;
====Anti Air Units====&lt;br /&gt;
*Radar Emitters&lt;br /&gt;
** Gepard (2)&lt;br /&gt;
** Hawk Site (4) : Launcher, PCP, Search Radar, Track Radar&lt;br /&gt;
*Non-Radar Emitters&lt;br /&gt;
** Avenger (launches FIM-92 Stinger missiles)&lt;br /&gt;
** Chaparral (2, based on AIM-9)&lt;br /&gt;
** Vulcan&lt;br /&gt;
&lt;br /&gt;
====HAWK Sites====&lt;br /&gt;
----&lt;br /&gt;
HAWK sites need 4 unique crates and each crate of the HAWK site will span its corresponding structure when unpacked. Crates must be within ~0.25nmi to count towards the same site, and there is a limit of 20 operable HAWK sites. An inoperable HAWK site will not count towards the limit and can be replaced if a HAWK site is set up elsewhere.&lt;br /&gt;
&lt;br /&gt;
=====Placement considerations=====&lt;br /&gt;
The Track Radar and Search Radar attract anti-radiation missiles so they should be placed away from other HAWK components, other units, or player spawn points to avoid collateral damage. &lt;br /&gt;
HAWK launchers don't friendly fire, so they're are just a harmless nuisance if accidentally put too close to a runway or a landing pad. &lt;br /&gt;
Even if a HAWK site is inoperable, it will respawn with full health after a server restart if at least one component of it still exists. It is recommended to space out the crates of a HAWK site so that an anti-radiation missile does not take out the whole site in one hit. In fact, since there's a 60 second cool down time between requesting crates, and you're hovering anyway to pick it up there's no good reason to cluster crates together. You might as well fly a little ways out. Ideally, you are finished dropping a crate by the time you are ready to request a new one. &lt;br /&gt;
&lt;br /&gt;
In short, one needs to keep the following things in mind when setting up a HAWK site:&lt;br /&gt;
* The track and search radar attract anti-radiation missiles and need to be placed with the most consideration&lt;br /&gt;
* Crates should be spaced out to maximize the chances that at least one HAWK component survives a until server restart&lt;br /&gt;
* There is a 60 second cool down time between requesting crates&lt;br /&gt;
*The crates spawn 50m in front of the player.&lt;br /&gt;
&lt;br /&gt;
======Leap Frogging Setup======&lt;br /&gt;
There are several reasons why you need to fly forward, and this method combines that with crate spawning behavior to space out a HAWK site with as little effort as possible. A player will get a feel for how far enough they should be. Go with the flow.&lt;br /&gt;
&lt;br /&gt;
In the F10 map draw a 0.25nmi line as a guide. Spacing 4 crates along this line meets the criteria mentioned terms of minimum spacing, time eaten up, and placement. An anti-radiation missile that destroys one antenna should leave the others alive if not completely unscathed. To remember which way to face, set your heading indicator or pick a distant landmark to keep facing. This line could be oriented perpendicular to the direction enemies are most likely to come from. Otherwise a missile can overshoot an antenna and hit something along the line. It would also allow planes to strafe down the line of units without deviating from the way they already came from.&lt;br /&gt;
&lt;br /&gt;
When you find a spot to start:&lt;br /&gt;
# Land and request a HAWK Launcher crate.&lt;br /&gt;
# Do a rolling takeoff, and hover to pick it up.&lt;br /&gt;
# Do a rolling landing, stop, and drop the crate.&lt;br /&gt;
# Do a rolling takeoff, or &amp;quot;leap&amp;quot; over the launcher crate in front of you, and then do a rolling landing.  If you had requested the crate right away, CTLD would not know which crate you'd want to pick up when they're clipped into each other. &lt;br /&gt;
# Request a HAWK PCP. Notice that the crate is 50m in front of you. Then take into account how much distance you gained from the crate behind you by doing a rolling landing. Even if there is still a cool down, most of it is gone because you were busy flying and adding some space between the crates. &lt;br /&gt;
# Takeoff and pickup the PCP crate&lt;br /&gt;
# Do a rolling landing and drop the HAWK PCP crate. A rolling landing is natural because it  avoids vortex ring state while descending fast. This also avoids tail strikes from trying to pitching up. This process adds even more displacement.&lt;br /&gt;
# Hop over the PCP and do the same with the Track radar and then the Search radar.&lt;br /&gt;
# Using the unpack command once will replace all the crates with their respective unit.&lt;br /&gt;
&lt;br /&gt;
Bonus: Spawn a M-818 crate and fly back to set it up near the launcher.&lt;br /&gt;
&lt;br /&gt;
======SAM Ring======&lt;br /&gt;
Using the leap frogging method, several HAWK sites can be centered on one M-818 truck. The outer ring of radar emitters spreads out anti-radiation missile impacts, and a player can sit in the middle tending to the sites with HAWK repair crates in safety.&lt;br /&gt;
&lt;br /&gt;
=====HAWK Maintenance=====&lt;br /&gt;
======Repair======&lt;br /&gt;
A damaged or dead component cannot be repaired individually with a similar crate. Instead the whole site is repaired by unpacking one HAWK repair crate next to it. This will also rearm the HAWK site.&lt;br /&gt;
&lt;br /&gt;
======Rearming======&lt;br /&gt;
A HAWK Launcher can be manually rearmed by unpacking a HAWK Launcher crate nearby.&lt;br /&gt;
At least one M-818 Ammo Truck has to be nearby to automatically rearm the HAWK launchers. Although behavior is inconsistent, one truck should be able to rearm several HAWK sites, but no one has determined if multiple trucks speed up rearming.&lt;br /&gt;
&lt;br /&gt;
===Other Strategies Regarding Placement and Flying===&lt;br /&gt;
Strategies involving unit placement are a trade off between line of sight and cover, or offense and defense. A HAWK site on high ground gives enemy aircraft little opportunity to occlude line of sight, but is the radars are naked to anti-radiation missiles. A Gepard among buildings or trees is protected from long range anti-radiation missiles, and the enemy is forced to attack from above and in range. Using these strategies requires a pilot to know their helicopter well. It is easy to strike a rotor on wires, poles, and tight passages. If the pilot enters vortex ring state, there may be no room to recover.&lt;br /&gt;
&lt;br /&gt;
Crates can be dropped directly below during a hover, and this can be used to place a crate on top of a buildings like skyscrapers. Landing on the ground is close enough to unpack the crate. An alternative method is to land right up to a building and drop the crate. The crate will clip through and spawn inside the building. Unpacking it snaps its position onto the roof directly on top of it. If the crate is not far enough inside the building, the vehicle will spawn on the wall like a spider before updating its position down on the ground.&lt;br /&gt;
&lt;br /&gt;
Because the crates spawn 50m in front of the helicopter, one can land right up against a tree line to bury a unit within. Although the crate can be dropped from above, the player would still need to be able to land nearby to unpack it. This is useful for hiding Gepards and Avengers inside of trees. Similarly, a line of trees or buildings prevents planes from being able to see AA until they are directly over it and vulnerable unable to fire back.&lt;br /&gt;
&lt;br /&gt;
===Forward Operating Base (FOB)===&lt;br /&gt;
Three small crates are needed to build a FOB which creates a zone granting access to all of CTLDs features, but is marked with a mortar. It is not a FARP, and is not persistent across server restarts. This is a powerful mechanics if enough players are available. For example, players can fly out 20 minutes and setup a FOB. The return on this investment is being able to operate from the FOB for crates to build multiple HAWK sites using multiple short trips. Without the FOB feature, they would have to make repeat the 20 minute trips to complete several HAWK sites far from a CTLD zone.&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War_Logistics&amp;diff=10226</id>
		<title>Georgia At War Logistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War_Logistics&amp;diff=10226"/>
				<updated>2019-08-10T09:33:01Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Anti Air Units */ Added new CTLD AA units available&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Logistics in Georgia at War (GAW) refers to the use of helicopters and aircraft to deploy troops and vehicles. This is crucial in the ground battle, as it's the only way that blue forces can secure bases to operate out of and place ground units. These features are accomplished on the server using Complete Troops and Logistics scripts (CTLD) and accessible under the radio menu &amp;lt;code&amp;gt;F10. Other&amp;lt;/code&amp;gt;. Check out the original CTLD source here [https://github.com/ciribob/DCS-CTLD GitHub page], or to see the GAW server's implementation check out the [https://github.com/Hoggit/Georgia-At-War/blob/master/ctld.lua GAW GitHub page here]. For a general helo ops guide here's a Reddit [https://www.reddit.com/r/hoggit/comments/bhmve0/gaw_helo_ops/ post]&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
There are a variety of commands associated with CTLD nested in many layers. It's a good idea to create macros to commonly used ones or to make dropping troops or JTACs under fire faster. VoiceAttack is even more useful when trying to drop crates or troops while in a hover.&lt;br /&gt;
* The CTLD Home menu&lt;br /&gt;
* Drop &lt;br /&gt;
* Unpack&lt;br /&gt;
* Deploy troops&lt;br /&gt;
* The AA Crates&lt;br /&gt;
&lt;br /&gt;
Players can mark their current position with colored smoke. This can show other's where not to shoot or where to drop off crates if a another helo is helping. &lt;br /&gt;
&lt;br /&gt;
==Available Aircraft==&lt;br /&gt;
=== Players ===&lt;br /&gt;
*Mi-8TV2&lt;br /&gt;
*UH-1H Huey&lt;br /&gt;
===AI===&lt;br /&gt;
*C-130&lt;br /&gt;
*UH-60 Blackhawk&lt;br /&gt;
*CH-47 Chinook&lt;br /&gt;
&lt;br /&gt;
==A.I. Logistics ==&lt;br /&gt;
----&lt;br /&gt;
===Capping Bases===&lt;br /&gt;
The F10 radio menu has the option to send security forces to bases around the map (FARPs and Airbases). Deploying security forces spawns one of several aircraft depending on the destination. FARPs always get a helicopter, while airfields usually use a C-130. The aircraft spawn at a nearby friendly base which is sometimes up to 20 minutes away. There is a 1.5 minute cool down between deploying security forces to anywhere. &lt;br /&gt;
&lt;br /&gt;
When the aircraft lands, it will despawn and a small security force will spawn around the touchdown point. This force consists of trucks providing fuel and ammo, and ground units to defend the base from Mi-26s trying to recapturing the base. Players may realize they cannot refuel or rearm because of a unit missing from an attack. A security force must be redeployed to replace it, or a server restart will respawn the force with full health. The redfor AI commander taps into CTLD to send Mi-26 to recapture bases.&lt;br /&gt;
&lt;br /&gt;
Green smoke will spawn to mark the troop pickup zone and is a sign that CTLD is allowed at that base.&lt;br /&gt;
&lt;br /&gt;
===Security Force Components===&lt;br /&gt;
*'''Ammo Trucks'''&lt;br /&gt;
*'''Fuel Trucks'''&lt;br /&gt;
*'''M163 Vulcan'''&lt;br /&gt;
*'''M48 Chaparral'''&lt;br /&gt;
*'''MG Humvee'''&lt;br /&gt;
Although the security force is intended to prevent enemies from recapturing the base, it is strongly encouraged for players to spawn at the base and use CTLD to supplement their offensive capability.&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
*Upon landing, an aircraft will despawn, but security forces do not spawn in. Players have to wait until server restart.&lt;br /&gt;
*AI units don't detect each other. Security forces do not shoot down an mi-26 and it is allowed to recapture the base. Upon server restart the base may be completely reset, or it will stay blufor when enemies don't respawn.&lt;br /&gt;
&lt;br /&gt;
== Player Logistics ==&lt;br /&gt;
----&lt;br /&gt;
Backed by CTLD, the main way to deploy blue forces (and the only way to deploy air defenses) is by Blue players flying CTLD crates and troops to the deployment zones.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
Players can carry troops available as a number of presets visible under through &amp;lt;code&amp;gt; F10 -&amp;gt; CTLD -&amp;gt; Troop Transport -&amp;gt; Load &amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Infantry Group Presets for Pickup&amp;lt;/big&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Group !! Infantry !! Machine Gun !! RPG-16 !! Stinger !! 2B11 Mortar&lt;br /&gt;
|-&lt;br /&gt;
| Standard|| 6 || 2 || 2 || _ || _ &lt;br /&gt;
|-&lt;br /&gt;
| Anti-Air || 2 || _ || _ || 3 || _&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Tank || 2 || _ || 6 || _ || _&lt;br /&gt;
|-&lt;br /&gt;
| Mortar || _ || _ || _ || _ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Pickup/Extraction====&lt;br /&gt;
&amp;lt;code&amp;gt; F10 -&amp;gt; CTLD -&amp;gt; Troop Transport -&amp;gt; Pickup/Extract &amp;lt;/code&amp;gt; &lt;br /&gt;
For new troops, players must be in proximity of a troop pickup zone marked by green smoke at available bases. Only one preset of troops can be loaded onto the aircraft. &lt;br /&gt;
&lt;br /&gt;
Players need within 300m of troops to extract them.&lt;br /&gt;
&lt;br /&gt;
====Drop Off====&lt;br /&gt;
Troops can be dropped off when landed, and they will spawn in a circle around the player. If this is done too close to a pickup zone, it will simply restock the infantry back into the logistics zone. &lt;br /&gt;
&lt;br /&gt;
Troops can also be dropped from up to an 18m  hover to emulate a fast-rope insertion.&lt;br /&gt;
&lt;br /&gt;
====Behavior====&lt;br /&gt;
Troops will search 4km for the nearest enemy unit similar to how the JTAC searches. They will then rally in a single file line towards it and attack other units long the way. Their presence in proximity of a base also counts as capturing it. This will allow players to spawn at the base, but the absence of other logistic vehicles prevents players from refueling and rearming. Troops are not persistent between server restarts. To persistently capture a base,  use security forces, or setup a persistent unit through crates such as a JTAC Humvee or Avenger.&lt;br /&gt;
&lt;br /&gt;
===Crates and Vehicles===&lt;br /&gt;
----&lt;br /&gt;
Players can spawn ground units using crates. Crates can be requested within a few nautical miles of base. This zone was usually centered within 0.25nmi around HEMTT TFFT logistics truck. Some vehicles require multiple crates to be dropped in proximity of each other. &lt;br /&gt;
&lt;br /&gt;
Sling loading is simulated by spawning and despawning crates based on the player's position rather than simulating the physics and rendering a rope. To pickup a crate a player must hover over it for 5 consecutive seconds inside a volume that is 7.5-20m above the ground and within 15m ground displacement. In other words, a cylindrical 12.5 meter tall cylinder with a 15m radius. This is high enough to develop a vortex ring state that destroys the helicopter.&lt;br /&gt;
&lt;br /&gt;
Unpacking a crate will despawn the crates and spawn the corresponding unit. Be sure about this step as vehicles cannot be repacked to be moved with a helicopter. The Combined Arms DLC would be required to move vehicles by driving them around.&lt;br /&gt;
&amp;lt;code&amp;gt;F10 -&amp;gt; CTLD -&amp;gt; CTLD Commands -&amp;gt; Unpack&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Request the crate of the unit which will spawn about 50m in front of you. There is a 60 second cool down between spawning crates&lt;br /&gt;
# Pickup the crate by hovering over it for 5 consecutive seconds. A crate must be picked up before it can be unpacked.&lt;br /&gt;
# Drop the crate anywhere using &amp;lt;code&amp;gt;F10 -&amp;gt; CTLD -&amp;gt; CTLD Commands -&amp;gt; Drop crate&amp;lt;/code&amp;gt;. Dropping in the air spawn the crate below you. Dropping the crate from too high will destroy it. When landed, dropping the crate with spawn it 50m in front of you.&lt;br /&gt;
# Unpack the crate(s). They will despawn and be replaced with the relevant unit. This means that crates of multi-crate units need to be close to each other to unpack. For HAWK sites, the farthest a crate can be from any other is ~0.25nmi as measured.&lt;br /&gt;
&lt;br /&gt;
====Ground Units====&lt;br /&gt;
* '''JTAC Humvee'''&lt;br /&gt;
* '''TOW Humvee'''&lt;br /&gt;
* '''MG (Machine Gun) Humvee'''&lt;br /&gt;
* '''M1 Abrams'''&lt;br /&gt;
* '''Artillery'''&lt;br /&gt;
* '''Mortar'''&lt;br /&gt;
&lt;br /&gt;
The TOW Humvee will continue to engage targets within range. It is not persistent between server restarts.&lt;br /&gt;
&lt;br /&gt;
Other than the JTAC and Humvee, most of these are only useful when a player has the DCS Combined Arms module to be able to control them. Operate vehicles by doing &amp;lt;code&amp;gt;Menu -&amp;gt; Select Role -&amp;gt; JTAC/Operator&amp;lt;/code&amp;gt; or move them using the commander map.&lt;br /&gt;
&lt;br /&gt;
====JTAC Humvee====&lt;br /&gt;
The JTAC Humvee is persistent across server restarts, but there is a limit of 10 JTAC units. &lt;br /&gt;
&lt;br /&gt;
The JTAC Humvee marks units with red smoke and lases it for aircraft to employ laser guided munitions. It can lase a unit within a 10km line of sight including terrain, but excluding objects such as trees and buildings. Therefore, JTACs on top of buildings or on sides of mountains provide the best lines of site. Alternatively, a helo pilot may fly through a nearby city or forest and drop a JTAC inside it. The JTAC will be able to lase through the objects while the pilot have cover from enemy fire. &lt;br /&gt;
&lt;br /&gt;
The laser code will be broadcast server wide upon each new  lase, or it can be found under JTAC or CTLD Status in the radio menu. It is good practice to mark the laser code next to the unit on the F10 map. This mark will last until server restart even if the player logs off.&lt;br /&gt;
&lt;br /&gt;
====Anti Air Units====&lt;br /&gt;
*Radar Emitters&lt;br /&gt;
** Gepard (2)&lt;br /&gt;
** Hawk Site (4) : Launcher, PCP, Search Radar, Track Radar&lt;br /&gt;
*Non-Radar Emitters&lt;br /&gt;
** Avenger (launches FIM-92 Stinger missiles)&lt;br /&gt;
** Chaparral (2, based on AIM-9)&lt;br /&gt;
** Vulcan&lt;br /&gt;
&lt;br /&gt;
====HAWK Sites====&lt;br /&gt;
----&lt;br /&gt;
HAWK sites need 4 unique crates and each crate of the HAWK site will span its corresponding structure when unpacked. Crates must be within ~0.25nmi to count towards the same site, and there is a limit of 20 operable HAWK sites. An inoperable HAWK site will not count towards the limit and can be replaced if a HAWK site is set up elsewhere.&lt;br /&gt;
&lt;br /&gt;
=====Placement considerations=====&lt;br /&gt;
The Track Radar and Search Radar attract anti-radiation missiles so they should be placed away from other HAWK components, other units, or player spawn points to avoid collateral damage. &lt;br /&gt;
HAWK launchers don't friendly fire, so they're are just a harmless nuisance if accidentally put too close to a runway or a landing pad. &lt;br /&gt;
Even if a HAWK site is inoperable, it will respawn with full health after a server restart if at least one component of it still exists. It is recommended to space out the crates of a HAWK site so that an anti-radiation missile does not take out the whole site in one hit. In fact, since there's a 60 second cool down time between requesting crates, and you're hovering anyway to pick it up there's no good reason to cluster crates together. You might as well fly a little ways out. Ideally, you are finished dropping a crate by the time you are ready to request a new one. &lt;br /&gt;
&lt;br /&gt;
In short, one needs to keep the following things in mind when setting up a HAWK site:&lt;br /&gt;
* The track and search radar attract anti-radiation missiles and need to be placed with the most consideration&lt;br /&gt;
* Crates should be spaced out to maximize the chances that at least one HAWK component survives a until server restart&lt;br /&gt;
* There is a 60 second cool down time between requesting crates&lt;br /&gt;
*The crates spawn 50m in front of the player.&lt;br /&gt;
&lt;br /&gt;
======Leap Frogging Setup======&lt;br /&gt;
There are several reasons why you need to fly forward, and this method combines that with crate spawning behavior to space out a HAWK site with as little effort as possible. A player will get a feel for how far enough they should be. Go with the flow.&lt;br /&gt;
&lt;br /&gt;
In the F10 map draw a 0.25nmi line as a guide. Spacing 4 crates along this line meets the criteria mentioned terms of minimum spacing, time eaten up, and placement. An anti-radiation missile that destroys one antenna should leave the others alive if not completely unscathed. To remember which way to face, set your heading indicator or pick a distant landmark to keep facing. This line could be oriented perpendicular to the direction enemies are most likely to come from. Otherwise a missile can overshoot an antenna and hit something along the line. It would also allow planes to strafe down the line of units without deviating from the way they already came from.&lt;br /&gt;
&lt;br /&gt;
When you find a spot to start:&lt;br /&gt;
# Land and request a HAWK Launcher crate.&lt;br /&gt;
# Do a rolling takeoff, and hover to pick it up.&lt;br /&gt;
# Do a rolling landing, stop, and drop the crate.&lt;br /&gt;
# Do a rolling takeoff, or &amp;quot;leap&amp;quot; over the launcher crate in front of you, and then do a rolling landing.  If you had requested the crate right away, CTLD would not know which crate you'd want to pick up when they're clipped into each other. &lt;br /&gt;
# Request a HAWK PCP. Notice that the crate is 50m in front of you. Then take into account how much distance you gained from the crate behind you by doing a rolling landing. Even if there is still a cool down, most of it is gone because you were busy flying and adding some space between the crates. &lt;br /&gt;
# Takeoff and pickup the PCP crate&lt;br /&gt;
# Do a rolling landing and drop the HAWK PCP crate. A rolling landing is natural because it  avoids vortex ring state while descending fast. This also avoids tail strikes from trying to pitching up. This process adds even more displacement.&lt;br /&gt;
# Hop over the PCP and do the same with the Track radar and then the Search radar.&lt;br /&gt;
# Using the unpack command once will replace all the crates with their respective unit.&lt;br /&gt;
&lt;br /&gt;
Bonus: Spawn a M-818 crate and fly back to set it up near the launcher.&lt;br /&gt;
&lt;br /&gt;
======SAM Ring======&lt;br /&gt;
Using the leap frogging method, several HAWK sites can be centered on one M-818 truck. The outer ring of radar emitters spreads out anti-radiation missile impacts, and a player can sit in the middle tending to the sites with HAWK repair crates in safety.&lt;br /&gt;
&lt;br /&gt;
=====HAWK Maintenance=====&lt;br /&gt;
======Repair======&lt;br /&gt;
A damaged or dead component cannot be repaired individually with a similar crate. Instead the whole site is repaired by unpacking one HAWK repair crate next to it. This will also rearm the HAWK site.&lt;br /&gt;
&lt;br /&gt;
======Rearming======&lt;br /&gt;
A HAWK Launcher can be manually rearmed by unpacking a HAWK Launcher crate nearby.&lt;br /&gt;
At least one M-818 Ammo Truck has to be nearby to automatically rearm the HAWK launchers. Although behavior is inconsistent, one truck should be able to rearm several HAWK sites, but no one has determined if multiple trucks speed up rearming.&lt;br /&gt;
&lt;br /&gt;
===Other Strategies Regarding Placement and Flying===&lt;br /&gt;
Strategies involving unit placement are a trade off between line of sight and cover, or offense and defense. A HAWK site on high ground gives enemy aircraft little opportunity to occlude line of sight, but is the radars are naked to anti-radiation missiles. A Gepard among buildings or trees is protected from long range anti-radiation missiles, and the enemy is forced to attack from above and in range. Using these strategies requires a pilot to know their helicopter well. It is easy to strike a rotor on wires, poles, and tight passages. If the pilot enters vortex ring state, there may be no room to recover.&lt;br /&gt;
&lt;br /&gt;
Crates can be dropped directly below during a hover, and this can be used to place a crate on top of a buildings like skyscrapers. Landing on the ground is close enough to unpack the crate. An alternative method is to land right up to a building and drop the crate. The crate will clip through and spawn inside the building. Unpacking it snaps its position onto the roof directly on top of it. If the crate is not far enough inside the building, the vehicle will spawn on the wall like a spider before updating its position down on the ground.&lt;br /&gt;
&lt;br /&gt;
Because the crates spawn 50m in front of the helicopter, one can land right up against a tree line to bury a unit within. Although the crate can be dropped from above, the player would still need to be able to land nearby to unpack it. This is useful for hiding Gepards and Avengers inside of trees. Similarly, a line of trees or buildings prevents planes from being able to see AA until they are directly over it and vulnerable unable to fire back.&lt;br /&gt;
&lt;br /&gt;
===Forward Operating Base (FOB)===&lt;br /&gt;
Three small crates are needed to build a FOB which creates a zone granting access to all of CTLDs features, but is marked with a mortar. It is not a FARP, and is not persistent across server restarts. This is a powerful mechanics if enough players are available. For example, players can fly out 20 minutes and setup a FOB. The return on this investment is being able to operate from the FOB for crates to build multiple HAWK sites using multiple short trips. Without the FOB feature, they would have to make repeat the 20 minute trips to complete several HAWK sites far from a CTLD zone.&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War_Logistics&amp;diff=10225</id>
		<title>Georgia At War Logistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War_Logistics&amp;diff=10225"/>
				<updated>2019-08-10T09:28:36Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Ground Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Logistics in Georgia at War (GAW) refers to the use of helicopters and aircraft to deploy troops and vehicles. This is crucial in the ground battle, as it's the only way that blue forces can secure bases to operate out of and place ground units. These features are accomplished on the server using Complete Troops and Logistics scripts (CTLD) and accessible under the radio menu &amp;lt;code&amp;gt;F10. Other&amp;lt;/code&amp;gt;. Check out the original CTLD source here [https://github.com/ciribob/DCS-CTLD GitHub page], or to see the GAW server's implementation check out the [https://github.com/Hoggit/Georgia-At-War/blob/master/ctld.lua GAW GitHub page here]. For a general helo ops guide here's a Reddit [https://www.reddit.com/r/hoggit/comments/bhmve0/gaw_helo_ops/ post]&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
There are a variety of commands associated with CTLD nested in many layers. It's a good idea to create macros to commonly used ones or to make dropping troops or JTACs under fire faster. VoiceAttack is even more useful when trying to drop crates or troops while in a hover.&lt;br /&gt;
* The CTLD Home menu&lt;br /&gt;
* Drop &lt;br /&gt;
* Unpack&lt;br /&gt;
* Deploy troops&lt;br /&gt;
* The AA Crates&lt;br /&gt;
&lt;br /&gt;
Players can mark their current position with colored smoke. This can show other's where not to shoot or where to drop off crates if a another helo is helping. &lt;br /&gt;
&lt;br /&gt;
==Available Aircraft==&lt;br /&gt;
=== Players ===&lt;br /&gt;
*Mi-8TV2&lt;br /&gt;
*UH-1H Huey&lt;br /&gt;
===AI===&lt;br /&gt;
*C-130&lt;br /&gt;
*UH-60 Blackhawk&lt;br /&gt;
*CH-47 Chinook&lt;br /&gt;
&lt;br /&gt;
==A.I. Logistics ==&lt;br /&gt;
----&lt;br /&gt;
===Capping Bases===&lt;br /&gt;
The F10 radio menu has the option to send security forces to bases around the map (FARPs and Airbases). Deploying security forces spawns one of several aircraft depending on the destination. FARPs always get a helicopter, while airfields usually use a C-130. The aircraft spawn at a nearby friendly base which is sometimes up to 20 minutes away. There is a 1.5 minute cool down between deploying security forces to anywhere. &lt;br /&gt;
&lt;br /&gt;
When the aircraft lands, it will despawn and a small security force will spawn around the touchdown point. This force consists of trucks providing fuel and ammo, and ground units to defend the base from Mi-26s trying to recapturing the base. Players may realize they cannot refuel or rearm because of a unit missing from an attack. A security force must be redeployed to replace it, or a server restart will respawn the force with full health. The redfor AI commander taps into CTLD to send Mi-26 to recapture bases.&lt;br /&gt;
&lt;br /&gt;
Green smoke will spawn to mark the troop pickup zone and is a sign that CTLD is allowed at that base.&lt;br /&gt;
&lt;br /&gt;
===Security Force Components===&lt;br /&gt;
*'''Ammo Trucks'''&lt;br /&gt;
*'''Fuel Trucks'''&lt;br /&gt;
*'''M163 Vulcan'''&lt;br /&gt;
*'''M48 Chaparral'''&lt;br /&gt;
*'''MG Humvee'''&lt;br /&gt;
Although the security force is intended to prevent enemies from recapturing the base, it is strongly encouraged for players to spawn at the base and use CTLD to supplement their offensive capability.&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
*Upon landing, an aircraft will despawn, but security forces do not spawn in. Players have to wait until server restart.&lt;br /&gt;
*AI units don't detect each other. Security forces do not shoot down an mi-26 and it is allowed to recapture the base. Upon server restart the base may be completely reset, or it will stay blufor when enemies don't respawn.&lt;br /&gt;
&lt;br /&gt;
== Player Logistics ==&lt;br /&gt;
----&lt;br /&gt;
Backed by CTLD, the main way to deploy blue forces (and the only way to deploy air defenses) is by Blue players flying CTLD crates and troops to the deployment zones.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
Players can carry troops available as a number of presets visible under through &amp;lt;code&amp;gt; F10 -&amp;gt; CTLD -&amp;gt; Troop Transport -&amp;gt; Load &amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Infantry Group Presets for Pickup&amp;lt;/big&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Group !! Infantry !! Machine Gun !! RPG-16 !! Stinger !! 2B11 Mortar&lt;br /&gt;
|-&lt;br /&gt;
| Standard|| 6 || 2 || 2 || _ || _ &lt;br /&gt;
|-&lt;br /&gt;
| Anti-Air || 2 || _ || _ || 3 || _&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Tank || 2 || _ || 6 || _ || _&lt;br /&gt;
|-&lt;br /&gt;
| Mortar || _ || _ || _ || _ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Pickup/Extraction====&lt;br /&gt;
&amp;lt;code&amp;gt; F10 -&amp;gt; CTLD -&amp;gt; Troop Transport -&amp;gt; Pickup/Extract &amp;lt;/code&amp;gt; &lt;br /&gt;
For new troops, players must be in proximity of a troop pickup zone marked by green smoke at available bases. Only one preset of troops can be loaded onto the aircraft. &lt;br /&gt;
&lt;br /&gt;
Players need within 300m of troops to extract them.&lt;br /&gt;
&lt;br /&gt;
====Drop Off====&lt;br /&gt;
Troops can be dropped off when landed, and they will spawn in a circle around the player. If this is done too close to a pickup zone, it will simply restock the infantry back into the logistics zone. &lt;br /&gt;
&lt;br /&gt;
Troops can also be dropped from up to an 18m  hover to emulate a fast-rope insertion.&lt;br /&gt;
&lt;br /&gt;
====Behavior====&lt;br /&gt;
Troops will search 4km for the nearest enemy unit similar to how the JTAC searches. They will then rally in a single file line towards it and attack other units long the way. Their presence in proximity of a base also counts as capturing it. This will allow players to spawn at the base, but the absence of other logistic vehicles prevents players from refueling and rearming. Troops are not persistent between server restarts. To persistently capture a base,  use security forces, or setup a persistent unit through crates such as a JTAC Humvee or Avenger.&lt;br /&gt;
&lt;br /&gt;
===Crates and Vehicles===&lt;br /&gt;
----&lt;br /&gt;
Players can spawn ground units using crates. Crates can be requested within a few nautical miles of base. This zone was usually centered within 0.25nmi around HEMTT TFFT logistics truck. Some vehicles require multiple crates to be dropped in proximity of each other. &lt;br /&gt;
&lt;br /&gt;
Sling loading is simulated by spawning and despawning crates based on the player's position rather than simulating the physics and rendering a rope. To pickup a crate a player must hover over it for 5 consecutive seconds inside a volume that is 7.5-20m above the ground and within 15m ground displacement. In other words, a cylindrical 12.5 meter tall cylinder with a 15m radius. This is high enough to develop a vortex ring state that destroys the helicopter.&lt;br /&gt;
&lt;br /&gt;
Unpacking a crate will despawn the crates and spawn the corresponding unit. Be sure about this step as vehicles cannot be repacked to be moved with a helicopter. The Combined Arms DLC would be required to move vehicles by driving them around.&lt;br /&gt;
&amp;lt;code&amp;gt;F10 -&amp;gt; CTLD -&amp;gt; CTLD Commands -&amp;gt; Unpack&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Request the crate of the unit which will spawn about 50m in front of you. There is a 60 second cool down between spawning crates&lt;br /&gt;
# Pickup the crate by hovering over it for 5 consecutive seconds. A crate must be picked up before it can be unpacked.&lt;br /&gt;
# Drop the crate anywhere using &amp;lt;code&amp;gt;F10 -&amp;gt; CTLD -&amp;gt; CTLD Commands -&amp;gt; Drop crate&amp;lt;/code&amp;gt;. Dropping in the air spawn the crate below you. Dropping the crate from too high will destroy it. When landed, dropping the crate with spawn it 50m in front of you.&lt;br /&gt;
# Unpack the crate(s). They will despawn and be replaced with the relevant unit. This means that crates of multi-crate units need to be close to each other to unpack. For HAWK sites, the farthest a crate can be from any other is ~0.25nmi as measured.&lt;br /&gt;
&lt;br /&gt;
====Ground Units====&lt;br /&gt;
* '''JTAC Humvee'''&lt;br /&gt;
* '''TOW Humvee'''&lt;br /&gt;
* '''MG (Machine Gun) Humvee'''&lt;br /&gt;
* '''M1 Abrams'''&lt;br /&gt;
* '''Artillery'''&lt;br /&gt;
* '''Mortar'''&lt;br /&gt;
&lt;br /&gt;
The TOW Humvee will continue to engage targets within range. It is not persistent between server restarts.&lt;br /&gt;
&lt;br /&gt;
Other than the JTAC and Humvee, most of these are only useful when a player has the DCS Combined Arms module to be able to control them. Operate vehicles by doing &amp;lt;code&amp;gt;Menu -&amp;gt; Select Role -&amp;gt; JTAC/Operator&amp;lt;/code&amp;gt; or move them using the commander map.&lt;br /&gt;
&lt;br /&gt;
====JTAC Humvee====&lt;br /&gt;
The JTAC Humvee is persistent across server restarts, but there is a limit of 10 JTAC units. &lt;br /&gt;
&lt;br /&gt;
The JTAC Humvee marks units with red smoke and lases it for aircraft to employ laser guided munitions. It can lase a unit within a 10km line of sight including terrain, but excluding objects such as trees and buildings. Therefore, JTACs on top of buildings or on sides of mountains provide the best lines of site. Alternatively, a helo pilot may fly through a nearby city or forest and drop a JTAC inside it. The JTAC will be able to lase through the objects while the pilot have cover from enemy fire. &lt;br /&gt;
&lt;br /&gt;
The laser code will be broadcast server wide upon each new  lase, or it can be found under JTAC or CTLD Status in the radio menu. It is good practice to mark the laser code next to the unit on the F10 map. This mark will last until server restart even if the player logs off.&lt;br /&gt;
&lt;br /&gt;
====Anti Air Units====&lt;br /&gt;
* Gepard (2)&lt;br /&gt;
* Avenger &lt;br /&gt;
* Hawk Components : Launcher, PCP, Search Radar, Track Radar&lt;br /&gt;
&lt;br /&gt;
====HAWK Sites====&lt;br /&gt;
----&lt;br /&gt;
HAWK sites need 4 unique crates and each crate of the HAWK site will span its corresponding structure when unpacked. Crates must be within ~0.25nmi to count towards the same site, and there is a limit of 20 operable HAWK sites. An inoperable HAWK site will not count towards the limit and can be replaced if a HAWK site is set up elsewhere.&lt;br /&gt;
&lt;br /&gt;
=====Placement considerations=====&lt;br /&gt;
The Track Radar and Search Radar attract anti-radiation missiles so they should be placed away from other HAWK components, other units, or player spawn points to avoid collateral damage. &lt;br /&gt;
HAWK launchers don't friendly fire, so they're are just a harmless nuisance if accidentally put too close to a runway or a landing pad. &lt;br /&gt;
Even if a HAWK site is inoperable, it will respawn with full health after a server restart if at least one component of it still exists. It is recommended to space out the crates of a HAWK site so that an anti-radiation missile does not take out the whole site in one hit. In fact, since there's a 60 second cool down time between requesting crates, and you're hovering anyway to pick it up there's no good reason to cluster crates together. You might as well fly a little ways out. Ideally, you are finished dropping a crate by the time you are ready to request a new one. &lt;br /&gt;
&lt;br /&gt;
In short, one needs to keep the following things in mind when setting up a HAWK site:&lt;br /&gt;
* The track and search radar attract anti-radiation missiles and need to be placed with the most consideration&lt;br /&gt;
* Crates should be spaced out to maximize the chances that at least one HAWK component survives a until server restart&lt;br /&gt;
* There is a 60 second cool down time between requesting crates&lt;br /&gt;
*The crates spawn 50m in front of the player.&lt;br /&gt;
&lt;br /&gt;
======Leap Frogging Setup======&lt;br /&gt;
There are several reasons why you need to fly forward, and this method combines that with crate spawning behavior to space out a HAWK site with as little effort as possible. A player will get a feel for how far enough they should be. Go with the flow.&lt;br /&gt;
&lt;br /&gt;
In the F10 map draw a 0.25nmi line as a guide. Spacing 4 crates along this line meets the criteria mentioned terms of minimum spacing, time eaten up, and placement. An anti-radiation missile that destroys one antenna should leave the others alive if not completely unscathed. To remember which way to face, set your heading indicator or pick a distant landmark to keep facing. This line could be oriented perpendicular to the direction enemies are most likely to come from. Otherwise a missile can overshoot an antenna and hit something along the line. It would also allow planes to strafe down the line of units without deviating from the way they already came from.&lt;br /&gt;
&lt;br /&gt;
When you find a spot to start:&lt;br /&gt;
# Land and request a HAWK Launcher crate.&lt;br /&gt;
# Do a rolling takeoff, and hover to pick it up.&lt;br /&gt;
# Do a rolling landing, stop, and drop the crate.&lt;br /&gt;
# Do a rolling takeoff, or &amp;quot;leap&amp;quot; over the launcher crate in front of you, and then do a rolling landing.  If you had requested the crate right away, CTLD would not know which crate you'd want to pick up when they're clipped into each other. &lt;br /&gt;
# Request a HAWK PCP. Notice that the crate is 50m in front of you. Then take into account how much distance you gained from the crate behind you by doing a rolling landing. Even if there is still a cool down, most of it is gone because you were busy flying and adding some space between the crates. &lt;br /&gt;
# Takeoff and pickup the PCP crate&lt;br /&gt;
# Do a rolling landing and drop the HAWK PCP crate. A rolling landing is natural because it  avoids vortex ring state while descending fast. This also avoids tail strikes from trying to pitching up. This process adds even more displacement.&lt;br /&gt;
# Hop over the PCP and do the same with the Track radar and then the Search radar.&lt;br /&gt;
# Using the unpack command once will replace all the crates with their respective unit.&lt;br /&gt;
&lt;br /&gt;
Bonus: Spawn a M-818 crate and fly back to set it up near the launcher.&lt;br /&gt;
&lt;br /&gt;
======SAM Ring======&lt;br /&gt;
Using the leap frogging method, several HAWK sites can be centered on one M-818 truck. The outer ring of radar emitters spreads out anti-radiation missile impacts, and a player can sit in the middle tending to the sites with HAWK repair crates in safety.&lt;br /&gt;
&lt;br /&gt;
=====HAWK Maintenance=====&lt;br /&gt;
======Repair======&lt;br /&gt;
A damaged or dead component cannot be repaired individually with a similar crate. Instead the whole site is repaired by unpacking one HAWK repair crate next to it. This will also rearm the HAWK site.&lt;br /&gt;
&lt;br /&gt;
======Rearming======&lt;br /&gt;
A HAWK Launcher can be manually rearmed by unpacking a HAWK Launcher crate nearby.&lt;br /&gt;
At least one M-818 Ammo Truck has to be nearby to automatically rearm the HAWK launchers. Although behavior is inconsistent, one truck should be able to rearm several HAWK sites, but no one has determined if multiple trucks speed up rearming.&lt;br /&gt;
&lt;br /&gt;
===Other Strategies Regarding Placement and Flying===&lt;br /&gt;
Strategies involving unit placement are a trade off between line of sight and cover, or offense and defense. A HAWK site on high ground gives enemy aircraft little opportunity to occlude line of sight, but is the radars are naked to anti-radiation missiles. A Gepard among buildings or trees is protected from long range anti-radiation missiles, and the enemy is forced to attack from above and in range. Using these strategies requires a pilot to know their helicopter well. It is easy to strike a rotor on wires, poles, and tight passages. If the pilot enters vortex ring state, there may be no room to recover.&lt;br /&gt;
&lt;br /&gt;
Crates can be dropped directly below during a hover, and this can be used to place a crate on top of a buildings like skyscrapers. Landing on the ground is close enough to unpack the crate. An alternative method is to land right up to a building and drop the crate. The crate will clip through and spawn inside the building. Unpacking it snaps its position onto the roof directly on top of it. If the crate is not far enough inside the building, the vehicle will spawn on the wall like a spider before updating its position down on the ground.&lt;br /&gt;
&lt;br /&gt;
Because the crates spawn 50m in front of the helicopter, one can land right up against a tree line to bury a unit within. Although the crate can be dropped from above, the player would still need to be able to land nearby to unpack it. This is useful for hiding Gepards and Avengers inside of trees. Similarly, a line of trees or buildings prevents planes from being able to see AA until they are directly over it and vulnerable unable to fire back.&lt;br /&gt;
&lt;br /&gt;
===Forward Operating Base (FOB)===&lt;br /&gt;
Three small crates are needed to build a FOB which creates a zone granting access to all of CTLDs features, but is marked with a mortar. It is not a FARP, and is not persistent across server restarts. This is a powerful mechanics if enough players are available. For example, players can fly out 20 minutes and setup a FOB. The return on this investment is being able to operate from the FOB for crates to build multiple HAWK sites using multiple short trips. Without the FOB feature, they would have to make repeat the 20 minute trips to complete several HAWK sites far from a CTLD zone.&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War_Logistics&amp;diff=10224</id>
		<title>Georgia At War Logistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War_Logistics&amp;diff=10224"/>
				<updated>2019-08-10T09:26:26Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: Changed nm to nmi as nautical mile abbreviation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Logistics in Georgia at War (GAW) refers to the use of helicopters and aircraft to deploy troops and vehicles. This is crucial in the ground battle, as it's the only way that blue forces can secure bases to operate out of and place ground units. These features are accomplished on the server using Complete Troops and Logistics scripts (CTLD) and accessible under the radio menu &amp;lt;code&amp;gt;F10. Other&amp;lt;/code&amp;gt;. Check out the original CTLD source here [https://github.com/ciribob/DCS-CTLD GitHub page], or to see the GAW server's implementation check out the [https://github.com/Hoggit/Georgia-At-War/blob/master/ctld.lua GAW GitHub page here]. For a general helo ops guide here's a Reddit [https://www.reddit.com/r/hoggit/comments/bhmve0/gaw_helo_ops/ post]&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
There are a variety of commands associated with CTLD nested in many layers. It's a good idea to create macros to commonly used ones or to make dropping troops or JTACs under fire faster. VoiceAttack is even more useful when trying to drop crates or troops while in a hover.&lt;br /&gt;
* The CTLD Home menu&lt;br /&gt;
* Drop &lt;br /&gt;
* Unpack&lt;br /&gt;
* Deploy troops&lt;br /&gt;
* The AA Crates&lt;br /&gt;
&lt;br /&gt;
Players can mark their current position with colored smoke. This can show other's where not to shoot or where to drop off crates if a another helo is helping. &lt;br /&gt;
&lt;br /&gt;
==Available Aircraft==&lt;br /&gt;
=== Players ===&lt;br /&gt;
*Mi-8TV2&lt;br /&gt;
*UH-1H Huey&lt;br /&gt;
===AI===&lt;br /&gt;
*C-130&lt;br /&gt;
*UH-60 Blackhawk&lt;br /&gt;
*CH-47 Chinook&lt;br /&gt;
&lt;br /&gt;
==A.I. Logistics ==&lt;br /&gt;
----&lt;br /&gt;
===Capping Bases===&lt;br /&gt;
The F10 radio menu has the option to send security forces to bases around the map (FARPs and Airbases). Deploying security forces spawns one of several aircraft depending on the destination. FARPs always get a helicopter, while airfields usually use a C-130. The aircraft spawn at a nearby friendly base which is sometimes up to 20 minutes away. There is a 1.5 minute cool down between deploying security forces to anywhere. &lt;br /&gt;
&lt;br /&gt;
When the aircraft lands, it will despawn and a small security force will spawn around the touchdown point. This force consists of trucks providing fuel and ammo, and ground units to defend the base from Mi-26s trying to recapturing the base. Players may realize they cannot refuel or rearm because of a unit missing from an attack. A security force must be redeployed to replace it, or a server restart will respawn the force with full health. The redfor AI commander taps into CTLD to send Mi-26 to recapture bases.&lt;br /&gt;
&lt;br /&gt;
Green smoke will spawn to mark the troop pickup zone and is a sign that CTLD is allowed at that base.&lt;br /&gt;
&lt;br /&gt;
===Security Force Components===&lt;br /&gt;
*'''Ammo Trucks'''&lt;br /&gt;
*'''Fuel Trucks'''&lt;br /&gt;
*'''M163 Vulcan'''&lt;br /&gt;
*'''M48 Chaparral'''&lt;br /&gt;
*'''MG Humvee'''&lt;br /&gt;
Although the security force is intended to prevent enemies from recapturing the base, it is strongly encouraged for players to spawn at the base and use CTLD to supplement their offensive capability.&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
*Upon landing, an aircraft will despawn, but security forces do not spawn in. Players have to wait until server restart.&lt;br /&gt;
*AI units don't detect each other. Security forces do not shoot down an mi-26 and it is allowed to recapture the base. Upon server restart the base may be completely reset, or it will stay blufor when enemies don't respawn.&lt;br /&gt;
&lt;br /&gt;
== Player Logistics ==&lt;br /&gt;
----&lt;br /&gt;
Backed by CTLD, the main way to deploy blue forces (and the only way to deploy air defenses) is by Blue players flying CTLD crates and troops to the deployment zones.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
Players can carry troops available as a number of presets visible under through &amp;lt;code&amp;gt; F10 -&amp;gt; CTLD -&amp;gt; Troop Transport -&amp;gt; Load &amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Infantry Group Presets for Pickup&amp;lt;/big&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Group !! Infantry !! Machine Gun !! RPG-16 !! Stinger !! 2B11 Mortar&lt;br /&gt;
|-&lt;br /&gt;
| Standard|| 6 || 2 || 2 || _ || _ &lt;br /&gt;
|-&lt;br /&gt;
| Anti-Air || 2 || _ || _ || 3 || _&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Tank || 2 || _ || 6 || _ || _&lt;br /&gt;
|-&lt;br /&gt;
| Mortar || _ || _ || _ || _ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Pickup/Extraction====&lt;br /&gt;
&amp;lt;code&amp;gt; F10 -&amp;gt; CTLD -&amp;gt; Troop Transport -&amp;gt; Pickup/Extract &amp;lt;/code&amp;gt; &lt;br /&gt;
For new troops, players must be in proximity of a troop pickup zone marked by green smoke at available bases. Only one preset of troops can be loaded onto the aircraft. &lt;br /&gt;
&lt;br /&gt;
Players need within 300m of troops to extract them.&lt;br /&gt;
&lt;br /&gt;
====Drop Off====&lt;br /&gt;
Troops can be dropped off when landed, and they will spawn in a circle around the player. If this is done too close to a pickup zone, it will simply restock the infantry back into the logistics zone. &lt;br /&gt;
&lt;br /&gt;
Troops can also be dropped from up to an 18m  hover to emulate a fast-rope insertion.&lt;br /&gt;
&lt;br /&gt;
====Behavior====&lt;br /&gt;
Troops will search 4km for the nearest enemy unit similar to how the JTAC searches. They will then rally in a single file line towards it and attack other units long the way. Their presence in proximity of a base also counts as capturing it. This will allow players to spawn at the base, but the absence of other logistic vehicles prevents players from refueling and rearming. Troops are not persistent between server restarts. To persistently capture a base,  use security forces, or setup a persistent unit through crates such as a JTAC Humvee or Avenger.&lt;br /&gt;
&lt;br /&gt;
===Crates and Vehicles===&lt;br /&gt;
----&lt;br /&gt;
Players can spawn ground units using crates. Crates can be requested within a few nautical miles of base. This zone was usually centered within 0.25nmi around HEMTT TFFT logistics truck. Some vehicles require multiple crates to be dropped in proximity of each other. &lt;br /&gt;
&lt;br /&gt;
Sling loading is simulated by spawning and despawning crates based on the player's position rather than simulating the physics and rendering a rope. To pickup a crate a player must hover over it for 5 consecutive seconds inside a volume that is 7.5-20m above the ground and within 15m ground displacement. In other words, a cylindrical 12.5 meter tall cylinder with a 15m radius. This is high enough to develop a vortex ring state that destroys the helicopter.&lt;br /&gt;
&lt;br /&gt;
Unpacking a crate will despawn the crates and spawn the corresponding unit. Be sure about this step as vehicles cannot be repacked to be moved with a helicopter. The Combined Arms DLC would be required to move vehicles by driving them around.&lt;br /&gt;
&amp;lt;code&amp;gt;F10 -&amp;gt; CTLD -&amp;gt; CTLD Commands -&amp;gt; Unpack&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Request the crate of the unit which will spawn about 50m in front of you. There is a 60 second cool down between spawning crates&lt;br /&gt;
# Pickup the crate by hovering over it for 5 consecutive seconds. A crate must be picked up before it can be unpacked.&lt;br /&gt;
# Drop the crate anywhere using &amp;lt;code&amp;gt;F10 -&amp;gt; CTLD -&amp;gt; CTLD Commands -&amp;gt; Drop crate&amp;lt;/code&amp;gt;. Dropping in the air spawn the crate below you. Dropping the crate from too high will destroy it. When landed, dropping the crate with spawn it 50m in front of you.&lt;br /&gt;
# Unpack the crate(s). They will despawn and be replaced with the relevant unit. This means that crates of multi-crate units need to be close to each other to unpack. For HAWK sites, the farthest a crate can be from any other is ~0.25nmi as measured.&lt;br /&gt;
&lt;br /&gt;
====Ground Units====&lt;br /&gt;
* '''JTAC Humvee'''&lt;br /&gt;
* '''TOW Humvee'''&lt;br /&gt;
* '''MG (Machine Gun) Humvee'''&lt;br /&gt;
* '''M1 Abrams'''&lt;br /&gt;
* '''Artillery'''&lt;br /&gt;
* '''Mortar'''&lt;br /&gt;
&lt;br /&gt;
The TOW Humvee will continue to engage targets within range. It is not persistent between server restarts.&lt;br /&gt;
&lt;br /&gt;
Other than the JTAC and Humvee, most of these are only useful when a player has the DCS Combined Arms module to be able to control them. This is possible by going to the &amp;lt;code&amp;gt;Menu -&amp;gt; Select Role -&amp;gt; JTAC/Operator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====JTAC Humvee====&lt;br /&gt;
The JTAC Humvee is persistent across server restarts, but there is a limit of 10 JTAC units. &lt;br /&gt;
&lt;br /&gt;
The JTAC Humvee marks units with red smoke and lases it for aircraft to employ laser guided munitions. It can lase a unit within a 10km line of sight including terrain, but excluding objects such as trees and buildings. Therefore, JTACs on top of buildings or on sides of mountains provide the best lines of site. Alternatively, a helo pilot may fly through a nearby city or forest and drop a JTAC inside it. The JTAC will be able to lase through the objects while the pilot have cover from enemy fire. &lt;br /&gt;
&lt;br /&gt;
The laser code will be broadcast server wide upon each new  lase, or it can be found under JTAC or CTLD Status in the radio menu. It is good practice to mark the laser code next to the unit on the F10 map. This mark will last until server restart even if the player logs off.&lt;br /&gt;
&lt;br /&gt;
====Anti Air Units====&lt;br /&gt;
* Gepard (2)&lt;br /&gt;
* Avenger &lt;br /&gt;
* Hawk Components : Launcher, PCP, Search Radar, Track Radar&lt;br /&gt;
&lt;br /&gt;
====HAWK Sites====&lt;br /&gt;
----&lt;br /&gt;
HAWK sites need 4 unique crates and each crate of the HAWK site will span its corresponding structure when unpacked. Crates must be within ~0.25nmi to count towards the same site, and there is a limit of 20 operable HAWK sites. An inoperable HAWK site will not count towards the limit and can be replaced if a HAWK site is set up elsewhere.&lt;br /&gt;
&lt;br /&gt;
=====Placement considerations=====&lt;br /&gt;
The Track Radar and Search Radar attract anti-radiation missiles so they should be placed away from other HAWK components, other units, or player spawn points to avoid collateral damage. &lt;br /&gt;
HAWK launchers don't friendly fire, so they're are just a harmless nuisance if accidentally put too close to a runway or a landing pad. &lt;br /&gt;
Even if a HAWK site is inoperable, it will respawn with full health after a server restart if at least one component of it still exists. It is recommended to space out the crates of a HAWK site so that an anti-radiation missile does not take out the whole site in one hit. In fact, since there's a 60 second cool down time between requesting crates, and you're hovering anyway to pick it up there's no good reason to cluster crates together. You might as well fly a little ways out. Ideally, you are finished dropping a crate by the time you are ready to request a new one. &lt;br /&gt;
&lt;br /&gt;
In short, one needs to keep the following things in mind when setting up a HAWK site:&lt;br /&gt;
* The track and search radar attract anti-radiation missiles and need to be placed with the most consideration&lt;br /&gt;
* Crates should be spaced out to maximize the chances that at least one HAWK component survives a until server restart&lt;br /&gt;
* There is a 60 second cool down time between requesting crates&lt;br /&gt;
*The crates spawn 50m in front of the player.&lt;br /&gt;
&lt;br /&gt;
======Leap Frogging Setup======&lt;br /&gt;
There are several reasons why you need to fly forward, and this method combines that with crate spawning behavior to space out a HAWK site with as little effort as possible. A player will get a feel for how far enough they should be. Go with the flow.&lt;br /&gt;
&lt;br /&gt;
In the F10 map draw a 0.25nmi line as a guide. Spacing 4 crates along this line meets the criteria mentioned terms of minimum spacing, time eaten up, and placement. An anti-radiation missile that destroys one antenna should leave the others alive if not completely unscathed. To remember which way to face, set your heading indicator or pick a distant landmark to keep facing. This line could be oriented perpendicular to the direction enemies are most likely to come from. Otherwise a missile can overshoot an antenna and hit something along the line. It would also allow planes to strafe down the line of units without deviating from the way they already came from.&lt;br /&gt;
&lt;br /&gt;
When you find a spot to start:&lt;br /&gt;
# Land and request a HAWK Launcher crate.&lt;br /&gt;
# Do a rolling takeoff, and hover to pick it up.&lt;br /&gt;
# Do a rolling landing, stop, and drop the crate.&lt;br /&gt;
# Do a rolling takeoff, or &amp;quot;leap&amp;quot; over the launcher crate in front of you, and then do a rolling landing.  If you had requested the crate right away, CTLD would not know which crate you'd want to pick up when they're clipped into each other. &lt;br /&gt;
# Request a HAWK PCP. Notice that the crate is 50m in front of you. Then take into account how much distance you gained from the crate behind you by doing a rolling landing. Even if there is still a cool down, most of it is gone because you were busy flying and adding some space between the crates. &lt;br /&gt;
# Takeoff and pickup the PCP crate&lt;br /&gt;
# Do a rolling landing and drop the HAWK PCP crate. A rolling landing is natural because it  avoids vortex ring state while descending fast. This also avoids tail strikes from trying to pitching up. This process adds even more displacement.&lt;br /&gt;
# Hop over the PCP and do the same with the Track radar and then the Search radar.&lt;br /&gt;
# Using the unpack command once will replace all the crates with their respective unit.&lt;br /&gt;
&lt;br /&gt;
Bonus: Spawn a M-818 crate and fly back to set it up near the launcher.&lt;br /&gt;
&lt;br /&gt;
======SAM Ring======&lt;br /&gt;
Using the leap frogging method, several HAWK sites can be centered on one M-818 truck. The outer ring of radar emitters spreads out anti-radiation missile impacts, and a player can sit in the middle tending to the sites with HAWK repair crates in safety.&lt;br /&gt;
&lt;br /&gt;
=====HAWK Maintenance=====&lt;br /&gt;
======Repair======&lt;br /&gt;
A damaged or dead component cannot be repaired individually with a similar crate. Instead the whole site is repaired by unpacking one HAWK repair crate next to it. This will also rearm the HAWK site.&lt;br /&gt;
&lt;br /&gt;
======Rearming======&lt;br /&gt;
A HAWK Launcher can be manually rearmed by unpacking a HAWK Launcher crate nearby.&lt;br /&gt;
At least one M-818 Ammo Truck has to be nearby to automatically rearm the HAWK launchers. Although behavior is inconsistent, one truck should be able to rearm several HAWK sites, but no one has determined if multiple trucks speed up rearming.&lt;br /&gt;
&lt;br /&gt;
===Other Strategies Regarding Placement and Flying===&lt;br /&gt;
Strategies involving unit placement are a trade off between line of sight and cover, or offense and defense. A HAWK site on high ground gives enemy aircraft little opportunity to occlude line of sight, but is the radars are naked to anti-radiation missiles. A Gepard among buildings or trees is protected from long range anti-radiation missiles, and the enemy is forced to attack from above and in range. Using these strategies requires a pilot to know their helicopter well. It is easy to strike a rotor on wires, poles, and tight passages. If the pilot enters vortex ring state, there may be no room to recover.&lt;br /&gt;
&lt;br /&gt;
Crates can be dropped directly below during a hover, and this can be used to place a crate on top of a buildings like skyscrapers. Landing on the ground is close enough to unpack the crate. An alternative method is to land right up to a building and drop the crate. The crate will clip through and spawn inside the building. Unpacking it snaps its position onto the roof directly on top of it. If the crate is not far enough inside the building, the vehicle will spawn on the wall like a spider before updating its position down on the ground.&lt;br /&gt;
&lt;br /&gt;
Because the crates spawn 50m in front of the helicopter, one can land right up against a tree line to bury a unit within. Although the crate can be dropped from above, the player would still need to be able to land nearby to unpack it. This is useful for hiding Gepards and Avengers inside of trees. Similarly, a line of trees or buildings prevents planes from being able to see AA until they are directly over it and vulnerable unable to fire back.&lt;br /&gt;
&lt;br /&gt;
===Forward Operating Base (FOB)===&lt;br /&gt;
Three small crates are needed to build a FOB which creates a zone granting access to all of CTLDs features, but is marked with a mortar. It is not a FARP, and is not persistent across server restarts. This is a powerful mechanics if enough players are available. For example, players can fly out 20 minutes and setup a FOB. The return on this investment is being able to operate from the FOB for crates to build multiple HAWK sites using multiple short trips. Without the FOB feature, they would have to make repeat the 20 minute trips to complete several HAWK sites far from a CTLD zone.&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War_Logistics&amp;diff=10223</id>
		<title>Georgia At War Logistics</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War_Logistics&amp;diff=10223"/>
				<updated>2019-08-10T09:24:19Z</updated>
		
		<summary type="html">&lt;p&gt;Hizokuto: /* Drop Off */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Logistics in Georgia at War (GAW) refers to the use of helicopters and aircraft to deploy troops and vehicles. This is crucial in the ground battle, as it's the only way that blue forces can secure bases to operate out of and place ground units. These features are accomplished on the server using Complete Troops and Logistics scripts (CTLD) and accessible under the radio menu &amp;lt;code&amp;gt;F10. Other&amp;lt;/code&amp;gt;. Check out the original CTLD source here [https://github.com/ciribob/DCS-CTLD GitHub page], or to see the GAW server's implementation check out the [https://github.com/Hoggit/Georgia-At-War/blob/master/ctld.lua GAW GitHub page here]. For a general helo ops guide here's a Reddit [https://www.reddit.com/r/hoggit/comments/bhmve0/gaw_helo_ops/ post]&lt;br /&gt;
&lt;br /&gt;
==Commands==&lt;br /&gt;
There are a variety of commands associated with CTLD nested in many layers. It's a good idea to create macros to commonly used ones or to make dropping troops or JTACs under fire faster. VoiceAttack is even more useful when trying to drop crates or troops while in a hover.&lt;br /&gt;
* The CTLD Home menu&lt;br /&gt;
* Drop &lt;br /&gt;
* Unpack&lt;br /&gt;
* Deploy troops&lt;br /&gt;
* The AA Crates&lt;br /&gt;
&lt;br /&gt;
Players can mark their current position with colored smoke. This can show other's where not to shoot or where to drop off crates if a another helo is helping. &lt;br /&gt;
&lt;br /&gt;
==Available Aircraft==&lt;br /&gt;
=== Players ===&lt;br /&gt;
*Mi-8TV2&lt;br /&gt;
*UH-1H Huey&lt;br /&gt;
===AI===&lt;br /&gt;
*C-130&lt;br /&gt;
*UH-60 Blackhawk&lt;br /&gt;
*CH-47 Chinook&lt;br /&gt;
&lt;br /&gt;
==A.I. Logistics ==&lt;br /&gt;
----&lt;br /&gt;
===Capping Bases===&lt;br /&gt;
The F10 radio menu has the option to send security forces to bases around the map (FARPs and Airbases). Deploying security forces spawns one of several aircraft depending on the destination. FARPs always get a helicopter, while airfields usually use a C-130. The aircraft spawn at a nearby friendly base which is sometimes up to 20 minutes away. There is a 1.5 minute cool down between deploying security forces to anywhere. &lt;br /&gt;
&lt;br /&gt;
When the aircraft lands, it will despawn and a small security force will spawn around the touchdown point. This force consists of trucks providing fuel and ammo, and ground units to defend the base from Mi-26s trying to recapturing the base. Players may realize they cannot refuel or rearm because of a unit missing from an attack. A security force must be redeployed to replace it, or a server restart will respawn the force with full health. The redfor AI commander taps into CTLD to send Mi-26 to recapture bases.&lt;br /&gt;
&lt;br /&gt;
Green smoke will spawn to mark the troop pickup zone and is a sign that CTLD is allowed at that base.&lt;br /&gt;
&lt;br /&gt;
===Security Force Components===&lt;br /&gt;
*'''Ammo Trucks'''&lt;br /&gt;
*'''Fuel Trucks'''&lt;br /&gt;
*'''M163 Vulcan'''&lt;br /&gt;
*'''M48 Chaparral'''&lt;br /&gt;
*'''MG Humvee'''&lt;br /&gt;
Although the security force is intended to prevent enemies from recapturing the base, it is strongly encouraged for players to spawn at the base and use CTLD to supplement their offensive capability.&lt;br /&gt;
&lt;br /&gt;
===Bugs===&lt;br /&gt;
*Upon landing, an aircraft will despawn, but security forces do not spawn in. Players have to wait until server restart.&lt;br /&gt;
*AI units don't detect each other. Security forces do not shoot down an mi-26 and it is allowed to recapture the base. Upon server restart the base may be completely reset, or it will stay blufor when enemies don't respawn.&lt;br /&gt;
&lt;br /&gt;
== Player Logistics ==&lt;br /&gt;
----&lt;br /&gt;
Backed by CTLD, the main way to deploy blue forces (and the only way to deploy air defenses) is by Blue players flying CTLD crates and troops to the deployment zones.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
Players can carry troops available as a number of presets visible under through &amp;lt;code&amp;gt; F10 -&amp;gt; CTLD -&amp;gt; Troop Transport -&amp;gt; Load &amp;lt;/code&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Infantry Group Presets for Pickup&amp;lt;/big&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Group !! Infantry !! Machine Gun !! RPG-16 !! Stinger !! 2B11 Mortar&lt;br /&gt;
|-&lt;br /&gt;
| Standard|| 6 || 2 || 2 || _ || _ &lt;br /&gt;
|-&lt;br /&gt;
| Anti-Air || 2 || _ || _ || 3 || _&lt;br /&gt;
|-&lt;br /&gt;
| Anti-Tank || 2 || _ || 6 || _ || _&lt;br /&gt;
|-&lt;br /&gt;
| Mortar || _ || _ || _ || _ || 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Pickup/Extraction====&lt;br /&gt;
&amp;lt;code&amp;gt; F10 -&amp;gt; CTLD -&amp;gt; Troop Transport -&amp;gt; Pickup/Extract &amp;lt;/code&amp;gt; &lt;br /&gt;
For new troops, players must be in proximity of a troop pickup zone marked by green smoke at available bases. Only one preset of troops can be loaded onto the aircraft. &lt;br /&gt;
&lt;br /&gt;
Players need within 300m of troops to extract them.&lt;br /&gt;
&lt;br /&gt;
====Drop Off====&lt;br /&gt;
Troops can be dropped off when landed, and they will spawn in a circle around the player. If this is done too close to a pickup zone, it will simply restock the infantry back into the logistics zone. &lt;br /&gt;
&lt;br /&gt;
Troops can also be dropped from up to an 18m  hover to emulate a fast-rope insertion.&lt;br /&gt;
&lt;br /&gt;
====Behavior====&lt;br /&gt;
Troops will search 4km for the nearest enemy unit similar to how the JTAC searches. They will then rally in a single file line towards it and attack other units long the way. Their presence in proximity of a base also counts as capturing it. This will allow players to spawn at the base, but the absence of other logistic vehicles prevents players from refueling and rearming. Troops are not persistent between server restarts. To persistently capture a base,  use security forces, or setup a persistent unit through crates such as a JTAC Humvee or Avenger.&lt;br /&gt;
&lt;br /&gt;
===Crates and Vehicles===&lt;br /&gt;
----&lt;br /&gt;
Players can spawn ground units using crates. Crates can be requested within a few nautical miles of base. This zone was usually centered within 0.25nm around HEMTT TFFT logistics truck. Some vehicles require multiple crates to be dropped in proximity of each other. &lt;br /&gt;
&lt;br /&gt;
Sling loading is simulated by spawning and despawning crates based on the player's position rather than simulating the physics and rendering a rope. To pickup a crate a player must hover over it for 5 consecutive seconds inside a volume that is 7.5-20m above the ground and within 15m ground displacement. In other words, a cylindrical 12.5 meter tall cylinder with a 15m radius. This is high enough to develop a vortex ring state that destroys the helicopter.&lt;br /&gt;
&lt;br /&gt;
Unpacking a crate will despawn the crates and spawn the corresponding unit. Be sure about this step as vehicles cannot be repacked to be moved with a helicopter. The Combined Arms DLC would be required to move vehicles by driving them around.&lt;br /&gt;
&amp;lt;code&amp;gt;F10 -&amp;gt; CTLD -&amp;gt; CTLD Commands -&amp;gt; Unpack&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# Request the crate of the unit which will spawn about 50m in front of you. There is a 60 second cool down between spawning crates&lt;br /&gt;
# Pickup the crate by hovering over it for 5 consecutive seconds. A crate must be picked up before it can be unpacked.&lt;br /&gt;
# Drop the crate anywhere using &amp;lt;code&amp;gt;F10 -&amp;gt; CTLD -&amp;gt; CTLD Commands -&amp;gt; Drop crate&amp;lt;/code&amp;gt;. Dropping in the air spawn the crate below you. Dropping the crate from too high will destroy it. When landed, dropping the crate with spawn it 50m in front of you.&lt;br /&gt;
# Unpack the crate(s). They will despawn and be replaced with the relevant unit. This means that crates of multi-crate units need to be close to each other to unpack. For HAWK sites, the farthest a crate can be from any other is ~0.25nm as measured.&lt;br /&gt;
&lt;br /&gt;
====Ground Units====&lt;br /&gt;
* '''JTAC Humvee'''&lt;br /&gt;
* '''TOW Humvee'''&lt;br /&gt;
* '''MG (Machine Gun) Humvee'''&lt;br /&gt;
* '''M1 Abrams'''&lt;br /&gt;
* '''Artillery'''&lt;br /&gt;
* '''Mortar'''&lt;br /&gt;
&lt;br /&gt;
The TOW Humvee will continue to engage targets within range. It is not persistent between server restarts.&lt;br /&gt;
&lt;br /&gt;
Other than the JTAC and Humvee, most of these are only useful when a player has the DCS Combined Arms module to be able to control them. This is possible by going to the &amp;lt;code&amp;gt;Menu -&amp;gt; Select Role -&amp;gt; JTAC/Operator&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====JTAC Humvee====&lt;br /&gt;
The JTAC Humvee is persistent across server restarts, but there is a limit of 10 JTAC units. &lt;br /&gt;
&lt;br /&gt;
The JTAC Humvee marks units with red smoke and lases it for aircraft to employ laser guided munitions. It can lase a unit within a 10km line of sight including terrain, but excluding objects such as trees and buildings. Therefore, JTACs on top of buildings or on sides of mountains provide the best lines of site. Alternatively, a helo pilot may fly through a nearby city or forest and drop a JTAC inside it. The JTAC will be able to lase through the objects while the pilot have cover from enemy fire. &lt;br /&gt;
&lt;br /&gt;
The laser code will be broadcast server wide upon each new  lase, or it can be found under JTAC or CTLD Status in the radio menu. It is good practice to mark the laser code next to the unit on the F10 map. This mark will last until server restart even if the player logs off.&lt;br /&gt;
&lt;br /&gt;
====Anti Air Units====&lt;br /&gt;
* Gepard (2)&lt;br /&gt;
* Avenger &lt;br /&gt;
* Hawk Components : Launcher, PCP, Search Radar, Track Radar&lt;br /&gt;
&lt;br /&gt;
====HAWK Sites====&lt;br /&gt;
----&lt;br /&gt;
HAWK sites need 4 unique crates and each crate of the HAWK site will span its corresponding structure when unpacked. Crates must be within ~0.25nm to count towards the same site, and there is a limit of 20 operable HAWK sites. An inoperable HAWK site will not count towards the limit and can be replaced if a HAWK site is set up elsewhere.&lt;br /&gt;
&lt;br /&gt;
=====Placement considerations=====&lt;br /&gt;
The Track Radar and Search Radar attract anti-radiation missiles so they should be placed away from other HAWK components, other units, or player spawn points to avoid collateral damage. &lt;br /&gt;
HAWK launchers don't friendly fire, so they're are just a harmless nuisance if accidentally put too close to a runway or a landing pad. &lt;br /&gt;
Even if a HAWK site is inoperable, it will respawn with full health after a server restart if at least one component of it still exists. It is recommended to space out the crates of a HAWK site so that an anti-radiation missile does not take out the whole site in one hit. In fact, since there's a 60 second cool down time between requesting crates, and you're hovering anyway to pick it up there's no good reason to cluster crates together. You might as well fly a little ways out. Ideally, you are finished dropping a crate by the time you are ready to request a new one. &lt;br /&gt;
&lt;br /&gt;
In short, one needs to keep the following things in mind when setting up a HAWK site:&lt;br /&gt;
* The track and search radar attract anti-radiation missiles and need to be placed with the most consideration&lt;br /&gt;
* Crates should be spaced out to maximize the chances that at least one HAWK component survives a until server restart&lt;br /&gt;
* There is a 60 second cool down time between requesting crates&lt;br /&gt;
*The crates spawn 50m in front of the player.&lt;br /&gt;
&lt;br /&gt;
======Leap Frogging Setup======&lt;br /&gt;
There are several reasons why you need to fly forward, and this method combines that with crate spawning behavior to space out a HAWK site with as little effort as possible. A player will get a feel for how far enough they should be. Go with the flow.&lt;br /&gt;
&lt;br /&gt;
In the F10 map draw a 0.25nm line as a guide. Spacing 4 crates along this line meets the criteria mentioned terms of minimum spacing, time eaten up, and placement. An anti-radiation missile that destroys one antenna should leave the others alive if not completely unscathed. To remember which way to face, set your heading indicator or pick a distant landmark to keep facing. This line could be oriented perpendicular to the direction enemies are most likely to come from. Otherwise a missile can overshoot an antenna and hit something along the line. It would also allow planes to strafe down the line of units without deviating from the way they already came from.&lt;br /&gt;
&lt;br /&gt;
When you find a spot to start:&lt;br /&gt;
# Land and request a HAWK Launcher crate.&lt;br /&gt;
# Do a rolling takeoff, and hover to pick it up.&lt;br /&gt;
# Do a rolling landing, stop, and drop the crate.&lt;br /&gt;
# Do a rolling takeoff, or &amp;quot;leap&amp;quot; over the launcher crate in front of you, and then do a rolling landing.  If you had requested the crate right away, CTLD would not know which crate you'd want to pick up when they're clipped into each other. &lt;br /&gt;
# Request a HAWK PCP. Notice that the crate is 50m in front of you. Then take into account how much distance you gained from the crate behind you by doing a rolling landing. Even if there is still a cool down, most of it is gone because you were busy flying and adding some space between the crates. &lt;br /&gt;
# Takeoff and pickup the PCP crate&lt;br /&gt;
# Do a rolling landing and drop the HAWK PCP crate. A rolling landing is natural because it  avoids vortex ring state while descending fast. This also avoids tail strikes from trying to pitching up. This process adds even more displacement.&lt;br /&gt;
# Hop over the PCP and do the same with the Track radar and then the Search radar.&lt;br /&gt;
# Using the unpack command once will replace all the crates with their respective unit.&lt;br /&gt;
&lt;br /&gt;
Bonus: Spawn a M-818 crate and fly back to set it up near the launcher.&lt;br /&gt;
&lt;br /&gt;
======SAM Ring======&lt;br /&gt;
Using the leap frogging method, several HAWK sites can be centered on one M-818 truck. The outer ring of radar emitters spreads out anti-radiation missile impacts, and a player can sit in the middle tending to the sites with HAWK repair crates in safety.&lt;br /&gt;
&lt;br /&gt;
=====HAWK Maintenance=====&lt;br /&gt;
======Repair======&lt;br /&gt;
A damaged or dead component cannot be repaired individually with a similar crate. Instead the whole site is repaired by unpacking one HAWK repair crate next to it. This will also rearm the HAWK site.&lt;br /&gt;
&lt;br /&gt;
======Rearming======&lt;br /&gt;
A HAWK Launcher can be manually rearmed by unpacking a HAWK Launcher crate nearby.&lt;br /&gt;
At least one M-818 Ammo Truck has to be nearby to automatically rearm the HAWK launchers. Although behavior is inconsistent, one truck should be able to rearm several HAWK sites, but no one has determined if multiple trucks speed up rearming.&lt;br /&gt;
&lt;br /&gt;
===Other Strategies Regarding Placement and Flying===&lt;br /&gt;
Strategies involving unit placement are a trade off between line of sight and cover, or offense and defense. A HAWK site on high ground gives enemy aircraft little opportunity to occlude line of sight, but is the radars are naked to anti-radiation missiles. A Gepard among buildings or trees is protected from long range anti-radiation missiles, and the enemy is forced to attack from above and in range. Using these strategies requires a pilot to know their helicopter well. It is easy to strike a rotor on wires, poles, and tight passages. If the pilot enters vortex ring state, there may be no room to recover.&lt;br /&gt;
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Crates can be dropped directly below during a hover, and this can be used to place a crate on top of a buildings like skyscrapers. Landing on the ground is close enough to unpack the crate. An alternative method is to land right up to a building and drop the crate. The crate will clip through and spawn inside the building. Unpacking it snaps its position onto the roof directly on top of it. If the crate is not far enough inside the building, the vehicle will spawn on the wall like a spider before updating its position down on the ground.&lt;br /&gt;
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Because the crates spawn 50m in front of the helicopter, one can land right up against a tree line to bury a unit within. Although the crate can be dropped from above, the player would still need to be able to land nearby to unpack it. This is useful for hiding Gepards and Avengers inside of trees. Similarly, a line of trees or buildings prevents planes from being able to see AA until they are directly over it and vulnerable unable to fire back.&lt;br /&gt;
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===Forward Operating Base (FOB)===&lt;br /&gt;
Three small crates are needed to build a FOB which creates a zone granting access to all of CTLDs features, but is marked with a mortar. It is not a FARP, and is not persistent across server restarts. This is a powerful mechanics if enough players are available. For example, players can fly out 20 minutes and setup a FOB. The return on this investment is being able to operate from the FOB for crates to build multiple HAWK sites using multiple short trips. Without the FOB feature, they would have to make repeat the 20 minute trips to complete several HAWK sites far from a CTLD zone.&lt;/div&gt;</summary>
		<author><name>Hizokuto</name></author>	</entry>

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