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		<title>DCS World Wiki - Hoggitworld.com - User contributions [en]</title>
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		<updated>2026-06-08T23:13:58Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Hoggit_Training_Map&amp;diff=8498</id>
		<title>Hoggit Training Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Hoggit_Training_Map&amp;diff=8498"/>
				<updated>2019-01-08T21:15:32Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Hoggit Training Server (HTS)!  This is a noob-friendly training server that offers a wide variety of dynamically spawnable targets.  This allows you to train at your current skill-level across every module that DCS: World has to offer.  &lt;br /&gt;
&lt;br /&gt;
If you'd like help in any fashion, please join our discord at https://discord.gg/hoggit and ping @instructors with your question.&lt;br /&gt;
&lt;br /&gt;
Please read the following briefing for important HTS Mission Information:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Server Rules==&lt;br /&gt;
&lt;br /&gt;
'''NO TEAMKILLING''' - You're allowed to dogfight with someone that is a willing participant, but strafing the guy on the ground trying to figure out how to start his A-10 is a ban-able offence.  Please report intentional TK'ing to the @serveradmin in the Hoggit Discord.&lt;br /&gt;
&lt;br /&gt;
Respect other people's Ranges - If you're not in active communication about teaming up on a range, please respect the ranges that other people spawn. If you'd like something to destroy, spawn your own or ask people to team up.&lt;br /&gt;
&lt;br /&gt;
==Ranges==&lt;br /&gt;
&lt;br /&gt;
There are multiple ranges to choose from on the HTS, ranging from static ranges to dynamically spawnable ranges (spawnable via the F10 menu), all with varying levels of difficulty.  The static ranges will respawn after being destroyed, while the dynamic ranges will not.&lt;br /&gt;
&lt;br /&gt;
To spawn a dynamic range, open the radio menu and select:&lt;br /&gt;
&lt;br /&gt;
Radio -&amp;gt; F10 Other... -&amp;gt; F1 Ranges...&lt;br /&gt;
&lt;br /&gt;
From here you can spawn in a range, display information about your current range, spawn a JTAC for your range, or despawn your range.&lt;br /&gt;
&lt;br /&gt;
===Range Types===&lt;br /&gt;
&lt;br /&gt;
* '''Static Easy Range''' - Unarmed Soft Vehicles&lt;br /&gt;
&lt;br /&gt;
* '''Static Medium Range''' - Armored APC's/AAA&lt;br /&gt;
&lt;br /&gt;
* '''Static Hard Range''' - Nalchik Airfield Attack.  Nalchik is heavily defended by multiple SA-2 and SA-3 sites, as well as an array of SHORAD threats that include SA-8, SA-15, SA-19, and Shilka's.&lt;br /&gt;
&lt;br /&gt;
* '''Dynamic Easy Range''' - Unarmed Soft Vehicles&lt;br /&gt;
&lt;br /&gt;
* '''Dynamic Medium Range''' - Armored APC's/AAA&lt;br /&gt;
&lt;br /&gt;
* '''Dynamic Hard Range''' - A selection of short range radar/IR guided SAMs/AAA&lt;br /&gt;
&lt;br /&gt;
* '''Dynamic Naval Easy Range''' - Unarmed Cargo Ships&lt;br /&gt;
&lt;br /&gt;
* '''Dynamic Naval Hard Range''' - Unarmed Cargo Ships escorted by Russian SAM Ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note: Ranges are unique per flight (ie: Uzi 8-1 and 8-2), and each flight can only have 1 range active at a time. If you'd like your own range, consider switching slots to a new flight.'''&lt;br /&gt;
&lt;br /&gt;
'''If you slot into a group and cannot spawn a range because it says you already have one, select &amp;quot;Despawn my range&amp;quot; from the Ranges menu and try again.'''&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;br /&gt;
&lt;br /&gt;
==JTAC==&lt;br /&gt;
&lt;br /&gt;
Using the Radio Menu, you can spawn a JTAC Unit near your range that will provide you with laser guidance to any units in the area. You may only spawn one JTAC per range.&lt;br /&gt;
&lt;br /&gt;
After spawning a JTAC the laser code will be communicated to you via a notification at the top right of the screen. &lt;br /&gt;
&lt;br /&gt;
The JTAC will be automatically despawned when your range is despawned.&lt;br /&gt;
&lt;br /&gt;
'''Known Issues:''' Sometimes in the harder ranges JTAC are killed by the units nearby. Working on a solution for this, as you can't re-spawn a JTAC for your range.&lt;br /&gt;
&lt;br /&gt;
==Comms==&lt;br /&gt;
&lt;br /&gt;
While voice comms are not a requirement to fly here, they are strongly recommended.  We offer voice channels on our Discord and also have SRS configured for the server:&lt;br /&gt;
&lt;br /&gt;
Discord - https://discord.gg/hoggit   SRS - tnn.hoggitworld.com&lt;br /&gt;
&lt;br /&gt;
If you'd like help setting up SRS, ping any @instructor on discord.&lt;br /&gt;
&lt;br /&gt;
===SRS Freqs===&lt;br /&gt;
&lt;br /&gt;
* '''ATC/AIRFIELD TRAFFIC:''' 249.500&lt;br /&gt;
* '''COMMON:''' 253.000&lt;br /&gt;
&lt;br /&gt;
* '''CVN-74:'''  127.500 - ''TCN: 74X - ICLS: Chan 17''&lt;br /&gt;
* '''LHA-1:''' 128.500 - ''TCN: 1X''&lt;br /&gt;
* '''SHELL 8-1:''' KC-135 - 133.000 - ''TCN 22Y''&lt;br /&gt;
* '''TEXACO 6-1:''' KC-130 - 134.000 - ''TCN 23Y''&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;br /&gt;
&lt;br /&gt;
==Waypoints==&lt;br /&gt;
&lt;br /&gt;
Static Easy Range&lt;br /&gt;
&lt;br /&gt;
Static Medium Range&lt;br /&gt;
&lt;br /&gt;
Static Hard Range&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Hoggit_Training_Map&amp;diff=8497</id>
		<title>Hoggit Training Map</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Hoggit_Training_Map&amp;diff=8497"/>
				<updated>2019-01-08T21:15:06Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Welcome to the Hoggit Training Server (HTS)!  This is a noob-friendly training server that offers a wide variety of dynamically spawnable targets.  This allows you to train at your current skill-level across every module that DCS: World has to offer.  &lt;br /&gt;
&lt;br /&gt;
If you'd like help in any fashion, please join our discord at https://discord.gg/hoggit and ping @instructors with your question.&lt;br /&gt;
&lt;br /&gt;
Please read the following briefing for important HTS Mission Information:&lt;br /&gt;
&lt;br /&gt;
==Server Rules==&lt;br /&gt;
&lt;br /&gt;
'''NO TEAMKILLING''' - You're allowed to dogfight with someone that is a willing participant, but strafing the guy on the ground trying to figure out how to start his A-10 is a ban-able offence.  Please report intentional TK'ing to the @serveradmin in the Hoggit Discord.&lt;br /&gt;
&lt;br /&gt;
Respect other people's Ranges - If you're not in active communication about teaming up on a range, please respect the ranges that other people spawn. If you'd like something to destroy, spawn your own or ask people to team up.&lt;br /&gt;
&lt;br /&gt;
==Ranges==&lt;br /&gt;
&lt;br /&gt;
There are multiple ranges to choose from on the HTS, ranging from static ranges to dynamically spawnable ranges (spawnable via the F10 menu), all with varying levels of difficulty.  The static ranges will respawn after being destroyed, while the dynamic ranges will not.&lt;br /&gt;
&lt;br /&gt;
To spawn a dynamic range, open the radio menu and select:&lt;br /&gt;
&lt;br /&gt;
Radio -&amp;gt; F10 Other... -&amp;gt; F1 Ranges...&lt;br /&gt;
&lt;br /&gt;
From here you can spawn in a range, display information about your current range, spawn a JTAC for your range, or despawn your range.&lt;br /&gt;
&lt;br /&gt;
===Range Types===&lt;br /&gt;
&lt;br /&gt;
* '''Static Easy Range''' - Unarmed Soft Vehicles&lt;br /&gt;
&lt;br /&gt;
* '''Static Medium Range''' - Armored APC's/AAA&lt;br /&gt;
&lt;br /&gt;
* '''Static Hard Range''' - Nalchik Airfield Attack.  Nalchik is heavily defended by multiple SA-2 and SA-3 sites, as well as an array of SHORAD threats that include SA-8, SA-15, SA-19, and Shilka's.&lt;br /&gt;
&lt;br /&gt;
* '''Dynamic Easy Range''' - Unarmed Soft Vehicles&lt;br /&gt;
&lt;br /&gt;
* '''Dynamic Medium Range''' - Armored APC's/AAA&lt;br /&gt;
&lt;br /&gt;
* '''Dynamic Hard Range''' - A selection of short range radar/IR guided SAMs/AAA&lt;br /&gt;
&lt;br /&gt;
* '''Dynamic Naval Easy Range''' - Unarmed Cargo Ships&lt;br /&gt;
&lt;br /&gt;
* '''Dynamic Naval Hard Range''' - Unarmed Cargo Ships escorted by Russian SAM Ships&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note: Ranges are unique per flight (ie: Uzi 8-1 and 8-2), and each flight can only have 1 range active at a time. If you'd like your own range, consider switching slots to a new flight.'''&lt;br /&gt;
&lt;br /&gt;
'''If you slot into a group and cannot spawn a range because it says you already have one, select &amp;quot;Despawn my range&amp;quot; from the Ranges menu and try again.'''&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;br /&gt;
&lt;br /&gt;
==JTAC==&lt;br /&gt;
&lt;br /&gt;
Using the Radio Menu, you can spawn a JTAC Unit near your range that will provide you with laser guidance to any units in the area. You may only spawn one JTAC per range.&lt;br /&gt;
&lt;br /&gt;
After spawning a JTAC the laser code will be communicated to you via a notification at the top right of the screen. &lt;br /&gt;
&lt;br /&gt;
The JTAC will be automatically despawned when your range is despawned.&lt;br /&gt;
&lt;br /&gt;
'''Known Issues:''' Sometimes in the harder ranges JTAC are killed by the units nearby. Working on a solution for this, as you can't re-spawn a JTAC for your range.&lt;br /&gt;
&lt;br /&gt;
==Comms==&lt;br /&gt;
&lt;br /&gt;
While voice comms are not a requirement to fly here, they are strongly recommended.  We offer voice channels on our Discord and also have SRS configured for the server:&lt;br /&gt;
&lt;br /&gt;
Discord - https://discord.gg/hoggit   SRS - tnn.hoggitworld.com&lt;br /&gt;
&lt;br /&gt;
If you'd like help setting up SRS, ping any @instructor on discord.&lt;br /&gt;
&lt;br /&gt;
===SRS Freqs===&lt;br /&gt;
&lt;br /&gt;
* '''ATC/AIRFIELD TRAFFIC:''' 249.500&lt;br /&gt;
* '''COMMON:''' 253.000&lt;br /&gt;
&lt;br /&gt;
* '''CVN-74:'''  127.500 - ''TCN: 74X - ICLS: Chan 17''&lt;br /&gt;
* '''LHA-1:''' 128.500 - ''TCN: 1X''&lt;br /&gt;
* '''SHELL 8-1:''' KC-135 - 133.000 - ''TCN 22Y''&lt;br /&gt;
* '''TEXACO 6-1:''' KC-130 - 134.000 - ''TCN 23Y''&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;br /&gt;
&lt;br /&gt;
==Waypoints==&lt;br /&gt;
&lt;br /&gt;
Static Easy Range&lt;br /&gt;
&lt;br /&gt;
Static Medium Range&lt;br /&gt;
&lt;br /&gt;
Static Hard Range&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Frequently_Asked_Questions&amp;diff=8448</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Frequently_Asked_Questions&amp;diff=8448"/>
				<updated>2018-12-16T23:36:52Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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;
A list of Frequently Asked Questions (FAQ) that get asked when joining Hoggit or Combat Flight Sims.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=== Where do I start? ===&lt;br /&gt;
&lt;br /&gt;
DCS is an intimidating game for people to get into. The first step would be to check out our [https://wiki.hoggitworld.com/view/Hoggit_DCS_World_Wiki#Setup_Guides Setup Guides] and ensure your controls are working with DCS. DCS World comes with two free planes, the [[Su-25T]] and the TF-51D (trainer version of the [[P-51D]]). Check out their training missions inside DCS World, and also check out their linked wiki pages for any resources related to them.&lt;br /&gt;
&lt;br /&gt;
If you have a particular module you'd like to learn, check out Chuck's Guide for that module (usually linked on our wiki's pages for that plane if there's a guide available). It's a great starting point (and reference for later) for every module in DCS. &lt;br /&gt;
&lt;br /&gt;
If you're interested in learning with a group, check out [[Tuesday Night Noob]] which Hoggit runs every Tuesday. Joining our [http://discord.gg/hoggit Discord] is a good way to find people to fly with and learn from. &lt;br /&gt;
&lt;br /&gt;
=== What gear should I buy? ===&lt;br /&gt;
&lt;br /&gt;
Very much depends on your budget/seriousness. Our [[Peripherals Guide]] should guide you towards some good choices.&lt;br /&gt;
&lt;br /&gt;
=== Does DCS have sales? ===&lt;br /&gt;
&lt;br /&gt;
Yes, both Steam and the Eagle Dynamics stores will have sales. Modules are usually discounted on both stores around 30-50%, and the sales will usually occur at different times. &lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Should I get the Steam Version or Standalone Version ===&lt;br /&gt;
&lt;br /&gt;
A point of contention in the DCS community. There's a few tradeoffs to consider:&lt;br /&gt;
&lt;br /&gt;
* Steam will usually be a bit behind on updates. The multiplayer scene usually tracks the latest OpenBeta branch, and Steam is sometimes slightly behind on the updates (a few days at most now, it used to be worse).&lt;br /&gt;
* Steam downloads its updates using the Steam infrastructure. The speeds will saturate your home connection fairly well, while the standalone updater uses torrents from ED and the standalone users, and can vary wildly in update speeds.&lt;br /&gt;
* Steam tends to get modules released later than Standalone. The Hornet was due to be out on Steam months after the Standalone, but ED was able to provide it much earlier than expected, but still a few days later than Standalone.&lt;br /&gt;
&lt;br /&gt;
=== Which modules are transferrable between Steam and Standalone ===&lt;br /&gt;
Any module released up to (but not including) the Mirage 2000C on steam should be transferrable to standalone.&lt;br /&gt;
&lt;br /&gt;
=== How do I transfer a module from Steam to Standalone ===&lt;br /&gt;
In your steam library, select DCS World. On the product details area, pick &amp;quot;CD Keys&amp;quot;, which will cause a popup for all the CD keys for your purchased DLC. You can then redeem this key in your profile within the [http://digitalcombatsimulator.com DCS Website]&lt;br /&gt;
&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Getting_started_with_GCI/AWACS&amp;diff=8447</id>
		<title>Getting started with GCI/AWACS</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Getting_started_with_GCI/AWACS&amp;diff=8447"/>
				<updated>2018-12-16T23:36:03Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &lt;/p&gt;
&lt;hr /&gt;
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&lt;br /&gt;
&lt;br /&gt;
'''''Disclaimer'''''&amp;lt;br&amp;gt;&lt;br /&gt;
''This guide is compiled using information available to the public and information based on personal experience in DCS World. This guide does not in any way, shape or form represent real life GCI/AWACS operations or techniques nor is it based on real life experience.''&lt;br /&gt;
&lt;br /&gt;
== What is GCI/AWACS ==&lt;br /&gt;
[[File:e3_awacs.jpg|thumb|frame|right|Boeing E-3 Sentry]]&lt;br /&gt;
GCI stands for '''G'''round-'''C'''ontrolled '''I'''nterception, an air defence tactic which developed during World War I. One or more radar stations or other observational stations are linked to a command communications centre which guides interceptor aircraft to airborne targets.&lt;br /&gt;
&lt;br /&gt;
Today, GCI has mostly been replaced by Airborne Early Warning and Control (AEW&amp;amp;C) aircraft or more commonly referred to as AWACS ('''A'''irborne '''W'''arning '''A'''nd '''C'''ontrol '''S'''ystem). While AEW&amp;amp;C is expensive and vulnerable in comparison to GCI systems, it has a mobility advantage. In reality a combination of both systems is often used.&lt;br /&gt;
&lt;br /&gt;
AWACS aircraft are generally speaking big, modified planes with a long-range radar mounted on top. The main radar antenna is mounted on a turntable housed in a circular rotodome, which is 9m (30 feet) in diameter, elliptical in cross-section and 1.8m deep at its centre. The radar system can detect, track and identify low-flying aircraft at approximately 370 km (200 nautical miles) and high-level aircraft at much greater distances.&lt;br /&gt;
&lt;br /&gt;
== AI AWACS in DCS World ==&lt;br /&gt;
In DCS World the NATO AWACS comes in the form of the Boeing E-3 Sentry and the Russian equivalent is the Beriev A-50. The player can contact the allied AWACS via the ingame comms menu on the specified frequency in the mission briefing.&lt;br /&gt;
&lt;br /&gt;
=== Comms menu ===&lt;br /&gt;
;Vector to bullseye&lt;br /&gt;
: The AWACS will provide the player with a bearing and range to bullseye&lt;br /&gt;
&lt;br /&gt;
;Vector to home plate&lt;br /&gt;
: The AWACS will provide the player with a bearing and range from bullseye to their home airfield&lt;br /&gt;
&lt;br /&gt;
;Vector to tanker&lt;br /&gt;
: The AWACS will provide the player with a bearing and range from bullseye to the tanker&lt;br /&gt;
&lt;br /&gt;
;Request BOGEY DOPE&lt;br /&gt;
: The AWACS will provide the player a BRAA call to the closest airborne threat.&lt;br /&gt;
&lt;br /&gt;
;Request PICTURE&lt;br /&gt;
: The AWACS will provide the player with BRA calls for each group from bullseye&lt;br /&gt;
&lt;br /&gt;
;DECLARE&lt;br /&gt;
: The AWACS will identify friend or foe of a radar locked target&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
=== Understanding BRAA calls ===&lt;br /&gt;
[[File:aspect.jpg|thumb|frame|right|500x|400px|Figure 1]]&lt;br /&gt;
BRAA stands for '''B'''earing '''R'''ange '''A'''zimuth '''A'''spect from your current location.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;BRA, 183 for 10 at 2000, hot&amp;lt;/pre&amp;gt; would mean the target is located at 183 degrees, 10 nautical miles, at 2000 feet coming directly at you. For aspect see figure 1.&lt;br /&gt;
&lt;br /&gt;
=== Understanding bullseye ===&lt;br /&gt;
Bullseye is a fixed point on the map determined pre-mission. All allied aircraft can relate to this point. When receiving a bullseye call, simply use the BRA format with bullseye as starting point. Bullseye in DCS is represented with the following symbols&lt;br /&gt;
[[File:bullseye.png|thumb|frame|center|1000x|800px|Left:Bullseye representation in DCS World - Right: Bullseye details]]&lt;br /&gt;
&lt;br /&gt;
== Human GCI/AWACS ==&lt;br /&gt;
In DCS World, players can take the role of GCI/AWACS on multiplayer servers to assist your fellow pilots and friends. In the following sections we’ll go over the basics of airspace management, threat assessment, callsigns, brevity and some useful tools.&lt;br /&gt;
&lt;br /&gt;
Before you begin as a GCI/AWACS controller on a server go over this short checklist:&lt;br /&gt;
* Pick a suitable callsign&lt;br /&gt;
&amp;lt;!-- todo add link to callsign section --&amp;gt;&lt;br /&gt;
* Check and confirm the radio frequencies used for GCI/AWACS, general communications and air traffic control&lt;br /&gt;
* Tune in the correct frequencies on SRS&lt;br /&gt;
* Be in the correct server slot&lt;br /&gt;
* Have your tools set up and running&lt;br /&gt;
* Announce GCI/AWACS will be available over COMMS and CHAT. State the correct frequency and callsign&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;all flights on frequency be advised &amp;lt;callsign&amp;gt; will be available on &amp;lt;frequency&amp;gt; for GCI/AWACS&amp;lt;/pre&amp;gt;&lt;br /&gt;
* If you are on the Hoggit Discord and registered as a GAW GCI controller, use the !gci sunrise &amp;lt;callsign&amp;gt; command&lt;br /&gt;
&lt;br /&gt;
=== Airspace management ===&lt;br /&gt;
As a controller your goal is to manage both friendly and hostile airspace. You’ll want to direct your allied flights to intercept enemy threats while at the same time making sure your friendly airspace stays protected.&lt;br /&gt;
&lt;br /&gt;
Divide the airspace you’ll be controlling into two sectors. &lt;br /&gt;
# a friendly sector&lt;br /&gt;
# a hostile sector&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Divide sector 1, your friendly sector, into subsectors based on strategic locations like airfields or a FARPs.&lt;br /&gt;
&lt;br /&gt;
Next, you can assign your available CAP flights to the subsectors you created, and have them patrol or set up orbit. This way you can ensure that&lt;br /&gt;
* your allied flights are in proximity to allied aircraft and able to support&lt;br /&gt;
* your allied aircraft are not spread out or alone in hostile airspace&lt;br /&gt;
* your allied aircraft are in range of a tanker or airfield&lt;br /&gt;
* your friendly sector is protected&lt;br /&gt;
&lt;br /&gt;
=== Threat assessment ===&lt;br /&gt;
With your airspace divided into sectors and your CAP flights on station you can start intercepting enemy threats. There are 2 major things you want to pay close attention to at all times.&lt;br /&gt;
* Where are your allied aircraft in relation to your sectors&lt;br /&gt;
* Where are the enemy aircraft in relation to your sectors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before making a decision to direct your allied flights to intercept, you want to assess the threat&lt;br /&gt;
# '''Distance''': what is the distance between the threat and the nearby sector or allied aircraft&lt;br /&gt;
# '''Number''': how many enemy aircraft make up the threat&lt;br /&gt;
# '''Type''': which type is the enemy threat&lt;br /&gt;
# ('''State'''): have they been engaged prior and thus used counter measures and/or weapons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you have gathered this info you can make a decision to either:&lt;br /&gt;
* direct one or more allied aircraft to intercept the threat&lt;br /&gt;
* direct one or more aircraft away from the threat to nearby SAM cover&lt;br /&gt;
* direct one or more allied aircraft to support engaged allied aircraft&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In case you are unsure and need extra information before making a decision, contact your allied flights and ask for a fuel and/or weapons state.&lt;br /&gt;
&lt;br /&gt;
When directing your allied flights to intercept, try to keep them in proximity of other allied flights, so you have enough time to send in support if needed. Do not direct your allied flights into enemy airspace and SAM range without support.&lt;br /&gt;
&lt;br /&gt;
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=== Callsigns and radio communication ===&lt;br /&gt;
When acting as GCI/AWACS controller you want to make sure you have a callsign which&lt;br /&gt;
* is clear&lt;br /&gt;
* is easy to pronounce&lt;br /&gt;
* does not cause confusion&lt;br /&gt;
* is not ridiculous&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Commonly used callsigns for GCI/AWACS are&lt;br /&gt;
* Overlord&lt;br /&gt;
* Magic&lt;br /&gt;
* Showtime&lt;br /&gt;
* Darkstar&lt;br /&gt;
* Goliath&lt;br /&gt;
* Wizard&lt;br /&gt;
* Griffin&lt;br /&gt;
* Bigfoot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As GCI/AWACS controller you’ll have to relay a lot of information in a clear, concise and easy to understand manner, usually in a short amount of time. It is important to have a good microphone set up, to speak loud and clear, articulate, not to speak too quickly and use the NATO phonetic alphabet to avoid confusion. We’ll discuss some examples below.&lt;br /&gt;
&lt;br /&gt;
==== Responding to flights checking in ====&lt;br /&gt;
When allied flights switch to general comms or designated AWACS comms after take off, they’ll most likely check in on the frequency and let you know who they are and what their intentions are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;Flight - “Magic, Uzi 1-1, single flight F18, 10 miles North of Anapa, checking in for CAP”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the above example a player lets you know who they are, where they are and what their intentions are. You can respond to acknowledge (and task them if desired).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;AWACS - “Uzi 1-1, Magic, Lima Charlie, standby for tasking”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;AWACS - “Uzi 1-1, Magic, Lima, Charlie, fly heading 100 for 20, anchor at Krymsk”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Directing allied aircraft to intercept ====&lt;br /&gt;
When directing aircraft to intercept you want to be clear and concise. Start with who you are talking to, who you are and provide a BRA(A) call (and optional additional information). It is important to pronounce heading as single digits. For example ‘100’ would be ‘one, zero, zero.’&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;AWACS - “Uzi 1-1, Magic, BRA 100 for 40, at angels 15, flanking”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;AWACS - “Uzi 1-1, Magic, BRA 100 for 60 at 500 feet, hot, 2 ship type MiG-29”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Responding to a Bogey Dope request ====&lt;br /&gt;
When a player asks for a Bogey Dope, they are asking for the nearest hostile. Locate the aircraft who made the request, and provide them a BRA to the nearest hostile.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;Flight - “Magic, Uzi 1-1, Request Bogey Dope”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;AWACS - “Uzi 1-1, Magic, BRA 257 for 15, at angels 10, cold”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When there are no hostile aircraft on scope&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;AWACS - “Uzi 1-1, Magic, Picture Clear”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Responding to a DECLARE request ====&lt;br /&gt;
When you receive a DECLARE request, you are asked to identify friend or foe of a locked target.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;Flight - “Magic, Uzi 1-1, DECLARE 204, for 8”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;AWACS - “Uzi 1-1, Magic, hostile/friendly”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
Sometimes you will need to ask for additional information, or provide additional information.&lt;br /&gt;
&lt;br /&gt;
Return to base (RTB)&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;Flight - “Magic, Uzi 1-1, winchester RTB”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;AWACS - “Uzi 1-1, Magic, Roger, fly heading 010 for 35”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ask for fuel state&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;AWACS - “Uzi 1-1, Magic, state fuel”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inform aircraft to wait for instructions&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;AWACS - “Uzi 1-1, standby”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ignore last transmitted message/instructions&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;AWACS - “Uzi 1-1, Magic, disregard last”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;AWACS - “Uzi 1-1, Magic, BRA 070 for 5, disregard, BRA 090 for 5, at angels 7, hot”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Identify unknown transmitting aircraft&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;Flight - “Magic, request Bogey Dope”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;AWACS - “Last transmitting aircraft, state callsign”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inform aircraft about incoming missiles or missile launches&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;AWACS - “Uzi 1-1, DEFEND”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;AWACS - “Uzi 1-1, missile launch, 9 o’clock, go defensive”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;AWACS - “Uzi 1-1, SAM launch, 12 o’clock go defensive”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tools ===&lt;br /&gt;
==== SRS AWACS mode (eam) ====&lt;br /&gt;
The standard SRS radio overlay only displays up to 3 radios and 1 intercom. The AWACS overlay provides up to 10 radios, which you can manually tune and 1 intercom.&lt;br /&gt;
&lt;br /&gt;
You can use SRS without running DCS World, by using the external AWACS mode (EAM). provide your EAM username and the EAM coalition password. The coalition password is provided by the server admin, or in the server briefing. This is not always available.&lt;br /&gt;
&lt;br /&gt;
==== F10 map, icons and the ruler tool ====&lt;br /&gt;
The ingame F10 map is where you’ll spend most of your time doing GCI/AWACS. It provides several functions which you can toggle on or off by personal preference&lt;br /&gt;
* health bars&lt;br /&gt;
* SAM and AAA detection range indicators&lt;br /&gt;
* SAM and AAA engagement range indicators&lt;br /&gt;
* grid&lt;br /&gt;
* labels indicating type and name&lt;br /&gt;
* ruler tool&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The most important function you’ll use is the ruler tool. It allows you to create a line from point A to point B and provides you with the length in nautical miles and the heading. When intercepting enemy aircraft you can use the ruler tool to draw a line from your allied aircraft A to the hostile aircraft B and read the distance in nautical miles and the heading indicated on the top bar. When you click on the enemy aircraft icon, you can read its altitude, speed in knots, heading and type on the bottom left.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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==== lotATC ====&lt;br /&gt;
Coming soon&lt;br /&gt;
&lt;br /&gt;
== Coordinating with human GCI/AWACS ==&lt;br /&gt;
A couple guidelines from the players point of view&lt;br /&gt;
&lt;br /&gt;
Inform AWACS when you tune in or tune out of the AWACS frequency.&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;Flight - “Magic, Uzi 1-1, single flight F18, 10nm North of Anapa, checking in for CAP”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;Flight - “Magic, Uzi 1-1, type Mirage 2000, checking in for CAP”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;Flight - “Magic, Uzi 1-1, bingo fuel, RTB”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;AWACS - “Uzi 1-1, Roger, fly heading 100 for 35”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do not clutter the AWACS frequency with off-topic chatter, use the correct frequencies as stated in mission briefing.&lt;br /&gt;
&lt;br /&gt;
Do not read back a BRA call. Simply acknowledge you received and understood the message by saying your callsign. If you did not understand the transmission, ask AWACS to repeat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;AWACS - “Uzi 1-1, Magic, BRA 100 for 45, at angels 20, flanking”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;Flight - “Uzi 1-1”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;pre style=&amp;quot;background-color: #ccc;font-family: 'Lucida Console'&amp;quot;&amp;gt;Flight - “Magic, Uzi 1-1, repeat last”&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Brevity_List&amp;diff=8446</id>
		<title>Brevity List</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Brevity_List&amp;diff=8446"/>
				<updated>2018-12-16T23:34:13Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &lt;/p&gt;
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__TOC__&lt;br /&gt;
&lt;br /&gt;
== Calling out a contact ==&lt;br /&gt;
&lt;br /&gt;
Perhaps the single most useful line of all brevity is to let other people know where possible enemies are, in a short and concise manner. Thus we use the format '''contact (bandit if confirmed hostile), &amp;lt;relative point (you, friendly unit, bullseye)&amp;gt;, &amp;lt;BRA(A)&amp;gt;'''.&lt;br /&gt;
&lt;br /&gt;
;1. Contact / bandit&lt;br /&gt;
: Contact is typically used if the contact is not yet confirmed hostile, bandit is used when contact is confirmed hostile (either via flight or via AWACS / GCI radar control)&lt;br /&gt;
:2. Type&lt;br /&gt;
: If you know aircraft type, feel free to add that to the call out as well&lt;br /&gt;
;3. Relative point&lt;br /&gt;
: This is a common point for everyone in the flight to understand; you can use yourself, some other friendly unit (preferably in your flight), a recognizable landmark or the Bullseye (the common point for one side)&lt;br /&gt;
;3. &amp;lt;BRA(A)&amp;gt;&lt;br /&gt;
: A mnemonic device for remembering Bearing, Range, Altitude, Aspect to give when calling out target information&lt;br /&gt;
&lt;br /&gt;
So if I have an enemy SU-27 Flanker bearing 270 degrees at 9000 feet and 30 nautical miles away, coming in hot from me, I would call this out to my flight (members) as &lt;br /&gt;
 'bandit, from me, SU-27, BRA(A) 270 at 9000 for 30, hot'&lt;br /&gt;
&lt;br /&gt;
Equally, I could call out what I think is a unknown plane bearing 120 degrees at 3000 and 50 nautical miles away, going away from my flight lead, as&lt;br /&gt;
 'contact, from flight lead, unknown, BRA(A) 120 at 3000 for 50, cold'&lt;br /&gt;
&lt;br /&gt;
The BRA(A) is typically said in the call out as well for everyone to remember the format used (it becomes a bit of a Pavlovian reaction, really).&lt;br /&gt;
&lt;br /&gt;
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== Basic Brevity ==&lt;br /&gt;
&lt;br /&gt;
This is the most frequently used brevity, and as such would be wise to know from heart or at least have it somewhere as a print-out so you can easily reference it. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color:#f8a102;&amp;quot; | Basic Jargon&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: right; background-color:#f8a102;&amp;quot; | Navigation / basics&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color:#f8a102;&amp;quot; | Brevity&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color:#f8a102;&amp;quot; | Meaning&lt;br /&gt;
|-&lt;br /&gt;
| AOA&lt;br /&gt;
| Angle of Attack, angle between wind hitting your plane and the root of (centerline through) your wings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | AGL&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Above Ground Level, obtained from radar altimeter. Moves with ground, such as going over a mountain&lt;br /&gt;
|-&lt;br /&gt;
| Aspect (hot / cold / flanking)&lt;br /&gt;
| This denotes the attitude of a contact respective to you: hot means he has got his nose on you (and is closing fast), cold means he has his tail on you (nose away, he is trying to run) and flanking means he is heading pure left or right from you&lt;br /&gt;
|-&lt;br /&gt;
| ASL&lt;br /&gt;
| Above Sea Level, requires you to know altimeter pressure setting for the barometric altimeter readout&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Abort (abort abort)&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Cease action / attack / event / mission&lt;br /&gt;
|-&lt;br /&gt;
| Bingo&lt;br /&gt;
| Minimum fuel state needed for recovery to (air)base&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | BRA(A)&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Bearing, Range, Altitude, Aspect format&lt;br /&gt;
|-&lt;br /&gt;
| Break left/right&lt;br /&gt;
|Move immidiately in the indicated direction, usually to avoid a threat (ie an enemy fighter)&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background-color:#accc4f;&amp;quot;| Bearing&lt;br /&gt;
|style=&amp;quot;background-color:#accc4f;&amp;quot; |  Given direction on a compass, for example when spotting a target: ''contact bearing 190 (degrees)''&lt;br /&gt;
|-&lt;br /&gt;
| Course&lt;br /&gt;
| Actual direction of travel in degrees on compass; North 0°, East 90°, South 180°, West 270°&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot;|  Heading&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot;|  Where my aircraft is pointing on a compass, 0 being North, 90 being East, 180 being South, 270 being West&lt;br /&gt;
|-&lt;br /&gt;
| Check six&lt;br /&gt;
| Look behind you&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot;| Combat Spread&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot;| Aircraft flying line abreast, with a decent amount of seperation to avoid all getting hit at once (100 - 300 feet)&lt;br /&gt;
|-&lt;br /&gt;
| '''Call out Contact'''&lt;br /&gt;
| '''Unit detected (ie on your RWR), but not sure if friendly or enemy: call out &amp;lt;relative point (you, friendly unit, bullseye)&amp;gt;, &amp;lt;BRA(A)&amp;gt;, '''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot;| Level flight&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot;| Not climbing or descending&lt;br /&gt;
|-&lt;br /&gt;
| Level wings&lt;br /&gt;
| Not banking or rolling&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; |Situational Awareness (SA)&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Knowing what is going around you at all times: where are enemies, where are friendlies, is my six clear?&lt;br /&gt;
|-&lt;br /&gt;
| Stall&lt;br /&gt;
| Due to extreme AOA, the maximum lift capability is exceeded, resulting in an abrupt loss of lift&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Fence In/Out&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Set cockpit switches for entering/exiting combat. Exterior lights off, master arm on, etc.&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: right; background-color:#f8a102; color:#000000;&amp;quot; | Weapons&lt;br /&gt;
|-&lt;br /&gt;
| Bandit&lt;br /&gt;
| Confirmed enemy plane&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Buddy&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Confirmed friendly plane&lt;br /&gt;
|-&lt;br /&gt;
| Buddy (spike)&lt;br /&gt;
| Response to 'Raygun'; Friendly unit is actively locking on to me,&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Ray Gun&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Try to lock up a contact; if somone calls out buddy (spike) you are locking onto a friendly contact&lt;br /&gt;
|-&lt;br /&gt;
| Contact &lt;br /&gt;
| Unknown if friendly or enemy plane; neutral until further notice &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Fox # (short, medium, long)&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Shooting a missile&lt;br /&gt;
|-&lt;br /&gt;
| Fox 1&lt;br /&gt;
| Semi active missile, homes onto reflected radar waves emitted from launch aircraft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Fox 2&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Heat seeking missile, homes in on engine heat from the targetted unit&lt;br /&gt;
|-&lt;br /&gt;
| Fox 3&lt;br /&gt;
| Active missile, first homes on reflected radar like semi-active, then activates its own small radar&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Fox 4     /     Guns, guns, guns&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Firing guns&lt;br /&gt;
|-&lt;br /&gt;
| Nails (type) (o'clock)&lt;br /&gt;
| RWR Air contact, ie Nails 21 9 o'clock means Mig-21 contact at your left&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Spike (type) (o'clock)&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | RWR Ground contact, ie Spike 15 3 o'clock means SA-15 contact at your right&lt;br /&gt;
|-&lt;br /&gt;
| Pickle&lt;br /&gt;
| Dropping (un)guided bombs&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Rifle&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Firing an air-to-ground missile, such as a AGM-65 Maverick&lt;br /&gt;
|-&lt;br /&gt;
| Magnum&lt;br /&gt;
| Launch of an anti-radition missile, such as an AGM-88 Harm, to kill a SAM site&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Bruiser&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Firing an anti-ship missile like Harpoon or RB-04.&lt;br /&gt;
|-&lt;br /&gt;
| Maddog&lt;br /&gt;
| Launch of friendly active radar homing missile, such as the AIM-120, without radar guidance from the launch aircraft. The missile will rely on its own radar to find a target and will generally track the first target it sees.&lt;br /&gt;
|}&lt;br /&gt;
&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;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Carrier Brevity ==&lt;br /&gt;
&lt;br /&gt;
== Master Brevity List ==&lt;br /&gt;
&lt;br /&gt;
This is the Master Brevity List, with all the various brevity / jargon (call outs) and their meaning in this table. Please do yourself a favour and do not manually search for things, but use the search function (CTRL+F) instead!&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#f8a102;&amp;quot; | Brevity&lt;br /&gt;
! style=&amp;quot;background-color:#f8a102;&amp;quot; | Meaning&lt;br /&gt;
|-&lt;br /&gt;
| (Number) o´clock&lt;br /&gt;
| General direction relative to you, as on a clock face: 12 is ahead, 6 is rear, 3 &amp;amp; 9 are left &amp;amp; right&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | (Rate of) Closure&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Relative rate of approaching aircraft, with respect to your own aircraft&lt;br /&gt;
|-&lt;br /&gt;
| (V)ID&lt;br /&gt;
| Call to identify the target, (Visual) Identification&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | AAA&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Anti-Aircraft Artillery&lt;br /&gt;
|-&lt;br /&gt;
| AAR&lt;br /&gt;
| Air-to-Air Refueling&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Abort (abort abort)&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Cease action / attack / event / mission&lt;br /&gt;
|-&lt;br /&gt;
| ACM&lt;br /&gt;
| Air Combat Maneuvring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Active&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Missile that has its own on-board radar transmitter and receiver for targetting&lt;br /&gt;
|-&lt;br /&gt;
| AGL&lt;br /&gt;
| Above Ground Level, obtained from radar altimeter. Moves with ground, such as going over a mountain&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | AGM&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Air-to-Ground Missile&lt;br /&gt;
|-&lt;br /&gt;
| Alert 5&lt;br /&gt;
| Aircraft on carrier that are on five minute standby for launch, to provide rapid backup&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| AMRAAM&lt;br /&gt;
| Advanced Medium Range Air-to-Air Missile&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Anchor(ed)&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Hold at current / indication position&lt;br /&gt;
|-&lt;br /&gt;
| Angels&lt;br /&gt;
| Altitude in thousands (1000) of feet: Angels 21 is 21,000 feet&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | AOA&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Angle Of Attack, the relation between the air hitting the plane and the direction of travel&lt;br /&gt;
|-&lt;br /&gt;
| ARM&lt;br /&gt;
| Anti-Radiation missile&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | ASL&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Above Sea Level, requires you to know altimeter pressure setting for the barometric altimeter readout&lt;br /&gt;
|-&lt;br /&gt;
| Asleep&lt;br /&gt;
| Enemy SAM is not active and is not expecting friendly units&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | AWACS&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Airborne Warning and Control System&lt;br /&gt;
|-&lt;br /&gt;
| Awake&lt;br /&gt;
| Enemy SAM isactive and is expecting friendly units&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Bandit&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Confired enemy&lt;br /&gt;
|-&lt;br /&gt;
| BDA&lt;br /&gt;
| Battle Damage Assesment, check to see what damage your weapons did&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Bearing&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Given direction on a compass, for example when spotting a target: ''contact bearing 123°''&lt;br /&gt;
|-&lt;br /&gt;
| Bent&lt;br /&gt;
| Broken item on the aircraft: 'The radar is bent'&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | BFM&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Basic Fighter Maneuvring&lt;br /&gt;
|-&lt;br /&gt;
| Bingo&lt;br /&gt;
| Minimum fuel state needed for recovery to (air)base&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Bingo on the ball (aka Trick or Treat)&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Aircraft is running out of fuel, so this will be last landing attempt, before diverting to a nearby airfield&lt;br /&gt;
|-&lt;br /&gt;
| Bittersweet / blue on blue&lt;br /&gt;
| Friendly units (accidentally) engaging other friendly units&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Blind&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | No (visual) contact on the target ( / friendly) unit&lt;br /&gt;
|-&lt;br /&gt;
| Bogey&lt;br /&gt;
| Unidentified aircraft (could be hostile or friendly)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Bogey Dope&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Request for target information to nearest (or specified) group, in BRAA&lt;br /&gt;
|-&lt;br /&gt;
| Bolter&lt;br /&gt;
| Aircraft during carrier landing has failed to catch an arresting wire, thus needing to try and land again&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | BRA(A)&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Bearing, Range, Altitude, (Aspect: Hot, Flanking or Cold)&lt;br /&gt;
|-&lt;br /&gt;
| BRC&lt;br /&gt;
| Base Recovery Course&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Break (direction)&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Call to move in indicated direction, in a high G turn&lt;br /&gt;
|-&lt;br /&gt;
| Buddy&lt;br /&gt;
| Confirmed friendly&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Buddy (spike)&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Response to 'Raygun'; Friendly unit is actively locking on to me,&lt;br /&gt;
|-&lt;br /&gt;
| Bugout&lt;br /&gt;
| Moving out in specified direction with no intent to reengage / return&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | BVR&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Beyond Visual Range&lt;br /&gt;
|-&lt;br /&gt;
| CAP&lt;br /&gt;
| Combat Air Patrol, (supporting other units in the area by) engaging hostiles in air-to-air&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | CAS&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Close Air Support, (supporting other units in the area by) engaging ground targets&lt;br /&gt;
|-&lt;br /&gt;
| CBU&lt;br /&gt;
| Cluster Bomb Unit (Mk-20 Rockeye, CBU-87, CBU-97)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | CCZ&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Carrier Controlled Zone&lt;br /&gt;
|-&lt;br /&gt;
| Cease (action)&lt;br /&gt;
| Discontinue, stop (cease fire means stop shooting)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | CG&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Center of Gravity&lt;br /&gt;
|-&lt;br /&gt;
| Chaff&lt;br /&gt;
| Counter measure against radar missiles, kind of similar to glitter on steroids&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Check six&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Look behind you&lt;br /&gt;
|-&lt;br /&gt;
| Cherubs&lt;br /&gt;
| Altitude in hundreds (100) of feet: Cherubs 5 is 500 feet&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Clara&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Pilot has no visual on the 'meatball' or IFLOLS, used for glideslope when landing on a carrier&lt;br /&gt;
|-&lt;br /&gt;
| Cleared Hot&lt;br /&gt;
| Ordinance release / attack is authorized&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Cloak / lights off&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Turn off lights so that only NVG lights are shown on the aircraft&lt;br /&gt;
|-&lt;br /&gt;
| Combat Spread&lt;br /&gt;
| Aircraft flying line abreast, with a decent amount of seperation to avoid all getting hit at once (100 - 300 feet)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Commit&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Intercept group of interest, begin the action&lt;br /&gt;
|-&lt;br /&gt;
| Contact&lt;br /&gt;
| Unit detected at &amp;lt;relative point (you, bullseye, other)&amp;gt;, &amp;lt;BRA&amp;gt;, &amp;lt;hot / cold / flanking&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Contact&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Detected unit&lt;br /&gt;
|-&lt;br /&gt;
| Course&lt;br /&gt;
| Actual direction of travel in degrees on compass; North 0°, East 90°, South 180°, West 270°&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Covey Launch&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Simultaneous launch of multiple aircraft from the carrier&lt;br /&gt;
|-&lt;br /&gt;
| Cranking&lt;br /&gt;
| Flanking the enemy whilst keeping them locked up in the gimbal edges of the radar&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Danger close&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Friendly units are in close proximity of the target and are likely to be in the splash zone of the weapon&lt;br /&gt;
|-&lt;br /&gt;
| Declare&lt;br /&gt;
| Identify specified group or track(ed target)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Defensive / defending&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Maneuvring to avoid threat (typically a missile)&lt;br /&gt;
|-&lt;br /&gt;
| Departing (the envelope)&lt;br /&gt;
| Leaving / flying outside aircraft limits, aircraft has become uncontrollable&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Drag&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Any impedance to the aicraft's forward movement through the air&lt;br /&gt;
|-&lt;br /&gt;
| Ease Guns to Land&lt;br /&gt;
| Pulling the throttles back on carrier landing (never do this)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | ECM&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Electronic Counter-Measures, to distort the (radar) signals / systems of the enemy&lt;br /&gt;
|-&lt;br /&gt;
| Engage&lt;br /&gt;
| Commence attack, fire control order&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | EW&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Electronic Warfare&lt;br /&gt;
|-&lt;br /&gt;
| Eyeball&lt;br /&gt;
| Visual (EO) or infrared acquisition of a target&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Faded&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Radar contact is lost on previously acquired target&lt;br /&gt;
|-&lt;br /&gt;
| Feet dry&lt;br /&gt;
| Over land&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Feet wet&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Over water&lt;br /&gt;
|-&lt;br /&gt;
| Fence&lt;br /&gt;
| Set cockpit switches as appropriate before entering / exiting the combat area&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Fence In&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Entering enemy controlled airspace (during mission), set weapons hot&lt;br /&gt;
|-&lt;br /&gt;
| Fence Out&lt;br /&gt;
| Leaving enemy airspace (during mission), weapons can be set to cold&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Fireweall&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Push the throttles all the way forward, for maximum engine power output&lt;br /&gt;
|-&lt;br /&gt;
| Flanking&lt;br /&gt;
| Target is heading in a ± 45 degree angle, in a effort to crank / notch you&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Flight&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Group of airplanes in a tasking / mission&lt;br /&gt;
|-&lt;br /&gt;
| Flight Envelope&lt;br /&gt;
| Performance limits of an aircraft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Flight Level (FL)&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Identical to ''Angels''; flight altitude in thousands (1000) of feet; FL 50 is 50 000 feet&lt;br /&gt;
|-&lt;br /&gt;
| Fox # (short, medium, long)&lt;br /&gt;
| Shooting a missile&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Fox 1&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Semi active missile, homes onto reflected radar waves emitted from launch aircraft&lt;br /&gt;
|-&lt;br /&gt;
| Fox 2&lt;br /&gt;
| Heat seeking missile, homes in on engine heat from the targetted unit&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Fox 3&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Active missile, first homes on reflected radar like semi-active, then activates its own small radar&lt;br /&gt;
|-&lt;br /&gt;
| Fox 4     /     Guns, guns, guns&lt;br /&gt;
| Firing guns&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Furball / clusterfuck&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Indicating known friendly and non-friendly aircraft in close proximity, such as a dogfight&lt;br /&gt;
|-&lt;br /&gt;
| GBU&lt;br /&gt;
| General purpose Bomb Unit (Mk-82, Mk-82, GBU-12&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | GCI&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Ground Controller Intercept&lt;br /&gt;
|-&lt;br /&gt;
| Gimbal (limit)&lt;br /&gt;
| Limits on a sensor operating range, such as the radar or targetting pod&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Group&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Number of targets close together, typically heading in the same direction&lt;br /&gt;
|-&lt;br /&gt;
| Heading&lt;br /&gt;
| Where my aircraft is pointing on a compass&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Hold fire&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Do not shoot, destroy already launched missiles / weapons&lt;br /&gt;
|-&lt;br /&gt;
| Hook&lt;br /&gt;
| Cue sensor (targetting pod, radar) towards the directed target of interest&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Hostile&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Contact identified as enemy, with clearance to fire&lt;br /&gt;
|-&lt;br /&gt;
| Hot / cold&lt;br /&gt;
| Hot means the contact has the nose pointed towards you, cold means he is going away from you&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | HOTAS&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Hands On Throttle And Stick&lt;br /&gt;
|-&lt;br /&gt;
| HUD&lt;br /&gt;
| Heads-Up Display&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | IFF&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Identification Friend or Foe; determining if the target is hostile or friendly&lt;br /&gt;
|-&lt;br /&gt;
| IFR&lt;br /&gt;
| Instrument Flight Rules: flying with your aircraft instruments in bad weather conditions&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | ILS&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Instrument Landing System&lt;br /&gt;
|-&lt;br /&gt;
| IMC&lt;br /&gt;
| InterMediate Conditions; bad weather&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | In the goo&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | In the clouds, limited visibility&lt;br /&gt;
|-&lt;br /&gt;
| JDAM&lt;br /&gt;
| Joint Direct Attack Munition, typically GPS guided (GBU-31, GBU-38)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Jink(ing)&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Unpredictable maneuvers to negate a tracking solution or lock&lt;br /&gt;
|-&lt;br /&gt;
| JSOW&lt;br /&gt;
| Joint StandOff Weapon, glidebomb etc. (AGM-154)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Level flight&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Not climbing or descending&lt;br /&gt;
|-&lt;br /&gt;
| Laser On&lt;br /&gt;
| Call to begin laser illumination (Use this if your buddy is lasing for your munitions).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Lasing&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | You have begun laser illumination&lt;br /&gt;
|-&lt;br /&gt;
| Level wings&lt;br /&gt;
| Not banking or rolling&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Maddog&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Active missile is launched where its radar is immediately turned on, engaging the first target it sees&lt;br /&gt;
|-&lt;br /&gt;
| Magnum&lt;br /&gt;
| Anti-radiation missile launch&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Mark your father / mom&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Give position relative to the carrier: aircraft number, bearing and range&lt;br /&gt;
|-&lt;br /&gt;
| Marking&lt;br /&gt;
| Contrailing (smoking) / In contrailing altitude: typically &amp;gt; 25,000 and &amp;lt; 40,000 feet&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Markpoint&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Designated point of interest, typically within the datalink / sensor system&lt;br /&gt;
|-&lt;br /&gt;
| Merge(d)&lt;br /&gt;
| Friendlies and targets are in the same visual arena / geographical location&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Mil Power&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | The maximum amount of thrust from a jet engine without engaging the afterburner&lt;br /&gt;
|-&lt;br /&gt;
| Mother, Boat, Bingo Field&lt;br /&gt;
| Aircraft Carrier&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Mud / Spike&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Radar is locking you up, mud denotes ground radar&lt;br /&gt;
|-&lt;br /&gt;
| Music&lt;br /&gt;
| Use of jamming to deny being locked up, either by you, friend, or foe&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Nails&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | RWR contact in search mode&lt;br /&gt;
|-&lt;br /&gt;
| Naked&lt;br /&gt;
| No RWR or (radar) information on enemy&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | No joy&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | No (visual) contact on the target ( / enemy) unit; opposite of 'Tally'&lt;br /&gt;
|-&lt;br /&gt;
| Notching&lt;br /&gt;
| Flying perpendicular to the aircraft attacking you with radar (missiles) to try and spoof the radar (missile)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | On station&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Unit has reached assigned location&lt;br /&gt;
|-&lt;br /&gt;
| Oops&lt;br /&gt;
| What you say after you let an SU-27 get on your wingman's six o'clock&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Orbit(ing&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Hold current / indicated position, typically in a circular orbit above the indicated location&lt;br /&gt;
|-&lt;br /&gt;
| Overshoot&lt;br /&gt;
| Being forced out in front of an opposing aircraft, most likely due to having too much airspeed&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Package&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Group of different aircraft combined to perform a single mission&lt;br /&gt;
|-&lt;br /&gt;
| Padlocked&lt;br /&gt;
| Crew cannot takes eyes off the target without losing it&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Passive&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Receiving signals without needing to emit your own signals to obtain data&lt;br /&gt;
|-&lt;br /&gt;
| Payload&lt;br /&gt;
| Usefull loadout of an aircraft, including ordinance, fuel, etc.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Pickle&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | (Cluster / General-purpose) Bomb Unit release&lt;br /&gt;
|-&lt;br /&gt;
| Picture&lt;br /&gt;
| Request for AWACS to provide air information / air overview relevant to mission&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Pitbull&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Missile has gone active (turned on its own radar)&lt;br /&gt;
|-&lt;br /&gt;
| Pk&lt;br /&gt;
| Probability of kill&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Pop-up&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Units have suddenly appeared&lt;br /&gt;
|-&lt;br /&gt;
| Press&lt;br /&gt;
| Pushing on to the enemy you are engaging (shortly)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | PRF&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Pulse Repetition Frequencies&lt;br /&gt;
|-&lt;br /&gt;
| Pucker Factor&lt;br /&gt;
| Method of rating (dangerous) missions, from 0 to 10 (0 being the lowest, 10 being the highest)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Punch out&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | To eject from the airplane&lt;br /&gt;
|-&lt;br /&gt;
| Radar (Radio Detection And Ranging)&lt;br /&gt;
| A pulsed beam of energy used to scan for, detect, and return information about a target&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Raygun&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Locking up an unknown target, querying the IFF response from friendly units&lt;br /&gt;
|-&lt;br /&gt;
| Rejoin&lt;br /&gt;
| Return to close formation flight&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Rifle&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Air to ground missile launch&lt;br /&gt;
|-&lt;br /&gt;
| ROE&lt;br /&gt;
| Rules Of Engagement, dicates how you are to engage targets (ie return fire only)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | RWR&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Radar Warning Receiver, reads and presents current radar signals spiking your aircraft&lt;br /&gt;
|-&lt;br /&gt;
| SAM&lt;br /&gt;
| Surface-to-Air Missile&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | SAM (direction)&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Visual acquisition of SAM in flight or SAM launch, including position reference&lt;br /&gt;
|-&lt;br /&gt;
| Section&lt;br /&gt;
| Flights are divided into sections of 2 - 3 aircraft (similar to fireteams in a squad)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Semi-active&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | (Missile) Has its own radar receiver, but targets reflected radar waves / illumination from the host aircraft&lt;br /&gt;
|-&lt;br /&gt;
| Shack&lt;br /&gt;
| Weapons impact on ground (unit)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Situational Awareness (SA)&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Knowing what is going around you at all times: where are enemies, where are friendlies, is my six clear?&lt;br /&gt;
|-&lt;br /&gt;
| Sparkle&lt;br /&gt;
| IR Pointer (from a Targetting Pod)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Spike&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Threat on the RWR receiver: 'Badger 1-1 has an SA-10 spike at twelve o'clock'&lt;br /&gt;
|-&lt;br /&gt;
| Splash&lt;br /&gt;
| Enemy target hit&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Stack&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Two or more contacts are in close together (in a group)&lt;br /&gt;
|-&lt;br /&gt;
| Stall&lt;br /&gt;
| Due to high / low AOA, the maximum lift capability is exceeded, resulting in an abrupt loss of lift&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Status&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Report situation&lt;br /&gt;
|-&lt;br /&gt;
| STOVL&lt;br /&gt;
| Short Take-Off and Vertical Landing&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Tally (Ho)&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Recognition of an enemy unit; opposite of 'No Joy'&lt;br /&gt;
|-&lt;br /&gt;
| TFR&lt;br /&gt;
| Terrain Following Radar&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | TLAR&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | That Looks About Right; winging it&lt;br /&gt;
|-&lt;br /&gt;
| Trashed&lt;br /&gt;
| Missile has been defeated&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | VFR&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Visual Flight Rules; fly by your eyesight when it is clear enough to see&lt;br /&gt;
|-&lt;br /&gt;
| Visual&lt;br /&gt;
| Recognition of an friendly unit or (landmark) object&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | VTOL&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Vertical Take-Off and Landing&lt;br /&gt;
|-&lt;br /&gt;
| Wilco&lt;br /&gt;
| Will Comply with received instructions&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Winchester&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | No ordinance (missiles, bombs) remaining&lt;br /&gt;
|-&lt;br /&gt;
| WVR&lt;br /&gt;
| Within Visual Range&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Zulu (time)&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | GMT+0, Greenwich Time&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&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;
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|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Comprehensive PDF ==&lt;br /&gt;
http://www.dtic.mil/dtic/tr/fulltext/u2/a404426.pdf&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Carrier_Air_Operations&amp;diff=8390</id>
		<title>Carrier Air Operations</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Carrier_Air_Operations&amp;diff=8390"/>
				<updated>2018-12-10T21:34:06Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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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}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:AircraftCarrierNight.jpeg|350px|thumb|right|A home away from home for many naval aviators]]&lt;br /&gt;
&lt;br /&gt;
Carrier Air Operations are the various procedures and techniques that make up landing on a moving ship, usually several miles away from any solid ground on which you can land instead. Both fixed-wing and rotary wing aircraft can make use of aircraft carriers to land on, as well as STOL / STOVL aircraft such as the Harrier and the F-35B. Because of the relatively small size (compared to a fully fledged land-based airport) of the carrier, strict procedures and rules are employed to avoid accidents (such as airplanes crashing into one another).&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Carrier Basics ==&lt;br /&gt;
&lt;br /&gt;
Before we dive headfirst into the procedures and rules associated with carrier air operations, we will first go over the various basics that come into play when operating on a carrier. These include items such as how does a carrier work, what does a carrier look like, and what sort of key features should you pay attention to when you cannot make out left from right when operating on a busy carrier.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Carrier Features ===&lt;br /&gt;
&lt;br /&gt;
Simply put an aircraft carrier is a floating airfield for naval aviators (pilots in the Navy and the Marine Corps) to take-off and land when doing their missions. Normally an airplane can use a fully sized runway for taking off or landing, with the size of these runways landing somewhere in the ballpark of 6000 - 12000 feet. For obvious reasons we cannot have a ship that is that long, so all manner of studies and experiments have allowed us to reduce the size of the runway needed for carrier planes. This started all the way back to the early 1900's, though the carrier became a main staple just prior to / with the beginning of the Second World War.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Arresting gear ====&lt;br /&gt;
&lt;br /&gt;
[[File:F18_Carrier_Landing.gif|thumb|right|[https://www.youtube.com/watch?v=I3fm4HwVdE8| F-18C landing with arrestor wires]]]&lt;br /&gt;
&lt;br /&gt;
Early carriers and carrier planes were remarkable similar to the ones used for conventional landing on airfields and airstrips, but as planes got bigger and started carrying more ordinance (torpedo's, rockets and bombs) the increase in weight meant that the airplanes could not be stopped in time or slow down enough to safely land on the carrier.&lt;br /&gt;
&lt;br /&gt;
A rather simple but ingenious solution was devised: they would span a number of wires (3 ~ 4) across the deck, and bolt a hook to the aircraft that could catch these wires. As soon as a landing aircraft '''trapped''' one of these [https://en.wikipedia.org/wiki/Arresting_gear| '''arrestor wires''']  it would slow down rapidly and be landed safely (although decelerated quite harshly). This system is still in use today (in a more modern form) and the method used for landing all fixed-wing aircraft on the carrier. STOL/STOVL (such as the F-35) and helicopter aircraft obviously do not require the arresting wires, as they can land (semi) vertically on the carrier deck.&lt;br /&gt;
&lt;br /&gt;
Arrestor wires function by having an pneumatic system limit the rate at which the amount of wires can be pulled out (dissipating the energy in a controlled fashion). Typically a large hydraulic ram is used that forces fluid through a small diameter hole, so that it slows the aircraft (smoothly) down more the more wire is pulled out. In the early days a barrier (basically a large and strong net) was used as a backup for when an aircraft would fail to trap any wire; nowadays they are reserved for emergencies only. &lt;br /&gt;
&lt;br /&gt;
To faciliate the trapping of planes on carriers they have to be equipped with a hook to catch (or trap) one of the wires (typically up to 5 wires are used on carriers): because the landings are also tougher on the undercarriage of the airplanes, most naval based aircraft also have a much sturdier and bigger gear to be able to withstand the shock of landing on the carrier.&lt;br /&gt;
&lt;br /&gt;
Prior and shortly after the invention of the arrestor wires, the deck was typically rectangular in shape, meaning aircraft landing where in direct conflict with aircraft taking off (so it could not be done at the same time). It was not until the early 70's that they invented the angled landing deck, so that landing aircraft were offset by several degrees from the catapults and aircraft taking off; from then on both recoveries and takeoffs could be performed simultaneously.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ski ramps (STOBAR) ====&lt;br /&gt;
&lt;br /&gt;
[[File:SU-33_Carrier_Takeoff.gif|thumb|right|[https://www.youtube.com/watch?v=Uox9S6UccEE| Su-33 taking on from ski carrier ramp]]]&lt;br /&gt;
&lt;br /&gt;
In the early days of the carrier (World War 2) most carriers were ships over which a flat deck superstructure was built, to be used by the air carrier wing (planes). Even after being equipped with the previously mentioned arrestor gear and barrier, the take-off procedure was unceremoniously going to full power and simply leaping off the edge of the carrier going at full till. This was possible because of propeller planes having a high '''thrust-to-weight''' ratio: they put out a high amount of power whilst the total weight of the aircraft is relatively low. &lt;br /&gt;
&lt;br /&gt;
The introduction of jet engines, heavy electronic equipment (radar, targeting sensors) and various types of air-to-air and air-to-ground weaponry meant a significant increase in overall aircraft weight. As such, fixed wing aircraft lost their high thrust-to-weight ratio and could not reliably take off under their own power any longer. The Russians / Soviet bloc adapted a stratagem of high thrust engines combined with weight restrictions and mandated lower overall weight of their aircraft; they also adopted the '''ski ramp''' on their carriers. &lt;br /&gt;
&lt;br /&gt;
[[File:Su33ramp.jpg|thumb|right|Ski ramp on a Russian carrier]]&lt;br /&gt;
&lt;br /&gt;
Visually and effectively similar to a ramp one might see at a ski resort, the planes line up on the designated positions on the carrier and removable chocks come up from inside the carrier deck to hold the aircraft in place. The JBD (Jet Blast Deflectors) are raised behind the aircraft to allow for maximum (afterburning) power to be used: the JBD prevent aircraft from being blown off the aircraft deck.  Some naval jet aircraft (particularly those of Russian variety) may have an additional engine power override mode reserved for use with carrier takeoffs. &lt;br /&gt;
&lt;br /&gt;
The ski ramp increases both the altitude (though marginally) and the Angle of Attack / attitude of the aircraft launched: the particular combination allows an aircraft with a high thrust-to-weight ratio to become airborne under its own power (there is no requirement on an external power source). The ramp itself also requires significantly less maintenance (and cost) than the contemperary CATOBAR system used by most NATO countries and the US.&lt;br /&gt;
&lt;br /&gt;
The largest drawback of the [https://en.wikipedia.org/wiki/STOBAR| '''STOBAR''' ( Short Take-Off But Arrested Recovery ) ]  ramp system  overall is the reduced weight an aircraft can field, limiting the amount of weapons and fuel that can be brought with on a departure from the carrier (though refueling is commonplace after taking off from the carrier). Another drawback is the reduced size of the usable carrier deck, as you can't park aircraft on the ramp.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Catapults (CATOBAR) ====&lt;br /&gt;
&lt;br /&gt;
[[File:F18_Carrier_Takeoff.gif|thumb|right|[https://www.youtube.com/watch?v=ZzVW9315ur0| F-18C taking off using the catapult]]]&lt;br /&gt;
&lt;br /&gt;
Rather than implement the CATOBAR ramp system, the United States (whom pioneered the system) and most NATO countries instead use the [https://en.wikipedia.org/wiki/CATOBAR| '''CATOBAR''' (Catapult Assisted Take-Off But Arrested Recovery ] system. The aircraft catapult is a launcher to which an aircraft is hooked up, which is then launched using external power from the carrier (either steam or electromagnetic power).&lt;br /&gt;
&lt;br /&gt;
Up to the Cold War most aircraft used a length of reinforced rope (called a bridle) to attach to the catapult shuttle, but in all aircraft after the Cold War the shuttle instead connects to the nose gear of the aircraft via the launch bar. The pilot can selectively lower the launch bar with a switch in the cockpit to hook up to the catapult (shuttle). This shuttle also holds back the aircraft, so that the engines can be run up to full (afterburning) mode before launching. Once the bar is released remotely by the shooter (the officer in charge of the catapult) the aircraft soars away off the end of the deck and hopefully into the sky.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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=== Carrier Deck Layout ===&lt;br /&gt;
&lt;br /&gt;
Carrier decks can be quite busy with both player and non-player controlled aircraft, so before we step on the busy boat, it imight be a good idea to familiarise ourselves with the '''overall carrier layout'''. Due to the relatively small size and large amount of traffic it can often feel cramped on the boat, so knowing where you are going would be wise.&lt;br /&gt;
&lt;br /&gt;
[[File:ACTUAL_CARRIER_TOPOLOGY.png|right|800px]]&lt;br /&gt;
&lt;br /&gt;
As you can see there a number of different areas on the carrier that each have their own name within the carrier jargon. The figure shown here is a diagram of the USS Nimitz class carriers, but these area names should still apply across all carriers (even non-NATO carriers such as the Admiral Kuznetsov) to indicate where you are on the carrier deck.&lt;br /&gt;
&lt;br /&gt;
The mission developer can choose to include a number of static objects (parked aircraft, munition carts) on the carrier deck as well: they will not be moving, but they are collideable should you run into them. Typically they will be put off to the side, but ensure that your catapult is not blocked '''''prior to your take off attempt.''''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The most prevalent locations and features should be the catapults (numbered and marked in green) and the landing deck area (between the red stripes), which is where the arrestor wires are. In general it would be a good idea not to block these area (for any longer than absolutely necessary), lest you run into someone taking off or coming in for a landing. Typically you should have approximately 20 to 30 seconds interval between departures and landings, but try to stay alert and mindful of others. Lets break down the areas:&lt;br /&gt;
&lt;br /&gt;
;1. Landing Deck (between the red lines, with yellow centerline)&lt;br /&gt;
: This area is typically reserved for aircraft coming in to land, and if you thus need to cross it, ensure that there is no aircraft about to land. Cross quickly, and apologize to the poor sod who's landing you just interrupted. Note that the landing deck is offset (by approximately 9° from the carrier's course heading; the carrier heading itself is called the '''BRC (Base Recovery Course)'''.&lt;br /&gt;
;2. Catapults (in green)&lt;br /&gt;
: The catapults are used for taking off from the carrier (so try not to block them, either). Please note that catapult 1 and/or 2 may be regularly blocked by parked aircraft, as otherwise we can not all fit on the tiny carrier; catapult 3 &amp;amp; 4 meanwhile happily block the landing deck area when an aircraft is attached. Each catapult has its own JBD (Jet Blast Deflector), to avoid scorching other planes and/or blowing them overboard: they are raised automatically when you hook up to the catapult, but give them a second to extend fully before ramming that throttle forwards. &lt;br /&gt;
;3. The Island (in purple)&lt;br /&gt;
: This is where all the important people sit, such as the air marshall / boss (in control of the air traffic), as well as the captain (who steers the boat). &lt;br /&gt;
;4. Elevators (in blue)&lt;br /&gt;
: The elevators are used to ferry aircraft to above and below deck at the respective beginning and end of missions.&lt;br /&gt;
;5. Crotch&lt;br /&gt;
: This area should not be used for parking either; typically on landing your velocity vector will point on this area (but do not land by pointing your velocity vector in this area, use the IFLOLS instead!).&lt;br /&gt;
;6. Box&lt;br /&gt;
: The box houses the catapult officer (in charge of operating the catapults); there is a little cabin that raises out of the deck where the officer sits so he does not get wet (or get blasted by the aircraft).&lt;br /&gt;
;7. Point&lt;br /&gt;
: The point is normally reserved for parking quick-reaction flights (such as CAP support), as this area gives the quickest and easiest (unhindered) access to catapults (1 &amp;amp; 2). Aircraft parked here may be hot-aligned to allow for quick response.&lt;br /&gt;
;8. Corral&lt;br /&gt;
: It is a parking area between elevator 1 and 2, a nice calm place to survey the busy chaos that is the typical carrier deck.&lt;br /&gt;
;9. Street&lt;br /&gt;
: This area is not meant for parking, but is instead a transit area serving the corral, elevator 1&amp;amp;2, as well as the sixpack. So try not to block it.&lt;br /&gt;
;10. Sixpack&lt;br /&gt;
: Any landed aircraft will typically be directed to the sixpack for shutdown, or prior to taxiing to their final parking place. Threat it as a holding area of sorts: please note that if in the sixpack you can easily block the landing deck area, so take care to position yourself properly or you may find yourself missing your tail section / rudders / elevators.&lt;br /&gt;
;11. Junkyard&lt;br /&gt;
: This is where they normally park the E-2 Hawkeye (AWACS) and C-2 Greyhound (cargo) aircraft, as well as the crane used for removing crashed aircraft and debris. Because these always looks like pieces of junk, this area is named the junkyard.&lt;br /&gt;
;12. Patio&lt;br /&gt;
: A place that is far away from all the chaos on the carrier deck and gives you a nice view of aircraft trying to stick the landing on the landing deck area.&lt;br /&gt;
;13. LSO&lt;br /&gt;
: This is where the guys sit that determine if you are within the Case 1/2/3 parameters and get to make it aboard, or if you have to wave off again and join the back of the line in the pattern before you get to try landing again.&lt;br /&gt;
;14.Finger&lt;br /&gt;
: This parking area, aptly named for the gesture you may wish to make to their nearby LSO for waving you off again, requires you to taxi to the other end of the ship and inconvenience everyone on the way before you make it to where the catapults are.&lt;br /&gt;
&lt;br /&gt;
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== Carrier Cases ==&lt;br /&gt;
&lt;br /&gt;
During carrier operations we use 1 of 3 possible cases, with cases each having different approaches and procedures: this is to adjust to the weather and visibility conditions. The carrier will normally dictate which case is currently in use, but mainly it is dependant on the minimum visibility ('horizontal sightlines') and ceiling ('vertical visibility') according to the table below:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#f56b00; color:#000000;&amp;quot; | Case&lt;br /&gt;
! style=&amp;quot;background-color:#f56b00;&amp;quot; | Conditions&lt;br /&gt;
! style=&amp;quot;background-color:#f56b00;&amp;quot; | Ceiling&lt;br /&gt;
! style=&amp;quot;background-color:#f56b00; color:#000000;&amp;quot; | Visibility&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| No instrument conditions during daytime departures/recoveries&lt;br /&gt;
| &amp;gt; 3000 ft (910 m)&lt;br /&gt;
| &amp;gt; 5 nm (9.3 km)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | 2&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | (Light) Instrument conditions during daytime departures/recoveries&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | &amp;gt; 1000 ft (300 m)&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | &amp;gt; 5 nm (9.3 km)&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Severe instrument conditions during daytime '''and nighttime''' recoveries&lt;br /&gt;
| &amp;lt; 1000 ft (300 m)&lt;br /&gt;
| &amp;lt; 5 nm (9.3 km)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Please note that recovering during night time automatically defers you to a case 3 landing, regardless of actual weather and visibility conditions. &lt;br /&gt;
&lt;br /&gt;
=== Altitudes, ranges and distances ===&lt;br /&gt;
&lt;br /&gt;
The Air Traffic Controller in charge of the flight procedures around the carrier is called the 'Marshall', and he gets to boss you around for not flying perfectly perpendicular to his nice pattern / approach. He will tell you what case the carrier is currently operating in, gives you permission to transition to a given holding stack (altitude) or move closer to the carrier (zone).&lt;br /&gt;
&lt;br /&gt;
Most notably the Marshall should tell you the '''BRC''', or '''Base Recovery Course'''. This the current course that the carrier is moving in, and should be the course that you adhere to for landing your aircraft on the carrier deck: please note that the actual carrier landing deck is offset by 9 degrees from the BRC.&lt;br /&gt;
&lt;br /&gt;
Below are the altitude blocks and zone distances associated with carrier operations:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: right; background-color:#f56b00; color:#000000;&amp;quot; | Altitude&lt;br /&gt;
! style=&amp;quot;background-color:#f56b00;&amp;quot; | Zone&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 6000+ ft&lt;br /&gt;
| Case 3 Marshall (traffic) stack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; background-color:#accc4f;&amp;quot; | 3000+ ft&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Case 1 holding pattern / stack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 1200 ft&lt;br /&gt;
| Case 3 approach and missed approach&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; background-color:#accc4f;&amp;quot; | 800 ft&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Case 1 initial overhead break&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 600 ft&lt;br /&gt;
| Case 1 downwind and missed approach&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right; background-color:#accc4f;&amp;quot; | 500 ft&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Case 1 departure in CCZ&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: right;&amp;quot; | 300 ft&lt;br /&gt;
| Helicopter operations in CCZ&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#f56b00;&amp;quot; | Distance&lt;br /&gt;
! style=&amp;quot;background-color:#f56b00;&amp;quot; | Altitude&lt;br /&gt;
! style=&amp;quot;background-color:#f56b00;&amp;quot; | Zone&lt;br /&gt;
|-&lt;br /&gt;
| 50 nm DME&lt;br /&gt;
| Inf.&lt;br /&gt;
| CCA, Carrier Controlled Area&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | 10 nm DME&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Inf.&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | Marshall Controlled Area&lt;br /&gt;
|-&lt;br /&gt;
| 5 nm DME&lt;br /&gt;
| 2500 ft&lt;br /&gt;
| CCZ, Carrier Controlled Zone&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Distances given in '''DME''' (Distance Measuring Equipment) are thus identical to distance from the carrier: this distance can be obtained by using the TACAN signal of the carrier or similar equipment (ICLS).&lt;br /&gt;
&lt;br /&gt;
== Carrier TakeOff ==&lt;br /&gt;
&lt;br /&gt;
== Carrier Landing ==&lt;br /&gt;
&lt;br /&gt;
For this chapter we have outline the various carrier cases landing procedures and approaches: for ease of use these are split into the traffic pattern and landing pattern. The '''traffic pattern''' is used for approaching to the carrier and holding the in the traffic pattern / stack until you it is your time to land on the carrier (which usually involves waiting for other pilots to land first). The '''landing pattern''' goes about explaining the actual steps for the landing approach. Thanks to Koala360 we have also been able to provide you with the relevant communications guide for these cases.&lt;br /&gt;
&lt;br /&gt;
We would like to give a massive 'Thank you' to '''Jabbers''', '''Koala360''' and '''Redkite''' for their contributions to making these chapters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Case 1 Landing ===&lt;br /&gt;
&lt;br /&gt;
[[File:Case_1_stack_pattern.png|right|400px|thumb|Case 1 Traffic Pattern]]&lt;br /&gt;
&lt;br /&gt;
As mentioned previously the traffic pattern is used for holding until you are cleared for landing on the carrier. For Case 1 the traffic pattern is a circle holding pattern with a diameter of approximately 5 nautical miles (9.3 km, 5.8 mi) which you are supposed to fly at roughly 250 kts (463 km/h, 287 mi/h), but this does not need to be exact. &lt;br /&gt;
&lt;br /&gt;
You do need to '''absolutely adhere''' to 1. Flying the Traffic Pattern circle anti-clockwise and 2. Maintaining your assigned altitude. Both are to prevent you from hindering or crashing into other aircraft. As to the altitude, each flight / package (set of aircraft for a given tasking) gets assigned a altitude at 1000's of feet starting at 3000 feet. That means if you are the 4th flight currently arriving in the traffic pattern, you and your wingmen should expect to maintain an altitude of 7000 feet. If slots open up below you, descend to the appropriate position in the stack (queue) depending on instructions from the Marshall.&lt;br /&gt;
&lt;br /&gt;
In the table below we find the relevant steps for the case 1 landing pattern:&lt;br /&gt;
&lt;br /&gt;
[[File:Case 1 landing pattern.png|right|400px|thumb|Case 1 Landing Pattern]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; style=&amp;quot;background-color:#f56b00;&amp;quot;| Pattern&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; style=&amp;quot;background-color:#f56b00;&amp;quot;| F-14&lt;br /&gt;
! style=&amp;quot;text-align: center;&amp;quot; style=&amp;quot;background-color:#f56b00;&amp;quot;| F-18&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | A&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 800 ft entry, approx. 300 - 350 kts, &lt;br /&gt;
hook down, wing sweep 68&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | 800 ft entry, approx. 300 - 350 kts, &lt;br /&gt;
hook down&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | B&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color:#accf40;&amp;quot; | Speedbrake[1], radar altimeter to 370 ft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | C&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Level break at 1.5 ~ 2.0 nm DME; 15 to 17 seconds between breaks,&lt;br /&gt;
level turn at 800 ft. Turn should be at 45 ~ 50 degrees of bank&lt;br /&gt;
or at 10% in A of airspeed (i.e. 330 kts -&amp;gt; 3.3 G)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | D&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color:#accf40;&amp;quot; | Halfway into turn, set gear down at &amp;lt; 280 kts&lt;br /&gt;
and flaps/slats at &amp;lt; 225 kts&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color:#accf40;&amp;quot; | Halfway into turn, set &lt;br /&gt;
gear/flaps/slats at &amp;lt; 250 kts&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | E&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Descend to 600 ft, auto throttle[1]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | F&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color:#accf40;&amp;quot; | On-speed AOA at 15 units, set DLC&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color:#accf40;&amp;quot; | On-speed AOA at 8units&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | G&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | 600 ft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | H&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color:#accf40;&amp;quot; | Prepare to turn once abeam of LSO station, at 1 ~ 1.3 nm abeam DME&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | I&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Commence turn once 'round down' visible, turn at ~ 30 degrees bank&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | J&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color:#accf40;&amp;quot; | Maintain AOA, halfway into turn at 500 ft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | K&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Enter groove at ~ 350 ft (altimeter!), at 3/4 miles, on-speed and call the ball:&lt;br /&gt;
side number, tomcat/hornet, ball/clara[2], fuelstate[3], (auto[4])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | W&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color:#accf40;&amp;quot; | Upon (or prior to) waveoff set full power: return to BRC parallel&lt;br /&gt;
and intercept pattern at LSO / marshall discretion&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color:#000000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center; background-color:#000000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;text-align: center; background-color:#000000;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Speedbrake / ATC [1]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | As desired&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color:#efee13;&amp;quot; | Clara [2]&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color:#efee13;&amp;quot; | Ball is obscured, LSO will give instructions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | Fuelstate [3]&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; | Remaining fuel in thousands of pounds: &lt;br /&gt;
5100 pounds -&amp;gt; 5.1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; background-color:#efee13;&amp;quot; | Auto [4]&lt;br /&gt;
| style=&amp;quot;text-align: center; background-color:#efee13;&amp;quot; | Auto throttle is engaged&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Case 2 Landing ===&lt;br /&gt;
&lt;br /&gt;
=== Case 3 Landing ===&lt;br /&gt;
&lt;br /&gt;
[[File:Case 3 landing pattern.png|right|400px|thumb|Case 1 Traffic Pattern]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#f56b00;&amp;quot; | Pattern&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#f56b00;&amp;quot; | Step&lt;br /&gt;
|-&lt;br /&gt;
| A&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Marshall stack: starting at 6000 ft, with increments of 1000 ft &lt;br /&gt;
for each flight / package&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | B&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#accc4f;&amp;quot; | Platform, passing 5000 ft&lt;br /&gt;
|-&lt;br /&gt;
| C&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 10 miles DME, 600 ft, commence landing descent&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | D&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#accc4f;&amp;quot; | 6 miles DME, maintain 1200 ft ACLS (Automated Carrier Landing System)[1]&lt;br /&gt;
|-&lt;br /&gt;
| E&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 1.5 miles DME, 600 ft, commence landing descent&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | F&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#accc4f;&amp;quot; | 1 mile DME, 400 ft&lt;br /&gt;
|-&lt;br /&gt;
| G&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | 3/4 mile DME, call the ball&lt;br /&gt;
side number, tomcat/hornet, ball/clara[2], fuelstate[3], (auto[4])&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | H&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#accc4f;&amp;quot; | 1/2 mile DME, 200 ft&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Wave off on Final Heading, climb to 1200 ft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | J&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#accc4f;&amp;quot; | Turn to downwind heading, using 10% speed G-turn&lt;br /&gt;
|-&lt;br /&gt;
| K&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Maintain 1200 ft and on speed AOA, flaps/slats/gear/hook down&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background-color:#accc4f;&amp;quot; | L&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#accc4f;&amp;quot; | Turn into Final Heading via 18 ~ 22 degree bank turn&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background-color:#000000;&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Speedbrake / ATC / ACLS [1]&lt;br /&gt;
| As desired&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#efee13;&amp;quot; | Clara [2]&lt;br /&gt;
| style=&amp;quot;background-color:#efee13;&amp;quot; | Ball is obscured, LSO will give instructions&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Fuelstate [3]&lt;br /&gt;
| Remaining fuel in thousands of pounds:&lt;br /&gt;
5100 pounds -&amp;gt; 5.1&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#efee13;&amp;quot; | Auto [4]&lt;br /&gt;
| style=&amp;quot;background-color:#efee13;&amp;quot; | Auto throttle is engaged&lt;br /&gt;
|}&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=OVGME&amp;diff=8379</id>
		<title>OVGME</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=OVGME&amp;diff=8379"/>
				<updated>2018-12-05T16:50:21Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &lt;/p&gt;
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{{OtherModuleInfo&lt;br /&gt;
|modulename=OVGME&lt;br /&gt;
|modulethumb=OVGME_Logo.PNG&lt;br /&gt;
|storelink=https://github.com/jweisner/ovgme&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=sclcAmQOjI8&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
OVGME is a popular modding tool for DCS that allows you to selectively enable and disable mods individually, by saving them in a seperate folder and only linking to this folder when a mod is enabled in the program. This allows you to quickly disable mods in case of an Integrity Check failure (for a particular server or due to a DCS update), as well as diagnose and disable broken mods.&lt;br /&gt;
&lt;br /&gt;
Sadly the original developer Sedenion is no longer developing this extremely useful tool, but a few people are hosting mirrors of his original work and some are even attempting to further develop this tool: as of DCS 2.5 the tool is still compatible with DCS and as such you will find all manner of guides and information on this page to help you make the most of OVGME with DCS.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Installing OVGME==&lt;br /&gt;
====Download the installer====&lt;br /&gt;
 &lt;br /&gt;
[https://s3.amazonaws.com/ovgme/ovgme_1_7_4_setup_64.exe EXE Download]&lt;br /&gt;
&lt;br /&gt;
OR&lt;br /&gt;
&lt;br /&gt;
[https://s3.amazonaws.com/ovgme/ovgme_1_7_4_setup_64.zip Portable ZIP version]&lt;br /&gt;
&lt;br /&gt;
==Setting up OVGME (profiles)==&lt;br /&gt;
&lt;br /&gt;
Profiles specify what mods you can enable/disable, so they basically specify the mods for this particular profile. As such you could have multiple profiles for DCS if you have a lot of mods in each, the outfit (clan, flight squadron) requires you to use certain mods during flight meetings, or you would like to have seperate mod sets for playing offline and online (if you use certain mods that do not pass the Integrity Check [IC]).&lt;br /&gt;
&lt;br /&gt;
Once you have OVGME installed, we can proceed to create a profile for our game (DCS in this case). To do this, we open up OVGME and if it is your first time opening it, you will automatically be greeted with the 'Welcome to OVGME!' window from where we create our first profile. Alternatively, you can press 'New' in the main OVGME windows (next to our &amp;quot;currently selected profile&amp;quot; and 'edit' buttons).&lt;br /&gt;
&lt;br /&gt;
There are 4 fields in this creation window:&lt;br /&gt;
;1. Configuration title&lt;br /&gt;
: This is basically the name you wish to give your profile, so you could name it DCS standard modset or anything that you wish. I prefer to not name it simply 'DCS' as you may have multiple DCS mod profiles (for example, one for online and one for offline play).&lt;br /&gt;
;2. Configuration root folder&lt;br /&gt;
: This is the folder where the mods will be applied if you enable them, so we want to point this to our DCS World (OpenBeta) folder, wherever you chose to install it.&lt;br /&gt;
;3. Configuration mods folder&lt;br /&gt;
: This is the folder where we will store our mods to be enabled / disabled &lt;br /&gt;
;4. Custom configuration folder (OPTIONAL)&lt;br /&gt;
: This is a backup location to where our backup data of original game or software files are stored.&lt;br /&gt;
&lt;br /&gt;
==Add mods to OVGME==&lt;br /&gt;
&lt;br /&gt;
To add mods to OVGME, you can perform one of 2 actions to add mods to your current profile. The first way is to click&lt;br /&gt;
 OVGME &amp;gt; Mods tab &amp;gt; Import mods&lt;br /&gt;
to import any (.zip) mods to the currently selected profile. This requires the mod to be in the correct format for use with OVGME however, and may not work with all mods that can be found for DCS.&lt;br /&gt;
&lt;br /&gt;
The preferred way to install mods is to simply unzip or open the archive file, and drag the mod folder into the folder we specified for storing mods (Configuration mods folder).&lt;br /&gt;
&lt;br /&gt;
===Folder formatting===&lt;br /&gt;
&lt;br /&gt;
The first folder in the configuration mods folder is the name of the mod and is purely for use with OVGME only; the contents of this folder get placed into our :\DCS World (OpenBeta)\ folder. Do take care that some mods require you to build the path yourselves.&lt;br /&gt;
&lt;br /&gt;
Let's say that we have a sound file that we want to replace our Master Warning sound with. First we need to find the Master Warning sound itself, which is at&lt;br /&gt;
 :\DCS World (OpenBeta)\Sounds\Effects\Aircraft\Cockpits\MasterWarning.ogg&lt;br /&gt;
&lt;br /&gt;
Then we obviously need to have our sound be named MasterWarning and have the .ogg file extension, as OVGME will want to replace it when we enable the mod for it. Once we have done this, we can make a mod in the configuration mod folder that replicated the file structure as shown above: remember that the first folder is for use within OVGME, let's name it 'Master Warning Mod'. So we make the following file structure into the OVGME configuration mod folder&lt;br /&gt;
 :\Master Warning Mod\Sounds\Effects\Aircraft\Cockpits&lt;br /&gt;
and in it we place our own MasterWarning file with the .ogg file extension.&lt;br /&gt;
&lt;br /&gt;
==Enabling / disabling mods==&lt;br /&gt;
&lt;br /&gt;
[[File:OVGME_UI.png|right|thumb|An example of how OVGME loaded up with a number of mods]]&lt;br /&gt;
&lt;br /&gt;
Enabling and disabling mods from the main OVGME windows is as easy as selecting the mod(s) you wish to enable / disable and clicking the button 'disable selected' or 'enable selected' to do just what the button says. You can hold SHIFT or CTRL to select multiple mods to enable / disable them at the same time.&lt;br /&gt;
&lt;br /&gt;
==Adding repositories to OVGME==&lt;br /&gt;
&lt;br /&gt;
OVMGE can also work with repositories; these are effectively links that allow you to download and update the mod (or mod pack) via OVGME, rather than adding the mods to the mod folder directly. This also allows you to query (basically ask) the host of the mod (pack) to see if there is an update, and perform the update for you.&lt;br /&gt;
&lt;br /&gt;
To add (or delete) a repository to OVMGE go to&lt;br /&gt;
 OVGME &amp;gt; Mods tab &amp;gt; Repositories &amp;gt; Configure&lt;br /&gt;
In here you can add your URL for the mod, and remove any existing repositories.&lt;br /&gt;
&lt;br /&gt;
Please note that adding the repository to your current profile does not automatically download the mod in question. To download the mod(s), we would use the same procedure as we will later on to check if there is an update.&lt;br /&gt;
&lt;br /&gt;
===Updating mods with repositories===&lt;br /&gt;
&lt;br /&gt;
To check if any of our mods in the repositories have updates (or to download newly added repository mods) we go to&lt;br /&gt;
 OVGME &amp;gt; Mods tab &amp;gt; Repositories &amp;gt; Query&lt;br /&gt;
In here we can click the 'query' button (or the 'retry' button) to see if there are any updates for our mods.&lt;br /&gt;
&lt;br /&gt;
This will check all repository mods for updates, and display the following symbology arrows:&lt;br /&gt;
;1. Grey arrow&lt;br /&gt;
: You do not have the mod (fully) downloaded&lt;br /&gt;
;2. Red arrow&lt;br /&gt;
: You have the mod downloaded, but there is a newer version available (it is not up to date)&lt;br /&gt;
;3. Green arrow&lt;br /&gt;
: You have the mod downloaded and it is up to date&lt;br /&gt;
&lt;br /&gt;
If the mod is not downloaded fully or is not up to date, you can select it and click the 'download selected' button to install / update that particular mod. Alternatively you can hit the 'download all' button to install all mods / bring them up to date.&lt;br /&gt;
&lt;br /&gt;
==Making a mod archive==&lt;br /&gt;
&lt;br /&gt;
==OVMGE Snapshot==&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7775</id>
		<title>Georgia At War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7775"/>
				<updated>2018-07-07T19:22:23Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: /* Server Schedule and State Saving */&lt;/p&gt;
&lt;hr /&gt;
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&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Georgia At War User Guide==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=LGDcy3TEvIw What is Georgia At War? ]&lt;br /&gt;
&lt;br /&gt;
Georgia At War is a dynamic campaign where players start with a small foothold in Russian territory near Ukraine, and must fight their way to Maykop.  Players must clear and capture territory to create forward bases to keep the pressure up on the enemy and to keep their airfields supplied.  You are pitted against an AI commander who will react to your actions, he'll counter attack territory you've captured, proactively capture territory you aren't guarding, and in general do his best to foil your efforts to extend your front line eastward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
====The F10 Menu====&lt;br /&gt;
Almost all actions in GAW are done via the F10 menu.  This can be used by opening the communication menu (the &amp;quot;\&amp;quot; key by default), and pressing F10 or using the mouse to select &amp;quot;Other&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Capturing Territory====&lt;br /&gt;
The overall objective in GAW is to capture Maykop.  However you won't be able to do that without stringing together smaller victories to expand your center of operations.  This is important for 2 reasons.  First, you have limited supplies at your base.  There are warehouses in the theater that must be captured to ensure that you continue receiving weapons at your base. Second, having to fly back to your starting base to rearm and refuel after sorties will decrease the amount of time you are on station, giving the commander openings to retake territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Capturing territory (airfields, and FARPs) is done in one of two ways.  First players must clear a path to the territory they intend to capture.  The mission is different every time so depending on how the commander chose to deploy his forces this may include removing SAM threats, AAA, mechanized infantry, enemy aircraft, or any number of other enemy units that might be covering the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a path has been cleared you have two options.  The F10 menu can be used to &amp;quot;Deploy airfield security forces&amp;quot; or &amp;quot;Deploy Warehouse/FARP security forces&amp;quot; to deploy a C-130 or a Blackhawk helicopter to the selected airfield.  If they successfully arrive, they will deliver a small force of units to capture and hold the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second option is that players can use the included CTLD scripts to load up a helicopter with troops and vehicles to capture the airfield themselves.   Once friendly ground units are in the vicinity of an airfield or FARP and there is no enemy presence, the airfield will be captured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Completing Missions====&lt;br /&gt;
The enemy commander will have many battlefield assets deployed to support his efforts to hold you off.  You'll need to soften these assets up to support your push toward Maykop.  To see a list of all the available missions, use the F10 menu and select &amp;quot;Get Current Missions&amp;quot;.  Missions are categorized by type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SEAD'''&lt;br /&gt;
&lt;br /&gt;
SEAD missions involve destroying strategic SAM sites that are deployed across the theater.  These missions are critical as these large SAM sites are capable of denying large areas of the map to the players.  Completing these missions will allow the blue coalition deeper access into the theater.  [https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Air Interdiction'''&lt;br /&gt;
&lt;br /&gt;
Battlefield Air Interdiction missions involve attacking assets against mobile ground units like armor columns, artillery, or mechanized infantry.  These units are very dangerous to both units on the ground holding territory, and low flying vehicles like helicopters that are needed to deliver troops and vehicles to fortify your front line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Strike'''&lt;br /&gt;
&lt;br /&gt;
Strikes are attacks against hardened targets like power plants and ammo dumps.  Strikes are necessary to complete the mission, and can have effects on the battle like friendly AI bombing runs or fighter sweeps (these are coming soon).  Destroying the MOBILE CPs listed here will greatly degrade the AI commander's ability to call in airborne reinforcements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Naval'''&lt;br /&gt;
&lt;br /&gt;
Naval strikes are similar to strikes except they obviously take place in the open water.  Completing these will call in AI friendly units to help with the fight (coming soon), and depending on how the commander has deployed his naval assets clearing these may be necessary to open up deeper areas of the theater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Intercepts'''&lt;br /&gt;
&lt;br /&gt;
These are for air-to-air missions to destroy enemy airborne assets like tankers and AWACS to deny the enemy use of those resources.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
====CAP====&lt;br /&gt;
&lt;br /&gt;
There are numerous platforms available for players to use to provide CAP for their team.  This is a constant need as the AI commander will continuously call in aircraft to stop you.  What type of aircraft and how long it takes them to get to the battle is dependent on how many mobile CP's the commander has available.  These CP's can be destroyed by the players, and are listed under &amp;quot;Strike&amp;quot; on the &amp;quot;Get Current Missions&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Logistics====&lt;br /&gt;
&lt;br /&gt;
GAW uses CTLD so players in helicopters can ferry troops to airfields to capture them, or deploy units like SAMs to defend and fortify the front line.&lt;br /&gt;
&lt;br /&gt;
The helicopters capable of performing logistics are the Huey and the Mi-8.  These helicopters are available from the start at the Anapa area FARPs, and become available at new FARPS and airfields as they are captured.  As you can imagine, this means that capturing territory is incredibly important as it allows you to quickly build fortifications on your front line to defend from enemy counter attacks, and gives both CAP and strike aircraft cushions to operate in free from harassment from enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
Anywhere that you see green smoke is a &amp;quot;logistics zone&amp;quot; where you can pick up troops, or spawn crates to build SAMs.  These are always relatively close to the airfield where the spawn is located. As you capture airfields, you'll also unlock new logistics zones close to the airfields in question. The specifics of using CTLD are outside of the scope of this document, however it all uses the F10 menu under the &amp;quot;CTLD&amp;quot; section, and it is very self explanatory.&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
====Friendly Assets====&lt;br /&gt;
GAW features a handful of support units controlled by AI that will help you complete the mission.  These units are not invincible and the AI commander will occasionally call in strikes to attempt to destroy them!  If they are killed, it will be some time before these assets respawn and become available again.&lt;br /&gt;
&lt;br /&gt;
AWACS provides radar coverage and vectoring for bandits and friendly airbases.&lt;br /&gt;
&lt;br /&gt;
There is a carrier operating in the Black Sea to facilitate naval aviation operations.&lt;br /&gt;
&lt;br /&gt;
There is an LHD also operating in the Black Sea to facilitate VTOL aviation operations.&lt;br /&gt;
&lt;br /&gt;
Passive CAP is occasionally called in to help fight back enemy aircraft for when there are few players online providing CAP&lt;br /&gt;
&lt;br /&gt;
There are forward observer slots available so players can provide human AWACS/ATC &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Server Schedule and State Saving===&lt;br /&gt;
&lt;br /&gt;
The state of the mission is saved every 10 minutes.  In terms of objectives, you'll never lose more than 10 minutes worth of progress in the event of a crash.&lt;br /&gt;
&lt;br /&gt;
The server is restarted every 3 hours, the state is saved, and is reloaded on restart.&lt;br /&gt;
&lt;br /&gt;
Territory that is not captured is considered &amp;quot;reinforced&amp;quot; at this time, when the mission reloads all territory held by either blue or red will be fully reinforced with new defense units.  It's critical to complete any territorial capture within the three hour window!  Even if you destroy every single enemy unit at an airfield, if you don't capture before a restart the commander will reinforce it with a new &lt;br /&gt;
complement of defenders!&lt;br /&gt;
&lt;br /&gt;
Players will be given warnings at 30, 20, and 5 minutes before server restart.  Generally speaking the mission starts at 06:20 and restarts at 09:20.  Occasionally we'll change up the time or weather to get a change of scenery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tuesday nights we'll be switching the server to Tuesday Night Noob, our training map to help new players ease their way into multiplayer and learn new skills.  The mission will not run consistently on Tuesdays depending on turnout for TNN.&lt;br /&gt;
&lt;br /&gt;
We will try to schedule updates for the mission and code during one of the three hour restarts.  If we are making updates sometimes it will take a mission a little longer to come back up while we apply updates.  In some extreme cases (e.g. the mission is bugged or the game executable is struggling) sometimes we might have to restart the mission outside of the three hour normal restarts.  in this case we will make every effort to preserve the state and reload it, but it's not guaranteed.&lt;br /&gt;
&lt;br /&gt;
==How to get Involved==&lt;br /&gt;
===Discord===&lt;br /&gt;
Join the [https://discord.gg/hoggit Hoggit Discord] and check out the #welcome and #georgia-at-war channels.&lt;br /&gt;
===Radios===&lt;br /&gt;
The server runs [[Simple_Radio_Standalone|Simple Radio]] at &amp;quot;dcs.hoggitworld.com&amp;quot;. User Redditbus created a [https://docs.google.com/spreadsheets/d/1a63VD2WXmShIwpiTTfHuK-5yWKw-3AtXLbv1LBjMyCE/edit#gid=0 google doc] with the radio frequencies we're going to be using.&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
===SEAD===&lt;br /&gt;
[https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
The current status of GAW can be tracked at http://gaw.hoggitworld.com/. Also, Hoggy, our Discord Bot, has the server's status available under his name in the discord.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7774</id>
		<title>Georgia At War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7774"/>
				<updated>2018-07-07T19:21:58Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &lt;/p&gt;
&lt;hr /&gt;
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|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Georgia At War User Guide==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=LGDcy3TEvIw What is Georgia At War? ]&lt;br /&gt;
&lt;br /&gt;
Georgia At War is a dynamic campaign where players start with a small foothold in Russian territory near Ukraine, and must fight their way to Maykop.  Players must clear and capture territory to create forward bases to keep the pressure up on the enemy and to keep their airfields supplied.  You are pitted against an AI commander who will react to your actions, he'll counter attack territory you've captured, proactively capture territory you aren't guarding, and in general do his best to foil your efforts to extend your front line eastward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
====The F10 Menu====&lt;br /&gt;
Almost all actions in GAW are done via the F10 menu.  This can be used by opening the communication menu (the &amp;quot;\&amp;quot; key by default), and pressing F10 or using the mouse to select &amp;quot;Other&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Capturing Territory====&lt;br /&gt;
The overall objective in GAW is to capture Maykop.  However you won't be able to do that without stringing together smaller victories to expand your center of operations.  This is important for 2 reasons.  First, you have limited supplies at your base.  There are warehouses in the theater that must be captured to ensure that you continue receiving weapons at your base. Second, having to fly back to your starting base to rearm and refuel after sorties will decrease the amount of time you are on station, giving the commander openings to retake territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Capturing territory (airfields, and FARPs) is done in one of two ways.  First players must clear a path to the territory they intend to capture.  The mission is different every time so depending on how the commander chose to deploy his forces this may include removing SAM threats, AAA, mechanized infantry, enemy aircraft, or any number of other enemy units that might be covering the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a path has been cleared you have two options.  The F10 menu can be used to &amp;quot;Deploy airfield security forces&amp;quot; or &amp;quot;Deploy Warehouse/FARP security forces&amp;quot; to deploy a C-130 or a Blackhawk helicopter to the selected airfield.  If they successfully arrive, they will deliver a small force of units to capture and hold the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second option is that players can use the included CTLD scripts to load up a helicopter with troops and vehicles to capture the airfield themselves.   Once friendly ground units are in the vicinity of an airfield or FARP and there is no enemy presence, the airfield will be captured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Completing Missions====&lt;br /&gt;
The enemy commander will have many battlefield assets deployed to support his efforts to hold you off.  You'll need to soften these assets up to support your push toward Maykop.  To see a list of all the available missions, use the F10 menu and select &amp;quot;Get Current Missions&amp;quot;.  Missions are categorized by type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SEAD'''&lt;br /&gt;
&lt;br /&gt;
SEAD missions involve destroying strategic SAM sites that are deployed across the theater.  These missions are critical as these large SAM sites are capable of denying large areas of the map to the players.  Completing these missions will allow the blue coalition deeper access into the theater.  [https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Air Interdiction'''&lt;br /&gt;
&lt;br /&gt;
Battlefield Air Interdiction missions involve attacking assets against mobile ground units like armor columns, artillery, or mechanized infantry.  These units are very dangerous to both units on the ground holding territory, and low flying vehicles like helicopters that are needed to deliver troops and vehicles to fortify your front line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Strike'''&lt;br /&gt;
&lt;br /&gt;
Strikes are attacks against hardened targets like power plants and ammo dumps.  Strikes are necessary to complete the mission, and can have effects on the battle like friendly AI bombing runs or fighter sweeps (these are coming soon).  Destroying the MOBILE CPs listed here will greatly degrade the AI commander's ability to call in airborne reinforcements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Naval'''&lt;br /&gt;
&lt;br /&gt;
Naval strikes are similar to strikes except they obviously take place in the open water.  Completing these will call in AI friendly units to help with the fight (coming soon), and depending on how the commander has deployed his naval assets clearing these may be necessary to open up deeper areas of the theater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Intercepts'''&lt;br /&gt;
&lt;br /&gt;
These are for air-to-air missions to destroy enemy airborne assets like tankers and AWACS to deny the enemy use of those resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====CAP====&lt;br /&gt;
&lt;br /&gt;
There are numerous platforms available for players to use to provide CAP for their team.  This is a constant need as the AI commander will continuously call in aircraft to stop you.  What type of aircraft and how long it takes them to get to the battle is dependent on how many mobile CP's the commander has available.  These CP's can be destroyed by the players, and are listed under &amp;quot;Strike&amp;quot; on the &amp;quot;Get Current Missions&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Logistics====&lt;br /&gt;
&lt;br /&gt;
GAW uses CTLD so players in helicopters can ferry troops to airfields to capture them, or deploy units like SAMs to defend and fortify the front line.&lt;br /&gt;
&lt;br /&gt;
The helicopters capable of performing logistics are the Huey and the Mi-8.  These helicopters are available from the start at the Anapa area FARPs, and become available at new FARPS and airfields as they are captured.  As you can imagine, this means that capturing territory is incredibly important as it allows you to quickly build fortifications on your front line to defend from enemy counter attacks, and gives both CAP and strike aircraft cushions to operate in free from harassment from enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
Anywhere that you see green smoke is a &amp;quot;logistics zone&amp;quot; where you can pick up troops, or spawn crates to build SAMs.  These are always relatively close to the airfield where the spawn is located. As you capture airfields, you'll also unlock new logistics zones close to the airfields in question. The specifics of using CTLD are outside of the scope of this document, however it all uses the F10 menu under the &amp;quot;CTLD&amp;quot; section, and it is very self explanatory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Friendly Assets====&lt;br /&gt;
GAW features a handful of support units controlled by AI that will help you complete the mission.  These units are not invincible and the AI commander will occasionally call in strikes to attempt to destroy them!  If they are killed, it will be some time before these assets respawn and become available again.&lt;br /&gt;
&lt;br /&gt;
AWACS provides radar coverage and vectoring for bandits and friendly airbases.&lt;br /&gt;
&lt;br /&gt;
There is a carrier operating in the Black Sea to facilitate naval aviation operations.&lt;br /&gt;
&lt;br /&gt;
There is an LHD also operating in the Black Sea to facilitate VTOL aviation operations.&lt;br /&gt;
&lt;br /&gt;
Passive CAP is occasionally called in to help fight back enemy aircraft for when there are few players online providing CAP&lt;br /&gt;
&lt;br /&gt;
There are forward observer slots available so players can provide human AWACS/ATC &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Server Schedule and State Saving===&lt;br /&gt;
&lt;br /&gt;
The state of the mission is saved every 10 minutes.  In terms of objectives, you'll never lose more than 10 minutes worth of progress in the event of a crash.&lt;br /&gt;
&lt;br /&gt;
The server is restarted every 3 hours, the state is saved, and is reloaded on restart.&lt;br /&gt;
&lt;br /&gt;
Territory that is not captured is considered &amp;quot;reinforced&amp;quot; at this time, when the mission reloads all territory held by either blue or red will be fully reinforced with new defense units.  It's critical to complete any territorial capture within the three hour window!  Even if you destroy every single enemy unit at an airfield, if you don't capture before a restart the commander will reinforce it with a new &lt;br /&gt;
complement of defenders!&lt;br /&gt;
&lt;br /&gt;
Players will be given warnings at 30, 20, and 5 minutes before server restart.  Generally speaking the mission starts at 06:20 and restarts at 09:20.  Occasionally we'll change up the time or weather to get a change of scenery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tuesday nights we'll be switching the server to Tuesday Night Noob, our training map to help new players ease their way into multiplayer and learn new skills.  The mission will not run consistently on Tuesdays depending on turnout for TNN.&lt;br /&gt;
&lt;br /&gt;
We will try to schedule updates for the mission and code during a three hour restart.  If we are making updates sometimes it will take a mission a little longer to come back up while we apply updates.  In some extreme cases (e.g. the mission is bugged or the game executable is struggling) sometimes we might have to restart the mission outside of the three hour normal restarts.  in this case we will make every effort to preserve the state and reload it, but it's not guaranteed. &lt;br /&gt;
&lt;br /&gt;
==How to get Involved==&lt;br /&gt;
===Discord===&lt;br /&gt;
Join the [https://discord.gg/hoggit Hoggit Discord] and check out the #welcome and #georgia-at-war channels.&lt;br /&gt;
===Radios===&lt;br /&gt;
The server runs [[Simple_Radio_Standalone|Simple Radio]] at &amp;quot;dcs.hoggitworld.com&amp;quot;. User Redditbus created a [https://docs.google.com/spreadsheets/d/1a63VD2WXmShIwpiTTfHuK-5yWKw-3AtXLbv1LBjMyCE/edit#gid=0 google doc] with the radio frequencies we're going to be using.&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
===SEAD===&lt;br /&gt;
[https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
The current status of GAW can be tracked at http://gaw.hoggitworld.com/. Also, Hoggy, our Discord Bot, has the server's status available under his name in the discord.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7725</id>
		<title>Georgia At War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7725"/>
				<updated>2018-07-04T04:37:21Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: /* Server Schedule and State Saving */&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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Georgia At War User Guide==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=LGDcy3TEvIw What is Georgia At War? ]&lt;br /&gt;
&lt;br /&gt;
Georgia At War is a dynamic campaign where players start with a small foothold in Russian territory near Ukraine, and must fight their way to Maykop.  Players must clear and capture territory to create forward bases to keep the pressure up on the enemy and to keep their airfields supplied.  You are pitted against an AI commander who will react to your actions, he'll counter attack territory you've captured, proactively capture territory you aren't guarding, and in general do his best to foil your efforts to extend your front line eastward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
====The F10 Menu====&lt;br /&gt;
Almost all actions in GAW are done via the F10 menu.  This can be used by opening the communication menu (the &amp;quot;\&amp;quot; key by default), and pressing F10 or using the mouse to select &amp;quot;Other&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Capturing Territory====&lt;br /&gt;
The overall objective in GAW is to capture Maykop.  However you won't be able to do that without stringing together smaller victories to expand your center of operations.  This is important for 2 reasons.  First, you have limited supplies at your base.  There are warehouses in the theater that must be captured to ensure that you continue receiving weapons at your base. Second, having to fly back to your starting base to rearm and refuel after sorties will decrease the amount of time you are on station, giving the commander openings to retake territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Capturing territory (airfields, and FARPs) is done in one of two ways.  First players must clear a path to the territory they intend to capture.  The mission is different every time so depending on how the commander chose to deploy his forces this may include removing SAM threats, AAA, mechanized infantry, enemy aircraft, or any number of other enemy units that might be covering the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a path has been cleared you have two options.  The F10 menu can be used to &amp;quot;Deploy airfield security forces&amp;quot; or &amp;quot;Deploy Warehouse/FARP security forces&amp;quot; to deploy a C-130 or a Blackhawk helicopter to the selected airfield.  If they successfully arrive, they will deliver a small force of units to capture and hold the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second option is that players can use the included CTLD scripts to load up a helicopter with troops and vehicles to capture the airfield themselves.   Once friendly ground units are in the vicinity of an airfield or FARP and there is no enemy presence, the airfield will be captured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Completing Missions====&lt;br /&gt;
The enemy commander will have many battlefield assets deployed to support his efforts to hold you off.  You'll need to soften these assets up to support your push toward Maykop.  To see a list of all the available missions, use the F10 menu and select &amp;quot;Get Current Missions&amp;quot;.  Missions are categorized by type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SEAD'''&lt;br /&gt;
&lt;br /&gt;
SEAD missions involve destroying strategic SAM sites that are deployed across the theater.  These missions are critical as these large SAM sites are capable of denying large areas of the map to the players.  Completing these missions will allow the blue coalition deeper access into the theater.  [https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Air Interdiction'''&lt;br /&gt;
&lt;br /&gt;
Battlefield Air Interdiction missions involve attacking assets against mobile ground units like armor columns, artillery, or mechanized infantry.  These units are very dangerous to both units on the ground holding territory, and low flying vehicles like helicopters that are needed to deliver troops and vehicles to fortify your front line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Strike'''&lt;br /&gt;
&lt;br /&gt;
Strikes are attacks against hardened targets like power plants and ammo dumps.  Strikes are necessary to complete the mission, and can have effects on the battle like friendly AI bombing runs or fighter sweeps (these are coming soon).  Destroying the MOBILE CPs listed here will greatly degrade the AI commander's ability to call in airborne reinforcements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Naval'''&lt;br /&gt;
&lt;br /&gt;
Naval strikes are similar to strikes except they obviously take place in the open water.  Completing these will call in AI friendly units to help with the fight (coming soon), and depending on how the commander has deployed his naval assets clearing these may be necessary to open up deeper areas of the theater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Intercepts'''&lt;br /&gt;
&lt;br /&gt;
These are for air-to-air missions to destroy enemy airborne assets like tankers and AWACS to deny the enemy use of those resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====CAP====&lt;br /&gt;
&lt;br /&gt;
There are numerous platforms available for players to use to provide CAP for their team.  This is a constant need as the AI commander will continuously call in aircraft to stop you.  What type of aircraft and how long it takes them to get to the battle is dependent on how many mobile CP's the commander has available.  These CP's can be destroyed by the players, and are listed under &amp;quot;Strike&amp;quot; on the &amp;quot;Get Current Missions&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Logistics====&lt;br /&gt;
&lt;br /&gt;
GAW uses CTLD so players in helicopters can ferry troops to airfields to capture them, or deploy units like SAMs to defend and fortify the front line.&lt;br /&gt;
&lt;br /&gt;
The helicopters capable of performing logistics are the Huey and the Mi-8.  These helicopters are available from the start at the Anapa area FARPs, and become available at new FARPS and airfields as they are captured.  As you can imagine, this means that capturing territory is incredibly important as it allows you to quickly build fortifications on your front line to defend from enemy counter attacks, and gives both CAP and strike aircraft cushions to operate in free from harassment from enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
Anywhere that you see green smoke is a &amp;quot;logistics zone&amp;quot; where you can pick up troops, or spawn crates to build SAMs.  These are always relatively close to the airfield where the spawn is located. As you capture airfields, you'll also unlock new logistics zones close to the airfields in question. The specifics of using CTLD are outside of the scope of this document, however it all uses the F10 menu under the &amp;quot;CTLD&amp;quot; section, and it is very self explanatory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Friendly Assets====&lt;br /&gt;
GAW features a handful of support units controlled by AI that will help you complete the mission.  These units are not invincible and the AI commander will occasionally call in strikes to attempt to destroy them!  If they are killed, it will be some time before these assets respawn and become available again.&lt;br /&gt;
&lt;br /&gt;
AWACS provides radar coverage and vectoring for bandits and friendly airbases.&lt;br /&gt;
&lt;br /&gt;
There is a carrier operating in the Black Sea to facilitate naval aviation operations.&lt;br /&gt;
&lt;br /&gt;
There is an LHD also operating in the Black Sea to facilitate VTOL aviation operations.&lt;br /&gt;
&lt;br /&gt;
Passive CAP is occasionally called in to help fight back enemy aircraft for when there are few players online providing CAP&lt;br /&gt;
&lt;br /&gt;
There are forward observer slots available so players can provide human AWACS/ATC &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Server Schedule and State Saving===&lt;br /&gt;
&lt;br /&gt;
The state of the mission is saved every 10 minutes.  In terms of objectives, you'll never lose more than 10 minutes worth of progress in the event of a crash.&lt;br /&gt;
&lt;br /&gt;
The server is restarted every 3 hours, the state is saved, and is reloaded on restart.&lt;br /&gt;
&lt;br /&gt;
Territory that is not captured is considered &amp;quot;reinforced&amp;quot; at this time, when the mission reloads all territory held by either blue or red will be fully reinforced with new defense units.  It's critical to complete any territorial capture within the three hour window!  Even if you destroy every single enemy unit at an airfield, if you don't capture before a restart the commander will reinforce it with a new &lt;br /&gt;
complement of defenders!&lt;br /&gt;
&lt;br /&gt;
Players will be given warnings at 30, 20, and 5 minutes before server restart.  Generally speaking the mission starts at 06:20 and restarts at 09:20.  Occasionally we'll change up the time or weather to get a change of scenery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tuesday nights we'll be switching the server to Tuesday Night Noob, our training map to help new players ease their way into multiplayer and learn new skills.  The mission will not run consistently on Tuesdays depending on turnout for TNN.&lt;br /&gt;
&lt;br /&gt;
==How to get Involved==&lt;br /&gt;
===Discord===&lt;br /&gt;
Join the [https://discord.gg/hoggit Hoggit Discord] and check out the #welcome and #georgia-at-war channels.&lt;br /&gt;
===Radios===&lt;br /&gt;
The server runs [[Simple_Radio_Standalone|Simple Radio]] at &amp;quot;dcs.hoggitworld.com&amp;quot;. User Redditbus created a [https://docs.google.com/spreadsheets/d/1a63VD2WXmShIwpiTTfHuK-5yWKw-3AtXLbv1LBjMyCE/edit#gid=0 google doc] with the radio frequencies we're going to be using.&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
===SEAD===&lt;br /&gt;
[https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
The current status of GAW can be tracked at http://gaw.hoggitworld.com/. Also, Hoggy, our Discord Bot, has the server's status available under his name in the discord.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7724</id>
		<title>Georgia At War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7724"/>
				<updated>2018-07-03T21:00:54Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: /* Server Schedule and State Saving */&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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Georgia At War User Guide==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=LGDcy3TEvIw What is Georgia At War? ]&lt;br /&gt;
&lt;br /&gt;
Georgia At War is a dynamic campaign where players start with a small foothold in Russian territory near Ukraine, and must fight their way to Maykop.  Players must clear and capture territory to create forward bases to keep the pressure up on the enemy and to keep their airfields supplied.  You are pitted against an AI commander who will react to your actions, he'll counter attack territory you've captured, proactively capture territory you aren't guarding, and in general do his best to foil your efforts to extend your front line eastward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
====The F10 Menu====&lt;br /&gt;
Almost all actions in GAW are done via the F10 menu.  This can be used by opening the communication menu (the &amp;quot;\&amp;quot; key by default), and pressing F10 or using the mouse to select &amp;quot;Other&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Capturing Territory====&lt;br /&gt;
The overall objective in GAW is to capture Maykop.  However you won't be able to do that without stringing together smaller victories to expand your center of operations.  This is important for 2 reasons.  First, you have limited supplies at your base.  There are warehouses in the theater that must be captured to ensure that you continue receiving weapons at your base. Second, having to fly back to your starting base to rearm and refuel after sorties will decrease the amount of time you are on station, giving the commander openings to retake territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Capturing territory (airfields, and FARPs) is done in one of two ways.  First players must clear a path to the territory they intend to capture.  The mission is different every time so depending on how the commander chose to deploy his forces this may include removing SAM threats, AAA, mechanized infantry, enemy aircraft, or any number of other enemy units that might be covering the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a path has been cleared you have two options.  The F10 menu can be used to &amp;quot;Deploy airfield security forces&amp;quot; or &amp;quot;Deploy Warehouse/FARP security forces&amp;quot; to deploy a C-130 or a Blackhawk helicopter to the selected airfield.  If they successfully arrive, they will deliver a small force of units to capture and hold the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second option is that players can use the included CTLD scripts to load up a helicopter with troops and vehicles to capture the airfield themselves.   Once friendly ground units are in the vicinity of an airfield or FARP and there is no enemy presence, the airfield will be captured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Completing Missions====&lt;br /&gt;
The enemy commander will have many battlefield assets deployed to support his efforts to hold you off.  You'll need to soften these assets up to support your push toward Maykop.  To see a list of all the available missions, use the F10 menu and select &amp;quot;Get Current Missions&amp;quot;.  Missions are categorized by type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SEAD'''&lt;br /&gt;
&lt;br /&gt;
SEAD missions involve destroying strategic SAM sites that are deployed across the theater.  These missions are critical as these large SAM sites are capable of denying large areas of the map to the players.  Completing these missions will allow the blue coalition deeper access into the theater.  [https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Air Interdiction'''&lt;br /&gt;
&lt;br /&gt;
Battlefield Air Interdiction missions involve attacking assets against mobile ground units like armor columns, artillery, or mechanized infantry.  These units are very dangerous to both units on the ground holding territory, and low flying vehicles like helicopters that are needed to deliver troops and vehicles to fortify your front line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Strike'''&lt;br /&gt;
&lt;br /&gt;
Strikes are attacks against hardened targets like power plants and ammo dumps.  Strikes are necessary to complete the mission, and can have effects on the battle like friendly AI bombing runs or fighter sweeps (these are coming soon).  Destroying the MOBILE CPs listed here will greatly degrade the AI commander's ability to call in airborne reinforcements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Naval'''&lt;br /&gt;
&lt;br /&gt;
Naval strikes are similar to strikes except they obviously take place in the open water.  Completing these will call in AI friendly units to help with the fight (coming soon), and depending on how the commander has deployed his naval assets clearing these may be necessary to open up deeper areas of the theater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Intercepts'''&lt;br /&gt;
&lt;br /&gt;
These are for air-to-air missions to destroy enemy airborne assets like tankers and AWACS to deny the enemy use of those resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====CAP====&lt;br /&gt;
&lt;br /&gt;
There are numerous platforms available for players to use to provide CAP for their team.  This is a constant need as the AI commander will continuously call in aircraft to stop you.  What type of aircraft and how long it takes them to get to the battle is dependent on how many mobile CP's the commander has available.  These CP's can be destroyed by the players, and are listed under &amp;quot;Strike&amp;quot; on the &amp;quot;Get Current Missions&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Logistics====&lt;br /&gt;
&lt;br /&gt;
GAW uses CTLD so players in helicopters can ferry troops to airfields to capture them, or deploy units like SAMs to defend and fortify the front line.&lt;br /&gt;
&lt;br /&gt;
The helicopters capable of performing logistics are the Huey and the Mi-8.  These helicopters are available from the start at the Anapa area FARPs, and become available at new FARPS and airfields as they are captured.  As you can imagine, this means that capturing territory is incredibly important as it allows you to quickly build fortifications on your front line to defend from enemy counter attacks, and gives both CAP and strike aircraft cushions to operate in free from harassment from enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
Anywhere that you see green smoke is a &amp;quot;logistics zone&amp;quot; where you can pick up troops, or spawn crates to build SAMs.  These are always relatively close to the airfield where the spawn is located. As you capture airfields, you'll also unlock new logistics zones close to the airfields in question. The specifics of using CTLD are outside of the scope of this document, however it all uses the F10 menu under the &amp;quot;CTLD&amp;quot; section, and it is very self explanatory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Friendly Assets====&lt;br /&gt;
GAW features a handful of support units controlled by AI that will help you complete the mission.  These units are not invincible and the AI commander will occasionally call in strikes to attempt to destroy them!  If they are killed, it will be some time before these assets respawn and become available again.&lt;br /&gt;
&lt;br /&gt;
AWACS provides radar coverage and vectoring for bandits and friendly airbases.&lt;br /&gt;
&lt;br /&gt;
There is a carrier operating in the Black Sea to facilitate naval aviation operations.&lt;br /&gt;
&lt;br /&gt;
There is an LHD also operating in the Black Sea to facilitate VTOL aviation operations.&lt;br /&gt;
&lt;br /&gt;
Passive CAP is occasionally called in to help fight back enemy aircraft for when there are few players online providing CAP&lt;br /&gt;
&lt;br /&gt;
There are forward observer slots available so players can provide human AWACS/ATC &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Server Schedule and State Saving===&lt;br /&gt;
&lt;br /&gt;
The state of the mission is saved every 10 minutes.  In terms of objectives, you'll never lose more than 10 minutes worth of progress in the event of a crash.&lt;br /&gt;
&lt;br /&gt;
The server is restarted every 3 hours, the state is saved, and is reloaded on restart.&lt;br /&gt;
&lt;br /&gt;
Territory that is not captured is considered &amp;quot;reinforced&amp;quot; at this time, when the mission reloads all territory held by either blue or red will be fully reinforced with new defense units.  It's critical to complete any territorial capture within the three hour window!  Even if you destroy every single enemy unit at an airfield, if you don't capture before a restart the commander will reinforce it with a new &lt;br /&gt;
complement of defenders!&lt;br /&gt;
&lt;br /&gt;
Players will be given warnings at 30, 20, and 5 minutes before server restart.  Generally speaking the mission starts at 06:20 and restarts at 09:20.  Occasionally we'll change up the time or weather to get a change of scenery.&lt;br /&gt;
&lt;br /&gt;
==How to get Involved==&lt;br /&gt;
===Discord===&lt;br /&gt;
Join the [https://discord.gg/hoggit Hoggit Discord] and check out the #welcome and #georgia-at-war channels.&lt;br /&gt;
===Radios===&lt;br /&gt;
The server runs [[Simple_Radio_Standalone|Simple Radio]] at &amp;quot;dcs.hoggitworld.com&amp;quot;. User Redditbus created a [https://docs.google.com/spreadsheets/d/1a63VD2WXmShIwpiTTfHuK-5yWKw-3AtXLbv1LBjMyCE/edit#gid=0 google doc] with the radio frequencies we're going to be using.&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
===SEAD===&lt;br /&gt;
[https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
The current status of GAW can be tracked at http://gaw.hoggitworld.com/. Also, Hoggy, our Discord Bot, has the server's status available under his name in the discord.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7723</id>
		<title>Georgia At War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7723"/>
				<updated>2018-07-03T20:58:32Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Georgia At War User Guide==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=LGDcy3TEvIw What is Georgia At War? ]&lt;br /&gt;
&lt;br /&gt;
Georgia At War is a dynamic campaign where players start with a small foothold in Russian territory near Ukraine, and must fight their way to Maykop.  Players must clear and capture territory to create forward bases to keep the pressure up on the enemy and to keep their airfields supplied.  You are pitted against an AI commander who will react to your actions, he'll counter attack territory you've captured, proactively capture territory you aren't guarding, and in general do his best to foil your efforts to extend your front line eastward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
====The F10 Menu====&lt;br /&gt;
Almost all actions in GAW are done via the F10 menu.  This can be used by opening the communication menu (the &amp;quot;\&amp;quot; key by default), and pressing F10 or using the mouse to select &amp;quot;Other&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Capturing Territory====&lt;br /&gt;
The overall objective in GAW is to capture Maykop.  However you won't be able to do that without stringing together smaller victories to expand your center of operations.  This is important for 2 reasons.  First, you have limited supplies at your base.  There are warehouses in the theater that must be captured to ensure that you continue receiving weapons at your base. Second, having to fly back to your starting base to rearm and refuel after sorties will decrease the amount of time you are on station, giving the commander openings to retake territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Capturing territory (airfields, and FARPs) is done in one of two ways.  First players must clear a path to the territory they intend to capture.  The mission is different every time so depending on how the commander chose to deploy his forces this may include removing SAM threats, AAA, mechanized infantry, enemy aircraft, or any number of other enemy units that might be covering the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a path has been cleared you have two options.  The F10 menu can be used to &amp;quot;Deploy airfield security forces&amp;quot; or &amp;quot;Deploy Warehouse/FARP security forces&amp;quot; to deploy a C-130 or a Blackhawk helicopter to the selected airfield.  If they successfully arrive, they will deliver a small force of units to capture and hold the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second option is that players can use the included CTLD scripts to load up a helicopter with troops and vehicles to capture the airfield themselves.   Once friendly ground units are in the vicinity of an airfield or FARP and there is no enemy presence, the airfield will be captured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Completing Missions====&lt;br /&gt;
The enemy commander will have many battlefield assets deployed to support his efforts to hold you off.  You'll need to soften these assets up to support your push toward Maykop.  To see a list of all the available missions, use the F10 menu and select &amp;quot;Get Current Missions&amp;quot;.  Missions are categorized by type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SEAD'''&lt;br /&gt;
&lt;br /&gt;
SEAD missions involve destroying strategic SAM sites that are deployed across the theater.  These missions are critical as these large SAM sites are capable of denying large areas of the map to the players.  Completing these missions will allow the blue coalition deeper access into the theater.  [https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Air Interdiction'''&lt;br /&gt;
&lt;br /&gt;
Battlefield Air Interdiction missions involve attacking assets against mobile ground units like armor columns, artillery, or mechanized infantry.  These units are very dangerous to both units on the ground holding territory, and low flying vehicles like helicopters that are needed to deliver troops and vehicles to fortify your front line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Strike'''&lt;br /&gt;
&lt;br /&gt;
Strikes are attacks against hardened targets like power plants and ammo dumps.  Strikes are necessary to complete the mission, and can have effects on the battle like friendly AI bombing runs or fighter sweeps (these are coming soon).  Destroying the MOBILE CPs listed here will greatly degrade the AI commander's ability to call in airborne reinforcements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Naval'''&lt;br /&gt;
&lt;br /&gt;
Naval strikes are similar to strikes except they obviously take place in the open water.  Completing these will call in AI friendly units to help with the fight (coming soon), and depending on how the commander has deployed his naval assets clearing these may be necessary to open up deeper areas of the theater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Intercepts'''&lt;br /&gt;
&lt;br /&gt;
These are for air-to-air missions to destroy enemy airborne assets like tankers and AWACS to deny the enemy use of those resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====CAP====&lt;br /&gt;
&lt;br /&gt;
There are numerous platforms available for players to use to provide CAP for their team.  This is a constant need as the AI commander will continuously call in aircraft to stop you.  What type of aircraft and how long it takes them to get to the battle is dependent on how many mobile CP's the commander has available.  These CP's can be destroyed by the players, and are listed under &amp;quot;Strike&amp;quot; on the &amp;quot;Get Current Missions&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Logistics====&lt;br /&gt;
&lt;br /&gt;
GAW uses CTLD so players in helicopters can ferry troops to airfields to capture them, or deploy units like SAMs to defend and fortify the front line.&lt;br /&gt;
&lt;br /&gt;
The helicopters capable of performing logistics are the Huey and the Mi-8.  These helicopters are available from the start at the Anapa area FARPs, and become available at new FARPS and airfields as they are captured.  As you can imagine, this means that capturing territory is incredibly important as it allows you to quickly build fortifications on your front line to defend from enemy counter attacks, and gives both CAP and strike aircraft cushions to operate in free from harassment from enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
Anywhere that you see green smoke is a &amp;quot;logistics zone&amp;quot; where you can pick up troops, or spawn crates to build SAMs.  These are always relatively close to the airfield where the spawn is located. As you capture airfields, you'll also unlock new logistics zones close to the airfields in question. The specifics of using CTLD are outside of the scope of this document, however it all uses the F10 menu under the &amp;quot;CTLD&amp;quot; section, and it is very self explanatory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Friendly Assets====&lt;br /&gt;
GAW features a handful of support units controlled by AI that will help you complete the mission.  These units are not invincible and the AI commander will occasionally call in strikes to attempt to destroy them!  If they are killed, it will be some time before these assets respawn and become available again.&lt;br /&gt;
&lt;br /&gt;
AWACS provides radar coverage and vectoring for bandits and friendly airbases.&lt;br /&gt;
&lt;br /&gt;
There is a carrier operating in the Black Sea to facilitate naval aviation operations.&lt;br /&gt;
&lt;br /&gt;
There is an LHD also operating in the Black Sea to facilitate VTOL aviation operations.&lt;br /&gt;
&lt;br /&gt;
Passive CAP is occasionally called in to help fight back enemy aircraft for when there are few players online providing CAP&lt;br /&gt;
&lt;br /&gt;
There are forward observer slots available so players can provide human AWACS/ATC &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Server Schedule and State Saving===&lt;br /&gt;
&lt;br /&gt;
The state of the mission is saved every 10 minutes.  In terms of objectives, you'll never lose more than 10 minutes worth of progress in the event of a crash.&lt;br /&gt;
&lt;br /&gt;
The server is restarted every 3 hours, the state is saved, and is reloaded on restart.&lt;br /&gt;
&lt;br /&gt;
Territory that is not captured is considered &amp;quot;reinforced&amp;quot; at this time, when the mission reloads all territory held by either blue or red will be fully reinforced with new defense units.  It's critical to complete any territorial capture within the three hour window!  Even if you destroy every single enemy unit at an airfield, if you don't capture it in 3 hours the commander will reinforce it with a new complement of defenders!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to get Involved==&lt;br /&gt;
===Discord===&lt;br /&gt;
Join the [https://discord.gg/hoggit Hoggit Discord] and check out the #welcome and #georgia-at-war channels.&lt;br /&gt;
===Radios===&lt;br /&gt;
The server runs [[Simple_Radio_Standalone|Simple Radio]] at &amp;quot;dcs.hoggitworld.com&amp;quot;. User Redditbus created a [https://docs.google.com/spreadsheets/d/1a63VD2WXmShIwpiTTfHuK-5yWKw-3AtXLbv1LBjMyCE/edit#gid=0 google doc] with the radio frequencies we're going to be using.&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
===SEAD===&lt;br /&gt;
[https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
The current status of GAW can be tracked at http://gaw.hoggitworld.com/. Also, Hoggy, our Discord Bot, has the server's status available under his name in the discord.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7721</id>
		<title>Georgia At War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7721"/>
				<updated>2018-07-03T20:43:04Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Georgia At War User Guide==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=LGDcy3TEvIw What is Georgia At War? ]&lt;br /&gt;
&lt;br /&gt;
Georgia At War is a dynamic campaign where players start with a small foothold in Russian territory near Ukraine, and must fight their way to Maykop.  Players must clear and capture territory to create forward bases to keep the pressure up on the enemy and to keep their airfields supplied.  You are pitted against an AI commander who will react to your actions, he'll counter attack territory you've captured, proactively capture territory you aren't guarding, and in general do his best to foil your efforts to extend your front line eastward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
====The F10 Menu====&lt;br /&gt;
Almost all actions in GAW are done via the F10 menu.  This can be used by opening the communication menu (the &amp;quot;\&amp;quot; key by default), and pressing F10 or using the mouse to select &amp;quot;Other&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Capturing Territory====&lt;br /&gt;
The overall objective in GAW is to capture Maykop.  However you won't be able to do that without stringing together smaller victories to expand your center of operations.  This is important for 2 reasons.  First, you have limited supplies at your base.  There are warehouses in the theater that must be captured to ensure that you continue receiving weapons at your base. Second, having to fly back to your starting base to rearm and refuel after sorties will decrease the amount of time you are on station, giving the commander openings to retake territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Capturing territory (airfields, and FARPs) is done in one of two ways.  First players must clear a path to the territory they intend to capture.  The mission is different every time so depending on how the commander chose to deploy his forces this may include removing SAM threats, AAA, mechanized infantry, enemy aircraft, or any number of other enemy units that might be covering the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a path has been cleared you have two options.  The F10 menu can be used to &amp;quot;Deploy airfield security forces&amp;quot; or &amp;quot;Deploy Warehouse/FARP security forces&amp;quot; to deploy a C-130 or a Blackhawk helicopter to the selected airfield.  If they successfully arrive, they will deliver a small force of units to capture and hold the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second option is that players can use the included CTLD scripts to load up a helicopter with troops and vehicles to capture the airfield themselves.   Once friendly ground units are in the vicinity of an airfield or FARP and there is no enemy presence, the airfield will be captured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Completing Missions====&lt;br /&gt;
The enemy commander will have many battlefield assets deployed to support his efforts to hold you off.  You'll need to soften these assets up to support your push toward Maykop.  To see a list of all the available missions, use the F10 menu and select &amp;quot;Get Current Missions&amp;quot;.  Missions are categorized by type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SEAD'''&lt;br /&gt;
&lt;br /&gt;
SEAD missions involve destroying strategic SAM sites that are deployed across the theater.  These missions are critical as these large SAM sites are capable of denying large areas of the map to the players.  Completing these missions will allow the blue coalition deeper access into the theater.  [https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Air Interdiction'''&lt;br /&gt;
&lt;br /&gt;
Battlefield Air Interdiction missions involve attacking assets against mobile ground units like armor columns, artillery, or mechanized infantry.  These units are very dangerous to both units on the ground holding territory, and low flying vehicles like helicopters that are needed to deliver troops and vehicles to fortify your front line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Strike'''&lt;br /&gt;
&lt;br /&gt;
Strikes are attacks against hardened targets like power plants and ammo dumps.  Strikes are necessary to complete the mission, and can have effects on the battle like friendly AI bombing runs or fighter sweeps (these are coming soon).  Destroying the MOBILE CPs listed here will greatly degrade the AI commander's ability to call in airborne reinforcements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Naval'''&lt;br /&gt;
&lt;br /&gt;
Naval strikes are similar to strikes except they obviously take place in the open water.  Completing these will call in AI friendly units to help with the fight (coming soon), and depending on how the commander has deployed his naval assets clearing these may be necessary to open up deeper areas of the theater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Intercepts'''&lt;br /&gt;
&lt;br /&gt;
These are for air-to-air missions to destroy enemy airborne assets like tankers and AWACS to deny the enemy use of those resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====CAP====&lt;br /&gt;
&lt;br /&gt;
There are numerous platforms available for players to use to provide CAP for their team.  This is a constant need as the AI commander will continuously call in aircraft to stop you.  What type of aircraft and how long it takes them to get to the battle is dependent on how many mobile CP's the commander has available.  These CP's can be destroyed by the players, and are listed under &amp;quot;Strike&amp;quot; on the &amp;quot;Get Current Missions&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Logistics====&lt;br /&gt;
&lt;br /&gt;
GAW uses CTLD so players in helicopters can ferry troops to airfields to capture them, or deploy units like SAMs to defend and fortify the front line.&lt;br /&gt;
&lt;br /&gt;
The helicopters capable of performing logistics are the Huey and the Mi-8.  These helicopters are available from the start at the Anapa area FARPs, and become available at new FARPS and airfields as they are captured.  As you can imagine, this means that capturing territory is incredibly important as it allows you to quickly build fortifications on your front line to defend from enemy counter attacks, and gives both CAP and strike aircraft cushions to operate in free from harassment from enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
Anywhere that you see green smoke is a &amp;quot;logistics zone&amp;quot; where you can pick up troops, or spawn crates to build SAMs.  These are always relatively close to the airfield where the spawn is located. As you capture airfields, you'll also unlock new logistics zones close to the airfields in question. The specifics of using CTLD are outside of the scope of this document, however it all uses the F10 menu under the &amp;quot;CTLD&amp;quot; section, and it is very self explanatory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Friendly Assets====&lt;br /&gt;
GAW features a handful of support units controlled by AI that will help you complete the mission.  These units are not invincible and the AI commander will occasionally call in strikes to attempt to destroy them!  If they are killed, it will be some time before these assets respawn and become available again.&lt;br /&gt;
&lt;br /&gt;
AWACS provides radar coverage and vectoring for bandits and friendly airbases.&lt;br /&gt;
&lt;br /&gt;
There is a carrier operating in the Black Sea to facilitate naval aviation operations.&lt;br /&gt;
&lt;br /&gt;
There is an LHD also operating in the Black Sea to facilitate VTOL aviation operations.&lt;br /&gt;
&lt;br /&gt;
Passive CAP is occasionally called in to help fight back enemy aircraft for when there are few players online providing CAP&lt;br /&gt;
&lt;br /&gt;
There are forward observer slots available so players can provide human AWACS/ATC &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to get Involved==&lt;br /&gt;
===Discord===&lt;br /&gt;
Join the [https://discord.gg/hoggit Hoggit Discord] and check out the #welcome and #georgia-at-war channels.&lt;br /&gt;
===Radios===&lt;br /&gt;
The server runs [[Simple_Radio_Standalone|Simple Radio]] at `dcs.hoggitworld.com`. User Redditbus created a [https://docs.google.com/spreadsheets/d/1a63VD2WXmShIwpiTTfHuK-5yWKw-3AtXLbv1LBjMyCE/edit#gid=0 google doc] with the radio frequencies we're going to be using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
===SEAD===&lt;br /&gt;
[https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
The current status of GAW can be tracked at http://gaw.hoggitworld.com/. Also, Hoggy, our Discord Bot, has the server's status available under his name in the discord.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7720</id>
		<title>Georgia At War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7720"/>
				<updated>2018-07-03T20:41:49Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: /* Logistics */&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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Georgia At War User Guide==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=LGDcy3TEvIw What is Georgia At War? ]&lt;br /&gt;
&lt;br /&gt;
Georgia At War is a dynamic campaign where players start with a small foothold in Russian territory near Ukraine, and must fight their way to Maykop.  Players must clear and capture territory to create forward bases to keep the pressure up on the enemy and to keep their airfields supplied.  You are pitted against an AI commander who will react to your actions, he'll counter attack territory you've captured, proactively capture territory you aren't guarding, and in general do his best to foil your efforts to extend your front line eastward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
====The F10 Menu====&lt;br /&gt;
Almost all actions in GAW are done via the F10 menu.  This can be used by opening the communication menu (the &amp;quot;\&amp;quot; key by default), and pressing F10 or using the mouse to select &amp;quot;Other&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Capturing Territory====&lt;br /&gt;
The overall objective in GAW is to capture Maykop.  However you won't be able to do that without stringing together smaller victories to expand your center of operations.  This is important for 2 reasons.  First, you have limited supplies at your base.  There are warehouses in the theater that must be captured to ensure that you continue receiving weapons at your base. Second, having to fly back to your starting base to rearm and refuel after sorties will decrease the amount of time you are on station, giving the commander openings to retake territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Capturing territory (airfields, and FARPs) is done in one of two ways.  First players must clear a path to the territory they intend to capture.  The mission is different every time so depending on how the commander chose to deploy his forces this may include removing SAM threats, AAA, mechanized infantry, enemy aircraft, or any number of other enemy units that might be covering the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a path has been cleared you have two options.  The F10 menu can be used to &amp;quot;Deploy airfield security forces&amp;quot; or &amp;quot;Deploy Warehouse/FARP security forces&amp;quot; to deploy a C-130 or a Blackhawk helicopter to the selected airfield.  If they successfully arrive, they will deliver a small force of units to capture and hold the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second option is that players can use the included CTLD scripts to load up a helicopter with troops and vehicles to capture the airfield themselves.   Once friendly ground units are in the vicinity of an airfield or FARP and there is no enemy presence, the airfield will be captured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Completing Missions====&lt;br /&gt;
The enemy commander will have many battlefield assets deployed to support his efforts to hold you off.  You'll need to soften these assets up to support your push toward Maykop.  To see a list of all the available missions, use the F10 menu and select &amp;quot;Get Current Missions&amp;quot;.  Missions are categorized by type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SEAD'''&lt;br /&gt;
&lt;br /&gt;
SEAD missions involve destroying strategic SAM sites that are deployed across the theater.  These missions are critical as these large SAM sites are capable of denying large areas of the map to the players.  Completing these missions will allow the blue coalition deeper access into the theater.  [https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Air Interdiction'''&lt;br /&gt;
&lt;br /&gt;
Battlefield Air Interdiction missions involve attacking assets against mobile ground units like armor columns, artillery, or mechanized infantry.  These units are very dangerous to both units on the ground holding territory, and low flying vehicles like helicopters that are needed to deliver troops and vehicles to fortify your front line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Strike'''&lt;br /&gt;
&lt;br /&gt;
Strikes are attacks against hardened targets like power plants and ammo dumps.  Strikes are necessary to complete the mission, and can have effects on the battle like friendly AI bombing runs or fighter sweeps (these are coming soon).  Destroying the MOBILE CPs listed here will greatly degrade the AI commander's ability to call in airborne reinforcements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Naval'''&lt;br /&gt;
&lt;br /&gt;
Naval strikes are similar to strikes except they obviously take place in the open water.  Completing these will call in AI friendly units to help with the fight (coming soon), and depending on how the commander has deployed his naval assets clearing these may be necessary to open up deeper areas of the theater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Intercepts'''&lt;br /&gt;
&lt;br /&gt;
These are for air-to-air missions to destroy enemy airborne assets like tankers and AWACS to deny the enemy use of those resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====CAP====&lt;br /&gt;
&lt;br /&gt;
There are numerous platforms available for players to use to provide CAP for their team.  This is a constant need as the AI commander will continuously call in aircraft to stop you.  What type of aircraft and how long it takes them to get to the battle is dependent on how many mobile CP's the commander has available.  These CP's can be destroyed by the players, and are listed under &amp;quot;Strike&amp;quot; on the &amp;quot;Get Current Missions&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Logistics====&lt;br /&gt;
&lt;br /&gt;
GAW uses CTLD so players in helicopters can ferry troops to airfields to capture them, or deploy units like SAMs to defend and fortify the front line.&lt;br /&gt;
&lt;br /&gt;
The helicopters capable of performing logistics are the Huey and the Mi-8.  These helicopters are available from the start at the Anapa area FARPs, and become available at new FARPS and airfields as they are captured.  As you can imagine, this means that capturing territory is incredibly important as it allows you to quickly build fortifications on your front line to defend from enemy counter attacks, and gives both CAP and strike aircraft cushions to operate in free from harassment from enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
Anywhere that you see green smoke is a &amp;quot;logistics zone&amp;quot; where you can pick up troops, or spawn crates to build SAMs.  These are always relatively close to the airfield where the spawn is located. As you capture airfields, you'll also unlock new logistics zones close to the airfields in question. The specifics of using CTLD are outside of the scope of this document, however it all uses the F10 menu under the &amp;quot;CTLD&amp;quot; section, and it is very self explanatory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Friendly Assets====&lt;br /&gt;
GAW features a handful of support units controlled by AI that will help you complete the mission.  These units are not invincible and the AI commander will occasionally call in strikes to attempt to destroy them!  If they are killed, it will be some time before these assets respawn and become available again.&lt;br /&gt;
&lt;br /&gt;
AWACS provides radar coverage and vectoring for bandits and friendly airbases.&lt;br /&gt;
&lt;br /&gt;
There is a carrier operating in the Black Sea to facilitate naval aviation operations.&lt;br /&gt;
&lt;br /&gt;
There is an LHD also operating in the Black Sea to facilitate VTOL aviation operations.&lt;br /&gt;
&lt;br /&gt;
Passive CAP is occasionally called in to help fight back enemy aircraft for when there are few players online providing CAP&lt;br /&gt;
&lt;br /&gt;
There are forward observer slots available so players can provide human AWACS/ATC &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to get Involved==&lt;br /&gt;
===Discord===&lt;br /&gt;
Join the [https://discord.gg/hoggit Hoggit Discord] and check out the #welcome and #georgia-at-war channels.&lt;br /&gt;
===Radios===&lt;br /&gt;
The server runs [[Simple_Radio_Standalone|Simple Radio]] at `dcs.hoggitworld.com`. User Redditbus created a [https://docs.google.com/spreadsheets/d/1a63VD2WXmShIwpiTTfHuK-5yWKw-3AtXLbv1LBjMyCE/edit#gid=0 google doc] with the radio frequencies we're going to be using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
===SEAD===&lt;br /&gt;
[https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
The current status of GAW can be tracked at http://gaw.hoggitworld.com/. Also, Hoggy, our Discord Bot, has the server's status available under his name in the discord.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7719</id>
		<title>Georgia At War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7719"/>
				<updated>2018-07-03T20:40:46Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Georgia At War User Guide==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=LGDcy3TEvIw What is Georgia At War? ]&lt;br /&gt;
&lt;br /&gt;
Georgia At War is a dynamic campaign where players start with a small foothold in Russian territory near Ukraine, and must fight their way to Maykop.  Players must clear and capture territory to create forward bases to keep the pressure up on the enemy and to keep their airfields supplied.  You are pitted against an AI commander who will react to your actions, he'll counter attack territory you've captured, proactively capture territory you aren't guarding, and in general do his best to foil your efforts to extend your front line eastward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
====The F10 Menu====&lt;br /&gt;
Almost all actions in GAW are done via the F10 menu.  This can be used by opening the communication menu (the &amp;quot;\&amp;quot; key by default), and pressing F10 or using the mouse to select &amp;quot;Other&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Capturing Territory====&lt;br /&gt;
The overall objective in GAW is to capture Maykop.  However you won't be able to do that without stringing together smaller victories to expand your center of operations.  This is important for 2 reasons.  First, you have limited supplies at your base.  There are warehouses in the theater that must be captured to ensure that you continue receiving weapons at your base. Second, having to fly back to your starting base to rearm and refuel after sorties will decrease the amount of time you are on station, giving the commander openings to retake territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Capturing territory (airfields, and FARPs) is done in one of two ways.  First players must clear a path to the territory they intend to capture.  The mission is different every time so depending on how the commander chose to deploy his forces this may include removing SAM threats, AAA, mechanized infantry, enemy aircraft, or any number of other enemy units that might be covering the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a path has been cleared you have two options.  The F10 menu can be used to &amp;quot;Deploy airfield security forces&amp;quot; or &amp;quot;Deploy Warehouse/FARP security forces&amp;quot; to deploy a C-130 or a Blackhawk helicopter to the selected airfield.  If they successfully arrive, they will deliver a small force of units to capture and hold the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second option is that players can use the included CTLD scripts to load up a helicopter with troops and vehicles to capture the airfield themselves.   Once friendly ground units are in the vicinity of an airfield or FARP and there is no enemy presence, the airfield will be captured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Completing Missions====&lt;br /&gt;
The enemy commander will have many battlefield assets deployed to support his efforts to hold you off.  You'll need to soften these assets up to support your push toward Maykop.  To see a list of all the available missions, use the F10 menu and select &amp;quot;Get Current Missions&amp;quot;.  Missions are categorized by type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SEAD'''&lt;br /&gt;
&lt;br /&gt;
SEAD missions involve destroying strategic SAM sites that are deployed across the theater.  These missions are critical as these large SAM sites are capable of denying large areas of the map to the players.  Completing these missions will allow the blue coalition deeper access into the theater.  [https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Air Interdiction'''&lt;br /&gt;
&lt;br /&gt;
Battlefield Air Interdiction missions involve attacking assets against mobile ground units like armor columns, artillery, or mechanized infantry.  These units are very dangerous to both units on the ground holding territory, and low flying vehicles like helicopters that are needed to deliver troops and vehicles to fortify your front line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Strike'''&lt;br /&gt;
&lt;br /&gt;
Strikes are attacks against hardened targets like power plants and ammo dumps.  Strikes are necessary to complete the mission, and can have effects on the battle like friendly AI bombing runs or fighter sweeps (these are coming soon).  Destroying the MOBILE CPs listed here will greatly degrade the AI commander's ability to call in airborne reinforcements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Naval'''&lt;br /&gt;
&lt;br /&gt;
Naval strikes are similar to strikes except they obviously take place in the open water.  Completing these will call in AI friendly units to help with the fight (coming soon), and depending on how the commander has deployed his naval assets clearing these may be necessary to open up deeper areas of the theater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Intercepts'''&lt;br /&gt;
&lt;br /&gt;
These are for air-to-air missions to destroy enemy airborne assets like tankers and AWACS to deny the enemy use of those resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====CAP====&lt;br /&gt;
&lt;br /&gt;
There are numerous platforms available for players to use to provide CAP for their team.  This is a constant need as the AI commander will continuously call in aircraft to stop you.  What type of aircraft and how long it takes them to get to the battle is dependent on how many mobile CP's the commander has available.  These CP's can be destroyed by the players, and are listed under &amp;quot;Strike&amp;quot; on the &amp;quot;Get Current Missions&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Logistics====&lt;br /&gt;
&lt;br /&gt;
GAW uses CTLD so players in helicopters can ferry troops to airfields to capture them, or deploy units like SAMs to defend and fortify the front line.&lt;br /&gt;
&lt;br /&gt;
The helicopters capable of performing logistics are the Huey and the Mi-8.  These helicopters are available from the start at the Anapa area FARPs, and become available at new FARPS and airfields as they are captured.  As you can imagine, this means that capturing territory is incredibly important as it allows you to quickly build fortifications on your front line to defend from enemy counter attacks, and gives both CAP and strike aircraft cushions to operate in free from harassment from enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
Anywhere that you see green smoke is a &amp;quot;logistics zone&amp;quot; where you can pick up troops, or spawn crates to build SAMs.  As you capture airfields, you'll also unlock new logistics zones close to the airfield in question. The specifics of using CTLD are outside of the scope of this document, however it all uses the F10 menu under the &amp;quot;CTLD&amp;quot; section, and it is very self explanatory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Friendly Assets====&lt;br /&gt;
GAW features a handful of support units controlled by AI that will help you complete the mission.  These units are not invincible and the AI commander will occasionally call in strikes to attempt to destroy them!  If they are killed, it will be some time before these assets respawn and become available again.&lt;br /&gt;
&lt;br /&gt;
AWACS provides radar coverage and vectoring for bandits and friendly airbases.&lt;br /&gt;
&lt;br /&gt;
There is a carrier operating in the Black Sea to facilitate naval aviation operations.&lt;br /&gt;
&lt;br /&gt;
There is an LHD also operating in the Black Sea to facilitate VTOL aviation operations.&lt;br /&gt;
&lt;br /&gt;
Passive CAP is occasionally called in to help fight back enemy aircraft for when there are few players online providing CAP&lt;br /&gt;
&lt;br /&gt;
There are forward observer slots available so players can provide human AWACS/ATC &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to get Involved==&lt;br /&gt;
===Discord===&lt;br /&gt;
Join the [https://discord.gg/hoggit Hoggit Discord] and check out the #welcome and #georgia-at-war channels.&lt;br /&gt;
===Radios===&lt;br /&gt;
The server runs [[Simple_Radio_Standalone|Simple Radio]] at `dcs.hoggitworld.com`. User Redditbus created a [https://docs.google.com/spreadsheets/d/1a63VD2WXmShIwpiTTfHuK-5yWKw-3AtXLbv1LBjMyCE/edit#gid=0 google doc] with the radio frequencies we're going to be using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
===SEAD===&lt;br /&gt;
[https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
The current status of GAW can be tracked at http://gaw.hoggitworld.com/. Also, Hoggy, our Discord Bot, has the server's status available under his name in the discord.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7718</id>
		<title>Georgia At War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7718"/>
				<updated>2018-07-03T20:35:10Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Georgia At War User Guide==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=LGDcy3TEvIw What is Georgia At War? ]&lt;br /&gt;
&lt;br /&gt;
Georgia At War is a dynamic campaign where players start with a small foothold in Russian territory near Ukraine, and must fight their way to Maykop.  Players must clear and capture territory to create forward bases to keep the pressure up on the enemy and to keep their airfields supplied.  You are pitted against an AI commander who will react to your actions, he'll counter attack territory you've captured, proactively capture territory you aren't guarding, and in general do his best to foil your efforts to extend your front line eastward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
====The F10 Menu====&lt;br /&gt;
Almost all actions in GAW are done via the F10 menu.  This can be used by opening the communication menu (the &amp;quot;\&amp;quot; key by default), and pressing F10 or using the mouse to select &amp;quot;Other&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Capturing Territory====&lt;br /&gt;
The overall objective in GAW is to capture Maykop.  However you won't be able to do that without stringing together smaller victories to expand your center of operations.  This is important for 2 reasons.  First, you have limited supplies at your base.  There are warehouses in the theater that must be captured to ensure that you continue receiving weapons at your base. Second, having to fly back to your starting base to rearm and refuel after sorties will decrease the amount of time you are on station, giving the commander openings to retake territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Capturing territory (airfields, and FARPs) is done in one of two ways.  First players must clear a path to the territory they intend to capture.  The mission is different every time so depending on how the commander chose to deploy his forces this may include removing SAM threats, AAA, mechanized infantry, enemy aircraft, or any number of other enemy units that might be covering the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a path has been cleared you have two options.  The F10 menu can be used to &amp;quot;Deploy airfield security forces&amp;quot; or &amp;quot;Deploy Warehouse/FARP security forces&amp;quot; to deploy a C-130 or a Blackhawk helicopter to the selected airfield.  If they successfully arrive, they will deliver a small force of units to capture and hold the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second option is that players can use the included CTLD scripts to load up a helicopter with troops and vehicles to capture the airfield themselves.   Once friendly ground units are in the vicinity of an airfield or FARP and there is no enemy presence, the airfield will be captured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Completing Missions====&lt;br /&gt;
The enemy commander will have many battlefield assets deployed to support his efforts to hold you off.  You'll need to soften these assets up to support your push toward Maykop.  To see a list of all the available missions, use the F10 menu and select &amp;quot;Get Current Missions&amp;quot;.  Missions are categorized by type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SEAD'''&lt;br /&gt;
&lt;br /&gt;
SEAD missions involve destroying strategic SAM sites that are deployed across the theater.  These missions are critical as these large SAM sites are capable of denying large areas of the map to the players.  Completing these missions will allow the blue coalition deeper access into the theater.  [https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Air Interdiction'''&lt;br /&gt;
&lt;br /&gt;
Battlefield Air Interdiction missions involve attacking assets against mobile ground units like armor columns, artillery, or mechanized infantry.  These units are very dangerous to both units on the ground holding territory, and low flying vehicles like helicopters that are needed to deliver troops and vehicles to fortify your front line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Strike'''&lt;br /&gt;
&lt;br /&gt;
Strikes are attacks against hardened targets like power plants and ammo dumps.  Strikes are necessary to complete the mission, and can have effects on the battle like friendly AI bombing runs or fighter sweeps (these are coming soon).  Destroying the MOBILE CPs listed here will greatly degrade the AI commander's ability to call in airborne reinforcements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Naval'''&lt;br /&gt;
&lt;br /&gt;
Naval strikes are similar to strikes except they obviously take place in the open water.  Completing these will call in AI friendly units to help with the fight (coming soon), and depending on how the commander has deployed his naval assets clearing these may be necessary to open up deeper areas of the theater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Intercepts'''&lt;br /&gt;
&lt;br /&gt;
These are for air-to-air missions to destroy enemy airborne assets like tankers and AWACS to deny the enemy use of those resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====CAP====&lt;br /&gt;
&lt;br /&gt;
There are numerous platforms available for players to use to provide CAP for their team.  This is a constant need as the AI commander will continuously call in aircraft to stop you.  What type of aircraft and how long it takes them to get to the battle is dependent on how many mobile CP's the commander has available.  These CP's can be destroyed by the players, and are listed under &amp;quot;Strike&amp;quot; on the &amp;quot;Get Current Missions&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Logistics====&lt;br /&gt;
&lt;br /&gt;
GAW uses CTLD so players in helicopters can ferry troops to airfields to capture them, or deploy units like SAMs to defend and fortify the front line.&lt;br /&gt;
&lt;br /&gt;
The helicopters capable of performing logistics are the Huey and the Mi-8.  These helicopters are available from the start at the Anapa area FARPs, and become available at new FARPS and airfields as they are captured.  As you can imagine, this means that capturing territory is incredibly important as it allows you to quickly build fortifications on your front line to defend from enemy counter attacks, and gives both CAP and strike aircraft cushions to operate in free from harassment from enemy aircraft.&lt;br /&gt;
&lt;br /&gt;
Anywhere that you see green smoke is a &amp;quot;logistics zone&amp;quot; where you can pick up troops, or spawn crates to build SAMs.  As you capture airfields, you'll also unlock new logistics zones close to the airfield in question. The specifics of using CTLD are outside of the scope of this document, however it all uses the F10 menu under the &amp;quot;CTLD&amp;quot; section, and it is very self explanatory.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to get Involved==&lt;br /&gt;
===Discord===&lt;br /&gt;
Join the [https://discord.gg/hoggit Hoggit Discord] and check out the #welcome and #georgia-at-war channels.&lt;br /&gt;
===Radios===&lt;br /&gt;
The server runs [[Simple_Radio_Standalone|Simple Radio]] at `dcs.hoggitworld.com`. User Redditbus created a [https://docs.google.com/spreadsheets/d/1a63VD2WXmShIwpiTTfHuK-5yWKw-3AtXLbv1LBjMyCE/edit#gid=0 google doc] with the radio frequencies we're going to be using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
===SEAD===&lt;br /&gt;
[https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
The current status of GAW can be tracked at http://gaw.hoggitworld.com/. Also, Hoggy, our Discord Bot, has the server's status available under his name in the discord.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7717</id>
		<title>Georgia At War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7717"/>
				<updated>2018-07-03T20:28:02Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Georgia At War User Guide==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=LGDcy3TEvIw What is Georgia At War? ]&lt;br /&gt;
&lt;br /&gt;
Georgia At War is a dynamic campaign where players start with a small foothold in Russian territory near Ukraine, and must fight their way to Maykop.  Players must clear and capture territory to create forward bases to keep the pressure up on the enemy and to keep their airfields supplied.  You are pitted against an AI commander who will react to your actions, he'll counter attack territory you've captured, proactively capture territory you aren't guarding, and in general do his best to foil your efforts to extend your front line eastward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
====The F10 Menu====&lt;br /&gt;
Almost all actions in GAW are done via the F10 menu.  This can be used by opening the communication menu (the &amp;quot;\&amp;quot; key by default), and pressing F10 or using the mouse to select &amp;quot;Other&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Capturing Territory====&lt;br /&gt;
The overall objective in GAW is to capture Maykop.  However you won't be able to do that without stringing together smaller victories to expand your center of operations.  This is important for 2 reasons.  First, you have limited supplies at your base.  There are warehouses in the theater that must be captured to ensure that you continue receiving weapons at your base. Second, having to fly back to your starting base to rearm and refuel after sorties will decrease the amount of time you are on station, giving the commander openings to retake territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Capturing territory (airfields, and FARPs) is done in one of two ways.  First players must clear a path to the territory they intend to capture.  The mission is different every time so depending on how the commander chose to deploy his forces this may include removing SAM threats, AAA, mechanized infantry, enemy aircraft, or any number of other enemy units that might be covering the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a path has been cleared you have two options.  The F10 menu can be used to &amp;quot;Deploy airfield security forces&amp;quot; or &amp;quot;Deploy Warehouse/FARP security forces&amp;quot; to deploy a C-130 or a Blackhawk helicopter to the selected airfield.  If they successfully arrive, they will deliver a small force of units to capture and hold the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second option is that players can use the included CTLD scripts to load up a helicopter with troops and vehicles to capture the airfield themselves.   Once friendly ground units are in the vicinity of an airfield or FARP and there is no enemy presence, the airfield will be captured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Completing Missions====&lt;br /&gt;
The enemy commander will have many battlefield assets deployed to support his efforts to hold you off.  You'll need to soften these assets up to support your push toward Maykop.  To see a list of all the available missions, use the F10 menu and select &amp;quot;Get Current Missions&amp;quot;.  Missions are categorized by type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SEAD'''&lt;br /&gt;
&lt;br /&gt;
SEAD missions involve destroying strategic SAM sites that are deployed across the theater.  These missions are critical as these large SAM sites are capable of denying large areas of the map to the players.  Completing these missions will allow the blue coalition deeper access into the theater.  [https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Air Interdiction'''&lt;br /&gt;
&lt;br /&gt;
Battlefield Air Interdiction missions involve attacking assets against mobile ground units like armor columns, artillery, or mechanized infantry.  These units are very dangerous to both units on the ground holding territory, and low flying vehicles like helicopters that are needed to deliver troops and vehicles to fortify your front line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Strike'''&lt;br /&gt;
&lt;br /&gt;
Strikes are attacks against hardened targets like power plants and ammo dumps.  Strikes are necessary to complete the mission, and can have effects on the battle like friendly AI bombing runs or fighter sweeps (these are coming soon).  Destroying the MOBILE CPs listed here will greatly degrade the AI commander's ability to call in airborne reinforcements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Naval'''&lt;br /&gt;
&lt;br /&gt;
Naval strikes are similar to strikes except they obviously take place in the open water.  Completing these will call in AI friendly units to help with the fight (coming soon), and depending on how the commander has deployed his naval assets clearing these may be necessary to open up deeper areas of the theater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Intercepts'''&lt;br /&gt;
&lt;br /&gt;
These are for air-to-air missions to destroy enemy airborne assets like tankers and AWACS to deny the enemy use of those resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====CAP====&lt;br /&gt;
&lt;br /&gt;
There are numerous platforms available for players to use to provide CAP for their team.  This is a constant need as the AI commander will continuously call in aircraft to stop you.  What type of aircraft and how long it takes them to get to the battle is dependent on how many mobile CP's the commander has available.  These CP's can be destroyed by the players, and are listed under &amp;quot;Strike&amp;quot; on the &amp;quot;Get Current Missions&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to get Involved==&lt;br /&gt;
===Discord===&lt;br /&gt;
Join the [https://discord.gg/hoggit Hoggit Discord] and check out the #welcome and #georgia-at-war channels.&lt;br /&gt;
===Radios===&lt;br /&gt;
The server runs [[Simple_Radio_Standalone|Simple Radio]] at `dcs.hoggitworld.com`. User Redditbus created a [https://docs.google.com/spreadsheets/d/1a63VD2WXmShIwpiTTfHuK-5yWKw-3AtXLbv1LBjMyCE/edit#gid=0 google doc] with the radio frequencies we're going to be using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
===SEAD===&lt;br /&gt;
[https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
The current status of GAW can be tracked at http://gaw.hoggitworld.com/. Also, Hoggy, our Discord Bot, has the server's status available under his name in the discord.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7716</id>
		<title>Georgia At War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7716"/>
				<updated>2018-07-03T20:27:03Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Georgia At War User Guide==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=LGDcy3TEvIw What is Georgia At War? ]&lt;br /&gt;
&lt;br /&gt;
Georgia At War is a dynamic campaign where players start with a small foothold in Russian territory near Ukraine, and must fight their way to Maykop.  Players must clear and capture territory to create forward bases to keep the pressure up on the enemy and to keep their airfields supplied.  You are pitted against an AI commander who will react to your actions, he'll counter attack territory you've captured, proactively capture territory you aren't guarding, and in general do his best to foil your efforts to extend your front line eastward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
====The F10 Menu====&lt;br /&gt;
Almost all actions in GAW are done via the F10 menu.  This can be used by opening the communication menu (the &amp;quot;\&amp;quot; key by default), and pressing F10 or using the mouse to select &amp;quot;Other&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Capturing Territory====&lt;br /&gt;
The overall objective in GAW is to capture Maykop.  However you won't be able to do that without stringing together smaller victories to expand your center of operations.  This is important for 2 reasons.  First, you have limited supplies at your base.  There are warehouses in the theater that must be captured to ensure that you continue receiving weapons at your base. Second, having to fly back to your starting base to rearm and refuel after sorties will decrease the amount of time you are on station, giving the commander openings to retake territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Capturing territory (airfields, and FARPs) is done in one of two ways.  First players must clear a path to the territory they intend to capture.  The mission is different every time so depending on how the commander chose to deploy his forces this may include removing SAM threats, AAA, mechanized infantry, enemy aircraft, or any number of other enemy units that might be covering the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a path has been cleared you have two options.  The F10 menu can be used to &amp;quot;Deploy airfield security forces&amp;quot; or &amp;quot;Deploy Warehouse/FARP security forces&amp;quot; to deploy a C-130 or a Blackhawk helicopter to the selected airfield.  If they successfully arrive, they will deliver a small force of units to capture and hold the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second option is that players can use the included CTLD scripts to load up a helicopter with troops and vehicles to capture the airfield themselves.   Once friendly ground units are in the vicinity of an airfield or FARP and there is no enemy presence, the airfield will be captured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Completing Missions====&lt;br /&gt;
The enemy commander will have many battlefield assets deployed to support his efforts to hold you off.  You'll need to soften these assets up to support your push toward Maykop.  To see a list of all the available missions, use the F10 menu and select &amp;quot;Get Current Missions&amp;quot;.  Missions are categorized by type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''SEAD'''&lt;br /&gt;
&lt;br /&gt;
SEAD missions involve destroying strategic SAM sites that are deployed across the theater.  These missions are critical as these large SAM sites are capable of denying large areas of the map to the players.  Completing these missions will allow the blue coalition deeper access into the theater.  [https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Air Interdiction'''&lt;br /&gt;
&lt;br /&gt;
Battlefield Air Interdiction missions involve attacking assets against mobile ground units like armor columns, artillery, or mechanized infantry.  These units are very dangerous to both units on the ground holding territory, and low flying vehicles like helicopters that are needed to deliver troops and vehicles to fortify your front line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Strike'''&lt;br /&gt;
&lt;br /&gt;
Strikes are attacks against hardened targets like power plants and ammo dumps.  Strikes are necessary to complete the mission, and can have effects on the battle like friendly AI bombing runs or fighter sweeps (these are coming soon).  Destroying the MOBILE CPs listed here will greatly degrade the AI commander's ability to call in airborne reinforcements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Naval'''&lt;br /&gt;
&lt;br /&gt;
Naval strikes are similar to strikes except they obviously take place in the open water.  Completing these will call in AI friendly units to help with the fight (coming soon), and depending on how the commander has deployed his naval assets clearing these may be necessary to open up deeper areas of the theater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Intercepts'''&lt;br /&gt;
&lt;br /&gt;
These are for air-to-air missions to destroy enemy airborne assets like tankers and AWACS to deny the enemy use of those resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''CAP'''&lt;br /&gt;
&lt;br /&gt;
There are numerous platforms available for players to use to provide CAP for their team.  This is a constant need as the AI commander will continuously call in aircraft to stop you.  What type of aircraft and how long it takes them to get to the battle is dependent on how many mobile CP's the commander has available.  These CP's can be destroyed by the players, and are listed under &amp;quot;Strike&amp;quot; on the &amp;quot;Get Current Missions&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to get Involved==&lt;br /&gt;
===Discord===&lt;br /&gt;
Join the [https://discord.gg/hoggit Hoggit Discord] and check out the #welcome and #georgia-at-war channels.&lt;br /&gt;
===Radios===&lt;br /&gt;
The server runs [[Simple_Radio_Standalone|Simple Radio]] at `dcs.hoggitworld.com`. User Redditbus created a [https://docs.google.com/spreadsheets/d/1a63VD2WXmShIwpiTTfHuK-5yWKw-3AtXLbv1LBjMyCE/edit#gid=0 google doc] with the radio frequencies we're going to be using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
===SEAD===&lt;br /&gt;
[https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
The current status of GAW can be tracked at http://gaw.hoggitworld.com/. Also, Hoggy, our Discord Bot, has the server's status available under his name in the discord.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7715</id>
		<title>Georgia At War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7715"/>
				<updated>2018-07-03T20:24:18Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Georgia At War User Guide==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=LGDcy3TEvIw What is Georgia At War? ]&lt;br /&gt;
&lt;br /&gt;
Georgia At War is a dynamic campaign where players start with a small foothold in Russian territory near Ukraine, and must fight their way to Maykop.  Players must clear and capture territory to create forward bases to keep the pressure up on the enemy and to keep their airfields supplied.  You are pitted against an AI commander who will react to your actions, he'll counter attack territory you've captured, proactively capture territory you aren't guarding, and in general do his best to foil your efforts to extend your front line eastward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
====The F10 Menu====&lt;br /&gt;
Almost all actions in GAW are done via the F10 menu.  This can be used by opening the communication menu (the &amp;quot;\&amp;quot; key by default), and pressing F10 or using the mouse to select &amp;quot;Other&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Capturing Territory====&lt;br /&gt;
The overall objective in GAW is to capture Maykop.  However you won't be able to do that without stringing together smaller victories to expand your center of operations.  This is important for 2 reasons.  First, you have limited supplies at your base.  There are warehouses in the theater that must be captured to ensure that you continue receiving weapons at your base. Second, having to fly back to your starting base to rearm and refuel after sorties will decrease the amount of time you are on station, giving the commander openings to retake territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Capturing territory (airfields, and FARPs) is done in one of two ways.  First players must clear a path to the territory they intend to capture.  The mission is different every time so depending on how the commander chose to deploy his forces this may include removing SAM threats, AAA, mechanized infantry, enemy aircraft, or any number of other enemy units that might be covering the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a path has been cleared you have two options.  The F10 menu can be used to &amp;quot;Deploy airfield security forces&amp;quot; or &amp;quot;Deploy Warehouse/FARP security forces&amp;quot; to deploy a C-130 or a Blackhawk helicopter to the selected airfield.  If they successfully arrive, they will deliver a small force of units to capture and hold the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second option is that players can use the included CTLD scripts to load up a helicopter with troops and vehicles to capture the airfield themselves.   Once friendly ground units are in the vicinity of an airfield or FARP and there is no enemy presence, the airfield will be captured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Completing Missions====&lt;br /&gt;
The enemy commander will have many battlefield assets deployed to support his efforts to hold you off.  You'll need to soften these assets up to support your push toward Maykop.  To see a list of all the available missions, use the F10 menu and select &amp;quot;Get Current Missions&amp;quot;.  Missions are categorized by type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====SEAD=====&lt;br /&gt;
&lt;br /&gt;
SEAD missions involve destroying strategic SAM sites that are deployed across the theater.  These missions are critical as these large SAM sites are capable of denying large areas of the map to the players.  Completing these missions will allow the blue coalition deeper access into the theater.  [https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Air Interdiction=====&lt;br /&gt;
&lt;br /&gt;
Battlefield Air Interdiction missions involve attacking assets against mobile ground units like armor columns, artillery, or mechanized infantry.  These units are very dangerous to both units on the ground holding territory, and low flying vehicles like helicopters that are needed to deliver troops and vehicles to fortify your front line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Strike=====&lt;br /&gt;
&lt;br /&gt;
Strikes are attacks against hardened targets like power plants and ammo dumps.  Strikes are necessary to complete the mission, and can have effects on the battle like friendly AI bombing runs or fighter sweeps (these are coming soon).  Destroying the MOBILE CPs listed here will greatly degrade the AI commander's ability to call in airborne reinforcements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Naval=====&lt;br /&gt;
&lt;br /&gt;
Naval strikes are similar to strikes except they obviously take place in the open water.  Completing these will call in AI friendly units to help with the fight (coming soon), and depending on how the commander has deployed his naval assets clearing these may be necessary to open up deeper areas of the theater.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Intercepts=====&lt;br /&gt;
&lt;br /&gt;
These are for air-to-air missions to destroy enemy airborne assets like tankers and AWACS to deny the enemy use of those resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====CAP====&lt;br /&gt;
&lt;br /&gt;
There are numerous platforms available for players to use to provide CAP for their team.  This is a constant need as the AI commander will continuously call in aircraft to stop you.  What type of aircraft and how long it takes them to get to the battle is dependent on how many mobile CP's the commander has available.  These CP's can be destroyed by the players, and are listed under &amp;quot;Strike&amp;quot; on the &amp;quot;Get Current Missions&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to get Involved==&lt;br /&gt;
===Discord===&lt;br /&gt;
Join the [https://discord.gg/hoggit Hoggit Discord] and check out the #welcome and #georgia-at-war channels.&lt;br /&gt;
===Radios===&lt;br /&gt;
The server runs [[Simple_Radio_Standalone|Simple Radio]] at `dcs.hoggitworld.com`. User Redditbus created a [https://docs.google.com/spreadsheets/d/1a63VD2WXmShIwpiTTfHuK-5yWKw-3AtXLbv1LBjMyCE/edit#gid=0 google doc] with the radio frequencies we're going to be using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
===SEAD===&lt;br /&gt;
[https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
The current status of GAW can be tracked at http://gaw.hoggitworld.com/. Also, Hoggy, our Discord Bot, has the server's status available under his name in the discord.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7714</id>
		<title>Georgia At War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7714"/>
				<updated>2018-07-03T20:22:31Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Georgia At War User Guide==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=LGDcy3TEvIw What is Georgia At War? ]&lt;br /&gt;
&lt;br /&gt;
Georgia At War is a dynamic campaign where players start with a small foothold in Russian territory near Ukraine, and must fight their way to Maykop.  Players must clear and capture territory to create forward bases to keep the pressure up on the enemy and to keep their airfields supplied.  You are pitted against an AI commander who will react to your actions, he'll counter attack territory you've captured, proactively capture territory you aren't guarding, and in general do his best to foil your efforts to extend your front line eastward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
====The F10 Menu====&lt;br /&gt;
Almost all actions in GAW are done via the F10 menu.  This can be used by opening the communication menu (the &amp;quot;\&amp;quot; key by default), and pressing F10 or using the mouse to select &amp;quot;Other&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Capturing Territory====&lt;br /&gt;
The overall objective in GAW is to capture Maykop.  However you won't be able to do that without stringing together smaller victories to expand your center of operations.  This is important for 2 reasons.  First, you have limited supplies at your base.  There are warehouses in the theater that must be captured to ensure that you continue receiving weapons at your base. Second, having to fly back to your starting base to rearm and refuel after sorties will decrease the amount of time you are on station, giving the commander openings to retake territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Capturing territory (airfields, and FARPs) is done in one of two ways.  First players must clear a path to the territory they intend to capture.  The mission is different every time so depending on how the commander chose to deploy his forces this may include removing SAM threats, AAA, mechanized infantry, enemy aircraft, or any number of other enemy units that might be covering the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a path has been cleared you have two options.  The F10 menu can be used to &amp;quot;Deploy airfield security forces&amp;quot; or &amp;quot;Deploy Warehouse/FARP security forces&amp;quot; to deploy a C-130 or a Blackhawk helicopter to the selected airfield.  If they successfully arrive, they will deliver a small force of units to capture and hold the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second option is that players can use the included CTLD scripts to load up a helicopter with troops and vehicles to capture the airfield themselves.   Once friendly ground units are in the vicinity of an airfield or FARP and there is no enemy presence, the airfield will be captured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Completing Missions====&lt;br /&gt;
The enemy commander will have many battlefield assets deployed to support his efforts to hold you off.  You'll need to soften these assets up to support your push toward Maykop.  To see a list of all the available missions, use the F10 menu and select &amp;quot;Get Current Missions&amp;quot;.  Missions are categorized by type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====SEAD=====&lt;br /&gt;
&lt;br /&gt;
SEAD missions involve destroying strategic SAM sites that are deployed across the theater.  These missions are critical as these large SAM sites are capable of denying large areas of the map to the players.  Completing these missions will allow the blue coalition deeper access into the theater.  [https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Air Interdiction=====&lt;br /&gt;
&lt;br /&gt;
Battlefield Air Interdiction missions involve attacking assets against mobile ground units like armor columns, artillery, or mechanized infantry.  These units are very dangerous to both units on the ground holding territory, and low flying vehicles like helicopters that are needed to deliver troops and vehicles to fortify your front line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Strike=====&lt;br /&gt;
&lt;br /&gt;
Strikes are attacks against hardened targets like power plants and ammo dumps.  Strikes are necessary to complete the mission, and can have effects on the battle like friendly AI bombing runs or fighter sweeps (these are coming soon)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Naval=====&lt;br /&gt;
&lt;br /&gt;
Naval strikes are similar to strikes except they obviously take place in the open water.  Completing these will call in AI friendly units to help with the fight (coming soon), and depending on how the commander has deployed his naval assets clearing these may be necessary to open up deeper areas of the theater.&lt;br /&gt;
&lt;br /&gt;
=====Intercepts=====&lt;br /&gt;
&lt;br /&gt;
These are for air-to-air missions to destroy enemy airborne assets like tankers and AWACS to deny the enemy use of those resources.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====CAP====&lt;br /&gt;
&lt;br /&gt;
There are numerous platforms available for players to use to provide CAP for their team.  This is a constant need as the AI commander will continuously call in aircraft to stop you.  What type of aircraft and how long it takes them to get to the battle is dependent on how many mobile CP's the commander has available.  These CP's can be destroyed by the players, and are listed under &amp;quot;Strike&amp;quot; on the &amp;quot;Get Current Missions&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to get Involved==&lt;br /&gt;
===Discord===&lt;br /&gt;
Join the [https://discord.gg/hoggit Hoggit Discord] and check out the #welcome and #georgia-at-war channels.&lt;br /&gt;
===Radios===&lt;br /&gt;
The server runs [[Simple_Radio_Standalone|Simple Radio]] at `dcs.hoggitworld.com`. User Redditbus created a [https://docs.google.com/spreadsheets/d/1a63VD2WXmShIwpiTTfHuK-5yWKw-3AtXLbv1LBjMyCE/edit#gid=0 google doc] with the radio frequencies we're going to be using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
===SEAD===&lt;br /&gt;
[https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
The current status of GAW can be tracked at http://gaw.hoggitworld.com/. Also, Hoggy, our Discord Bot, has the server's status available under his name in the discord.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7713</id>
		<title>Georgia At War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7713"/>
				<updated>2018-07-03T20:14:53Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Georgia At War User Guide==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=LGDcy3TEvIw What is Georgia At War? ]&lt;br /&gt;
&lt;br /&gt;
Georgia At War is a dynamic campaign where players start with a small foothold in Russian territory near Ukraine, and must fight their way to Maykop.  Players must clear and capture territory to create forward bases to keep the pressure up on the enemy and to keep their airfields supplied.  You are pitted against an AI commander who will react to your actions, he'll counter attack territory you've captured, proactively capture territory you aren't guarding, and in general do his best to foil your efforts to extend your front line eastward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
====The F10 Menu====&lt;br /&gt;
Almost all actions in GAW are done via the F10 menu.  This can be used by opening the communication menu (the &amp;quot;\&amp;quot; key by default), and pressing F10 or using the mouse to select &amp;quot;Other&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Capturing Territory====&lt;br /&gt;
The overall objective in GAW is to capture Maykop.  However you won't be able to do that without stringing together smaller victories to expand your center of operations.  This is important for 2 reasons.  First, you have limited supplies at your base.  There are warehouses in the theater that must be captured to ensure that you continue receiving weapons at your base. Second, having to fly back to your starting base to rearm and refuel after sorties will decrease the amount of time you are on station, giving the commander openings to retake territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Capturing territory (airfields, and FARPs) is done in one of two ways.  First players must clear a path to the territory they intend to capture.  The mission is different every time so depending on how the commander chose to deploy his forces this may include removing SAM threats, AAA, mechanized infantry, enemy aircraft, or any number of other enemy units that might be covering the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once a path has been cleared you have two options.  The F10 menu can be used to &amp;quot;Deploy airfield security forces&amp;quot; or &amp;quot;Deploy Warehouse/FARP security forces&amp;quot; to deploy a C-130 or a Blackhawk helicopter to the selected airfield.  If they successfully arrive, they will deliver a small force of units to capture and hold the territory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The second option is that players can use the included CTLD scripts to load up a helicopter with troops and vehicles to capture the airfield themselves.   Once friendly ground units are in the vicinity of an airfield or FARP and there is no enemy presence, the airfield will be captured.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Completing Missions====&lt;br /&gt;
The enemy commander will have many battlefield assets deployed to support his efforts to hold you off.  You'll need to soften these assets up to support your push toward Maykop.  To see a list of all the available missions, use the F10 menu and select &amp;quot;Get Current Missions&amp;quot;.  Missions are categorized by type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====SEAD=====&lt;br /&gt;
&lt;br /&gt;
SEAD missions involve destroying strategic SAM sites that are deployed across the theater.  These missions are critical as these large SAM sites are capable of denying large areas of the map to the players.  Completing these missions will allow the blue coalition deeper access into the theater.  [https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Air Interdiction=====&lt;br /&gt;
&lt;br /&gt;
Battlefield Air Interdiction missions involve attacking assets against mobile ground units like armor columns, artillery, or mechanized infantry.  These units are very dangerous to both units on the ground holding territory, and low flying vehicles like helicopters that are needed to deliver troops and vehicles to fortify your front line.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==How to get Involved==&lt;br /&gt;
===Discord===&lt;br /&gt;
Join the [https://discord.gg/hoggit Hoggit Discord] and check out the #welcome and #georgia-at-war channels.&lt;br /&gt;
===Radios===&lt;br /&gt;
The server runs [[Simple_Radio_Standalone|Simple Radio]] at `dcs.hoggitworld.com`. User Redditbus created a [https://docs.google.com/spreadsheets/d/1a63VD2WXmShIwpiTTfHuK-5yWKw-3AtXLbv1LBjMyCE/edit#gid=0 google doc] with the radio frequencies we're going to be using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
===SEAD===&lt;br /&gt;
[https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
The current status of GAW can be tracked at http://gaw.hoggitworld.com/. Also, Hoggy, our Discord Bot, has the server's status available under his name in the discord.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7712</id>
		<title>Georgia At War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7712"/>
				<updated>2018-07-03T20:11:30Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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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|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Georgia At War User Guide==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=LGDcy3TEvIw What is Georgia At War? ]&lt;br /&gt;
&lt;br /&gt;
Georgia At War is a dynamic campaign where players start with a small foothold in Russian territory near Ukraine, and must fight their way to Maykop.  Players must clear and capture territory to create forward bases to keep the pressure up on the enemy and to keep their airfields supplied.  You are pitted against an AI commander who will react to your actions, he'll counter attack territory you've captured, proactively capture territory you aren't guarding, and in general do his best to foil your efforts to extend your front line eastward.&lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
====The F10 Menu====&lt;br /&gt;
Almost all actions in GAW are done via the F10 menu.  This can be used by opening the communication menu (the &amp;quot;\&amp;quot; key by default), and pressing F10 or using the mouse to select &amp;quot;Other&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Capturing Territory====&lt;br /&gt;
The overall objective in GAW is to capture Maykop.  However you won't be able to do that without stringing together smaller victories to expand your center of operations.  This is important for 2 reasons.  First, you have limited supplies at your base.  There are warehouses in the theater that must be captured to ensure that you continue receiving weapons at your base. Second, having to fly back to your starting base to rearm and refuel after sorties will decrease the amount of time you are on station, giving the commander openings to retake territory.&lt;br /&gt;
&lt;br /&gt;
Capturing territory (airfields, and FARPs) is done in one of two ways.  First players must clear a path to the territory they intend to capture.  The mission is different every time so depending on how the commander chose to deploy his forces this may include removing SAM threats, AAA, mechanized infantry, enemy aircraft, or any number of other enemy units that might be covering the territory.&lt;br /&gt;
&lt;br /&gt;
Once a path has been cleared you have two options.  The F10 menu can be used to &amp;quot;Deploy airfield security forces&amp;quot; or &amp;quot;Deploy Warehouse/FARP security forces&amp;quot; to deploy a C-130 or a Blackhawk helicopter to the selected airfield.  If they successfully arrive, they will deliver a small force of units to capture and hold the territory.&lt;br /&gt;
&lt;br /&gt;
The second option is that players can use the included CTLD scripts to load up a helicopter with troops and vehicles to capture the airfield themselves.   Once friendly ground units are in the vicinity of an airfield or FARP and there is no enemy presence, the airfield will be captured.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Completing Missions====&lt;br /&gt;
The enemy commander will have many battlefield assets deployed to support his efforts to hold you off.  You'll need to soften these assets up to support your push toward Maykop.  To see a list of all the available missions, use the F10 menu and select &amp;quot;Get Current Missions&amp;quot;.  Missions are categorized by type.&lt;br /&gt;
&lt;br /&gt;
=====SEAD=====&lt;br /&gt;
SEAD missions involve destroying strategic SAM sites that are deployed across the theater.  These missions are critical as these large SAM sites are capable of denying large areas of the map to the players.&lt;br /&gt;
&lt;br /&gt;
==How to get Involved==&lt;br /&gt;
===Discord===&lt;br /&gt;
Join the [https://discord.gg/hoggit Hoggit Discord] and check out the #welcome and #georgia-at-war channels.&lt;br /&gt;
===Radios===&lt;br /&gt;
The server runs [[Simple_Radio_Standalone|Simple Radio]] at `dcs.hoggitworld.com`. User Redditbus created a [https://docs.google.com/spreadsheets/d/1a63VD2WXmShIwpiTTfHuK-5yWKw-3AtXLbv1LBjMyCE/edit#gid=0 google doc] with the radio frequencies we're going to be using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
===SEAD===&lt;br /&gt;
[https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
The current status of GAW can be tracked at http://gaw.hoggitworld.com/. Also, Hoggy, our Discord Bot, has the server's status available under his name in the discord.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7711</id>
		<title>Georgia At War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7711"/>
				<updated>2018-07-03T20:06:09Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Georgia At War User Guide==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=LGDcy3TEvIw What is Georgia At War? ]&lt;br /&gt;
&lt;br /&gt;
Georgia At War is a dynamic campaign where players start with a small foothold in Russian territory near Ukraine, and must fight their way to Maykop.  Players must clear and capture territory to create forward bases to keep the pressure up on the enemy and to keep their airfields supplied.  You are pitted against an AI commander who will react to your actions, he'll counter attack territory you've captured, proactively capture territory you aren't guarding, and in general do his best to foil your efforts to extend your front line eastward.&lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
====Capturing Territory====&lt;br /&gt;
The overall objective in GAW is to capture Maykop.  However you won't be able to do that without stringing together smaller victories to expand your center of operations.  This is important for 2 reasons.  First, you have limited supplies at your base.  There are warehouses in the theater that must be captured to ensure that you continue receiving weapons at your base. Second, having to fly back to your starting base to rearm and refuel after sorties will decrease the amount of time you are on station, giving the commander openings to retake territory.&lt;br /&gt;
&lt;br /&gt;
Capturing territory (airfields, and FARPs) is done in one of two ways.  First players must clear a path to the territory they intend to capture.  The mission is different every time so depending on how the commander chose to deploy his forces this may include removing SAM threats, AAA, mechanized infantry, enemy aircraft, or any number of other enemy units that might be covering the territory.&lt;br /&gt;
&lt;br /&gt;
Once a path has been cleared you have two options.  The F10 menu can be used to &amp;quot;Deploy airfield security forces&amp;quot; or &amp;quot;Deploy Warehouse/FARP security forces&amp;quot; to deploy a C-130 or a Blackhawk helicopter to the selected airfield.  If they successfully arrive, they will deliver a small force of units to capture and hold the territory.&lt;br /&gt;
&lt;br /&gt;
The second option is that players can use the included CTLD scripts to load up a helicopter with troops and vehicles to capture the airfield themselves.   Once friendly ground units are in the vicinity of an airfield or FARP and there is no enemy presence, the airfield will be captured.&lt;br /&gt;
&lt;br /&gt;
==How to get Involved==&lt;br /&gt;
===Discord===&lt;br /&gt;
Join the [https://discord.gg/hoggit Hoggit Discord] and check out the #welcome and #georgia-at-war channels.&lt;br /&gt;
===Radios===&lt;br /&gt;
The server runs [[Simple_Radio_Standalone|Simple Radio]] at `dcs.hoggitworld.com`. User Redditbus created a [https://docs.google.com/spreadsheets/d/1a63VD2WXmShIwpiTTfHuK-5yWKw-3AtXLbv1LBjMyCE/edit#gid=0 google doc] with the radio frequencies we're going to be using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
===SEAD===&lt;br /&gt;
[https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
The current status of GAW can be tracked at http://gaw.hoggitworld.com/. Also, Hoggy, our Discord Bot, has the server's status available under his name in the discord.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7710</id>
		<title>Georgia At War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7710"/>
				<updated>2018-07-03T20:05:49Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Georgia At War User Guide==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=LGDcy3TEvIw What is Georgia At War? ]&lt;br /&gt;
&lt;br /&gt;
Georgia At War is a dynamic campaign where players start with a small foothold in Russian territory near Ukraine, and must fight their way to Maykop.  Players must clear and capture territory to create forward bases to keep the pressure up on the enemy and to keep their airfields supplied.  You are pitted against an AI commander who will react to your actions, he'll counter attack territory you've captured, proactively capture territory you aren't guarding, and in general do his best to foil your efforts to extend your front line eastward.&lt;br /&gt;
&lt;br /&gt;
===Key Concepts===&lt;br /&gt;
====Capturing Territory===&lt;br /&gt;
The overall objective in GAW is to capture Maykop.  However you won't be able to do that without stringing together smaller victories to expand your center of operations.  This is important for 2 reasons.  First, you have limited supplies at your base.  There are warehouses in the theater that must be captured to ensure that you continue receiving weapons at your base. Second, having to fly back to your starting base to rearm and refuel after sorties will decrease the amount of time you are on station, giving the commander openings to retake territory.&lt;br /&gt;
&lt;br /&gt;
Capturing territory (airfields, and FARPs) is done in one of two ways.  First players must clear a path to the territory they intend to capture.  The mission is different every time so depending on how the commander chose to deploy his forces this may include removing SAM threats, AAA, mechanized infantry, enemy aircraft, or any number of other enemy units that might be covering the territory.&lt;br /&gt;
&lt;br /&gt;
Once a path has been cleared you have two options.  The F10 menu can be used to &amp;quot;Deploy airfield security forces&amp;quot; or &amp;quot;Deploy Warehouse/FARP security forces&amp;quot; to deploy a C-130 or a Blackhawk helicopter to the selected airfield.  If they successfully arrive, they will deliver a small force of units to capture and hold the territory.&lt;br /&gt;
&lt;br /&gt;
The second option is that players can use the included CTLD scripts to load up a helicopter with troops and vehicles to capture the airfield themselves.   Once friendly ground units are in the vicinity of an airfield or FARP and there is no enemy presence, the airfield will be captured.&lt;br /&gt;
&lt;br /&gt;
==How to get Involved==&lt;br /&gt;
===Discord===&lt;br /&gt;
Join the [https://discord.gg/hoggit Hoggit Discord] and check out the #welcome and #georgia-at-war channels.&lt;br /&gt;
===Radios===&lt;br /&gt;
The server runs [[Simple_Radio_Standalone|Simple Radio]] at `dcs.hoggitworld.com`. User Redditbus created a [https://docs.google.com/spreadsheets/d/1a63VD2WXmShIwpiTTfHuK-5yWKw-3AtXLbv1LBjMyCE/edit#gid=0 google doc] with the radio frequencies we're going to be using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
===SEAD===&lt;br /&gt;
[https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
The current status of GAW can be tracked at http://gaw.hoggitworld.com/. Also, Hoggy, our Discord Bot, has the server's status available under his name in the discord.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7709</id>
		<title>Georgia At War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7709"/>
				<updated>2018-07-03T19:48:57Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==What is Georgia At War?==&lt;br /&gt;
&lt;br /&gt;
See [https://www.youtube.com/watch?v=LGDcy3TEvIw this video] for an explanation of what Georgia At War (GAW) is.&lt;br /&gt;
&lt;br /&gt;
==How to get Involved==&lt;br /&gt;
===Discord===&lt;br /&gt;
Join the [https://discord.gg/hoggit Hoggit Discord] and check out the #welcome and #georgia-at-war channels.&lt;br /&gt;
===Radios===&lt;br /&gt;
The server runs [[Simple_Radio_Standalone|Simple Radio]] at `dcs.hoggitworld.com`. User Redditbus created a [https://docs.google.com/spreadsheets/d/1a63VD2WXmShIwpiTTfHuK-5yWKw-3AtXLbv1LBjMyCE/edit#gid=0 google doc] with the radio frequencies we're going to be using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
===SEAD===&lt;br /&gt;
[https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
The current status of GAW can be tracked at http://gaw.hoggitworld.com/. Also, Hoggy, our Discord Bot, has the server's status available under his name in the discord.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7708</id>
		<title>Georgia At War</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Georgia_At_War&amp;diff=7708"/>
				<updated>2018-07-03T19:47:52Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
==What is Georgia At War?==&lt;br /&gt;
&lt;br /&gt;
See [https://www.youtube.com/watch?v=LGDcy3TEvIw this video] for an explanation of what Georgia At War (GAW) is.&lt;br /&gt;
&lt;br /&gt;
==How to get Involved==&lt;br /&gt;
===Discord===&lt;br /&gt;
Join the [https://discord.gg/hoggit Hoggit Discord] and check out the #welcome and #georgia-at-war channels.&lt;br /&gt;
===Radios===&lt;br /&gt;
The server runs [[SimpleRadioStandalone]] at `dcs.hoggitworld.com`. User Redditbus created a [https://docs.google.com/spreadsheets/d/1a63VD2WXmShIwpiTTfHuK-5yWKw-3AtXLbv1LBjMyCE/edit#gid=0 google doc] with the radio frequencies we're going to be using.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Video Guides==&lt;br /&gt;
&lt;br /&gt;
===SEAD===&lt;br /&gt;
[https://www.youtube.com/watch?v=wmRbcDTTi6w Su-25T SEAD Guide]&lt;br /&gt;
&lt;br /&gt;
==Current Status==&lt;br /&gt;
The current status of GAW can be tracked at http://gaw.hoggitworld.com/. Also, Hoggy, our Discord Bot, has the server's status available under his name in the discord.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=CDU&amp;diff=7693</id>
		<title>CDU</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=CDU&amp;diff=7693"/>
				<updated>2018-06-22T05:08:57Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Control Display Unit (CDU) is one of the most confusing items in the A10 to new players. Once mastered however it is an extremely powerful tool that can be used very quickly. It is important to not confuse the CDU and the CDU Repeater page accessible from the MFCD. The CDU itself is located by the pilots right thigh, the CDU Repeater is on the MFCD and will mirror the CDU screen however you will need to use the CDU keypad and keyboard to enter data or the [[Up Front Controller]].&lt;br /&gt;
&lt;br /&gt;
[[File:CDU Waypoint.jpg|thumb|The CDU in its entirety displaying a waypoint]]&lt;br /&gt;
The CDU is comprised of a 10 line display with 8 ''Line Select Keys (LSK)'', below that there are 6 function keys to take you to the main sub system pages and a brightness dimming rocker. Under these you will find a keyboard and numpad along with a backspace, space key, clear key, mark point, fault acknowledge button, and a page rocker. Below the CDU panel is the Auxiliary Avionics Panel containing the CDU Power Switch, the [[About the EGI|EGI]] Power Switch, a page Select Dial, a steer point dial, and the steer point rocker switch. &lt;br /&gt;
&lt;br /&gt;
===The CDU Screen layout===&lt;br /&gt;
[[File:CDU Lines.jpg|thumb|left|The CDU screen with all the lines shown.]]&lt;br /&gt;
The CDU screen consists of 10 lines.&lt;br /&gt;
*The first line will contain the page label, flight plan name, or steerpoint name.&lt;br /&gt;
*The second line will consist of annunciations, players can generally ignore this line. &lt;br /&gt;
*Lines 3-9 contain the meat of the data and will vary based on the page shown. Editable data will have a '''[ ]''' next to the line, press the LSK next to the line and side of the screen with the data you want to enter. The exception to this is line 3 on the waypoint page which shows a '''±''' (Plus-Minus) symbol for the waypoint number or mark point letter. This is editable by typing either in the scratchpad and pressing the LSK next to this symbol. Additionally the right side of line 7 on the waypoint screen contain a ?XO with the question mark being the number of the next waypoint. This will be covered in depth later. &lt;br /&gt;
*Line 10 contains the scratchpad for data entry. All alphanumerical data entry in the A10 is done via the scratchpad. The user will enter data into the scratchpad first, then once the data is entered select the destination for the information. On the right side it also displays the page count, when there are multiple pages the user can scroll to the next/previous page by depressing the page rocker to the lower left of the CDU numpad.&lt;br /&gt;
&lt;br /&gt;
==CDU Usage==&lt;br /&gt;
&lt;br /&gt;
===Alignment===&lt;br /&gt;
[[File:CDU Align.jpg|thumb|The CDU Alignment screen]]&lt;br /&gt;
The first thing most pilots will need to do with the CDU is power it on and [[About_the_EGI|align it.]] The CDU requires the battery and inverter to be on, then either the APU to be powered up with the APU Generator running or ground power applied. Next, place both the CDU Power and [[About the EGI|EGI]] Power switches located below the keypads to the ON position. The screen will power on and begin a [[BIT]] test, after which it will move into a GROUND align mode. The options on the CDU Align screen are as follows.&lt;br /&gt;
* Line 3 Right will select a Ground align mode. Selecting this button will restart any alignment in progress and will take 4 minutes. &lt;br /&gt;
* Line 5 Right will select an In Flight alignment. Selecting this button will restart any alignment in progress and will take 5.5 minutes.  It has the benefit of being able to align while in flight, however as noted it does take longer, and requires relatively straight and level flying throughout.  Works well when you have a long distance to travel, and HARS has aligned providing you with heading data to your destination until EGI aligns and takes over. &lt;br /&gt;
* Line 7 Right will select Navigation mode. It is possible to enter this mode without being fully aligned how ever it is generally not recommended except in certain circumstances. The CDU will automatically switch to this mode when it detects movement, and it must be in this mode for the [[About the EGI|EGI]] to be activated.&lt;br /&gt;
&lt;br /&gt;
In the event you need to navigate back to the align page after leaving it [[Media:CDU Align Screens.jpg|navigate]] to the '''NAV''' page via the function keys then select line 3 left or by using the [[Up Front Controller]] and selecting '''FUNC''' and '''2'''. As the alignment progresses Line 8 will display '''T = X.X X.X''' where the first set of digits is the time the alignment as been running in minutes. So at '''T = 3.5''' it has been running for 3 and a half minutes and you have 30 seconds left on the alignment. The second set of digits is the accuracy error, the lower this number the better the fix. A fully aligned aircraft will show '''T = 4.0 0.8''', at this line 3 will show '''INS NAV READY''' and it will flash. ''Now'' you can change to NAV mode and change your EAC switch, under the throttle quadrant, to ARM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Waypoint Entry===&lt;br /&gt;
[[File:CDU Waypoint page.jpg|thumb|The CDU Waypoint page showing UTM coordinates. The waypoint is named INIT POSIT and is waypoint #0.|left]]&lt;br /&gt;
[[File:CDU Waypoint page 2.jpg|thumb|The CDU Waypoint page showing Lat/Long coordinates. The waypoint is named TANK2 and is waypoint #4.]]&lt;br /&gt;
Entering waypoints is one of the most used and most essential skills with the CDU. Most missions will require some form of coordinate entry. Entering a new waypoint can be done from the Waypoint page. Accessed either from the function key row, labeled '''WP''' or from the [[Up Front Controller]] with ''''FUNC + 3''''. Both methods then need the Waypoint page selected on line 3. It is important to note that waypoints have both a name and a number.  Any existing waypoint can be selected by either typing in the name or number and then selecting the appropriate side of Line 3 on the WP page. &lt;br /&gt;
&lt;br /&gt;
The image to the left shows the CDU on the waypoint page. To create a new waypoint perform the following:&lt;br /&gt;
&lt;br /&gt;
* Navigate to the WP page via the above method.&lt;br /&gt;
* Enter the name of the new waypoint you want to make, often used is TGT1 for the first target you are entering. Feel free to be more specific such as TANKS1, TRUCKS, etc. To use the in cockpit keyboard click the keys as you see them or use the keyboard shortcuts '''LCTRL + LWindows''' and then type the letters you wish to use or when typing numbers use '''LCTRL + LWindows''' then numpad to enter numerical data.&lt;br /&gt;
* With your chosen name in the scratchpad (Line 10) depress the LSK on line 7. It will be showing ?XO where X is the number of the next waypoint to be created. Once pressed the screen will change to the waypoint page now with the name you specified and also numbered with the previously mentioned next number.&lt;br /&gt;
* Now you will enter you location data into the scratchpad. If the coordinate information is in Latitude and Longitude enter the latitude first as read again '''with no spaces and no letters'''. For example using the image to the right the latitude would be entered into the scratchpad as ''4229715'', then entered into line 7 with the left LSK. Repeat this with ''04138801'' for the longitude and then entered into line 9 with the left LSK. Note that you do need to add the ''0'' before the ''41'' as this denotes a negative eastern value, however no other non-numerical data needs to be added.&lt;br /&gt;
* If the coordinates are in UTM format enter them as given to you '''with no spaces'''. Then select the LSK next to line 9 Left where you see the '''[ ]''' followed by the default coordinates. If after you create the waypoint and it shows that it is more than a couple hundred miles away the [http://en.wikipedia.org/wiki/Universal_Transverse_Mercator_coordinate_system UTM Grid] is probably off by one. The area if operations in DCS: A10C straddles two grids. Simply check your waypoint page on line 7 on the left side. It will either say ''38T'' or ''37T'', simply enter the other one into the scratchpad and add it via the LSk on the left side of line 7. &lt;br /&gt;
&lt;br /&gt;
The waypoint is now created and can be accessed by the number on line 3. Under the CDU keypad rotate the '''Steer Pt''' dial to ''Mission'', then make [[HUD]] SOI via [[HOTAS Controls|''Coolie Hat Up'']] then scroll through the waypoint with [[HOTAS Controls|''DMS Up'']] and [[HOTAS Controls|''DMS Down'']] until you get to the waypoint number. Alternatively you can use the ''Steerpoint'' rocker under the CDU or the ''Steerpoint'' rocker on the [[Up Front Controller]] however you must have the '''Steer Pt''' dial in ''Mission'' to access the entire batch of waypoints available.&lt;br /&gt;
&lt;br /&gt;
A quick Youtube video on CDU coordinate entry.&lt;br /&gt;
{{#ev:youtube|mcJ8mlMF7qg}}&lt;br /&gt;
&lt;br /&gt;
===Markpoints===&lt;br /&gt;
Markpoints are waypoints created based on the [[HOTAS Controls|''Sensor Of Interest and Sensor Point of Interest'']] when the markpoint button on the [[Up Front Controller]] or the CDU is pressed. Most commonly Markpoints are created by pressing [[HOTAS Controls|''TMS Right Short'']] with the location you want the markpoint and selected as SPI. You can select from all your markpoints by rotating the '''STEER PT''' dial to '''MARK''' and then using the ''Steerpoint rocker'' on the [[Up Front Controller| UFC]] or the CDU, or making [[HUD]] SOI and using [[HOTAS Controls|''DMS UP'']] or [[HOTAS Controls|''DOWN'']].&lt;br /&gt;
&lt;br /&gt;
===Flight Plan===&lt;br /&gt;
[[File:FP1.jpg|thumb|The Flight Plan screen]]&lt;br /&gt;
Selecting the '''FPM''' function key under the CDU screen or '''FUNC 5''' on the [[Up Front Controller|UFC]] will take you to the Flight Plan Manager page (shown right). &lt;br /&gt;
&lt;br /&gt;
In the A10 the flight plan is just a list of waypoints that can be scrolled through in the '''STEER PT''' dial is in '''FLT PLAN''' mode. Selecting the left LSK on line 3 will change the flight plan from ''AUTO'' to ''MAN'' which will cause the waypoints to not increment after overflying them. This is very handy when in combat so your steerpoint does not increment on its own, however you will need to increment it manually after leaving the area of the previous waypoint.&lt;br /&gt;
&lt;br /&gt;
[[Category:A-10C]]&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Air-to-Air_Combat&amp;diff=7631</id>
		<title>Air-to-Air Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Air-to-Air_Combat&amp;diff=7631"/>
				<updated>2018-06-12T19:30:15Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Books/PDF===&lt;br /&gt;
[[File:FCSHAW.jpg|thumb|right|150px|Fighter Combat by Richard A. Shaw|link=https://amzn.to/2sPFaZC]][https://amzn.to/2sPFaZC Fighter Combat: Tactics and Maneuvering] - 80's era book on BFM/BVR combat, placing it in the perfect timeframe for applicability to DCS World fights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://s3.amazonaws.com/hoggitworld-manuals/DCS+BVR+STRATEGY+GUIDE-FINAL.pdf Ktulu2's BVR Guide ] - F-15C centric, but many of the concepts work across all aircraft.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Videos===&lt;br /&gt;
[https://www.youtube.com/watch?v=OCFMX5z-ed4 The Art of the Kill] - Classic Falcon Era video explaining the basic concepts of close range air-to-air combat. [[File:Stache.jpg|thumb|right|The greatest mustache in the USAF explaining how to kill a man in &amp;quot;The Art of the Kill&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Online===&lt;br /&gt;
[https://tawdcs.org/radar-f15/ TAWDCS;s Radar simulator] - Great for visualizing how RADAR works. [[File:Radartaw.PNG|thumb|right|TAWDCS's RADAR simulator showing how radar works in 3D space]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://www.mudspike.com/dcs-f-15c-combat-guide-for-beginners Mudspike's F-15C Combat Guide for Beginners]&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Air-to-Air_Combat&amp;diff=7630</id>
		<title>Air-to-Air Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Air-to-Air_Combat&amp;diff=7630"/>
				<updated>2018-06-12T19:27:32Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=OCFMX5z-ed4 The Art of the Kill] - Classic Falcon Era video explaining the basic concepts of close range air-to-air combat. [[File:Stache.jpg|thumb|right|The greatest mustache in the USAF explaining how to kill a man in &amp;quot;The Art of the Kill&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:FCSHAW.jpg|thumb|left|150px|Fighter Combat by Richard A. Shaw]][https://amzn.to/2sPFaZC Fighter Combat: Tactics and Maneuvering] - 80's era book on BFM/BVR combat, placing it in the perfect timeframe for applicability to DCS World fights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://tawdcs.org/radar-f15/ TAWDCS;s Radar simulator] - Great for visualizing how RADAR works. [[File:Radartaw.PNG|thumb|right|TAWDCS's RADAR simulator showing how radar works in 3D space]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://www.mudspike.com/dcs-f-15c-combat-guide-for-beginners Mudspike's F-15C Combat Guide for Beginners]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://s3.amazonaws.com/hoggitworld-manuals/DCS+BVR+STRATEGY+GUIDE-FINAL.pdf Ktulu2's BVR Guide ] - F-15C centric, but many of the concepts work across all aircraft.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=File:FCSHAW.jpg&amp;diff=7629</id>
		<title>File:FCSHAW.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=File:FCSHAW.jpg&amp;diff=7629"/>
				<updated>2018-06-12T19:25:14Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Air-to-Air_Combat&amp;diff=7628</id>
		<title>Air-to-Air Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Air-to-Air_Combat&amp;diff=7628"/>
				<updated>2018-06-12T19:24:26Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=OCFMX5z-ed4 The Art of the Kill] - Classic Falcon Era video explaining the basic concepts of close range air-to-air combat. [[File:Stache.jpg|thumb|right|The greatest mustache in the USAF explaining how to kill a man in &amp;quot;The Art of the Kill&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://amzn.to/2sPFaZC Fighter Combat: Tactics and Maneuvering] - 80's era book on BFM/BVR combat, placing it in the perfect timeframe for applicability to DCS World fights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://tawdcs.org/radar-f15/ TAWDCS;s Radar simulator] - Great for visualizing how RADAR works. [[File:Radartaw.PNG|thumb|right|TAWDCS's RADAR simulator showing how radar works in 3D space]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://www.mudspike.com/dcs-f-15c-combat-guide-for-beginners Mudspike's F-15C Combat Guide for Beginners]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://s3.amazonaws.com/hoggitworld-manuals/DCS+BVR+STRATEGY+GUIDE-FINAL.pdf Ktulu2's BVR Guide ] - F-15C centric, but many of the concepts work across all aircraft.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Air-to-Air_Combat&amp;diff=7627</id>
		<title>Air-to-Air Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Air-to-Air_Combat&amp;diff=7627"/>
				<updated>2018-06-12T19:24:17Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
[https://www.youtube.com/watch?v=OCFMX5z-ed4 The Art of the Kill] - Classic Falcon Era video explaining the basic concepts of close range air-to-air combat. [[File:Stache.jpg|thumb|right|The greatest mustache in the USAF explaining how to kill a man in &amp;quot;The Art of the Kill&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
[https://amzn.to/2sPFaZC Fighter Combat: Tactics and Maneuvering] - 80's era book on BFM/BVR combat, placing it in the perfect timeframe for applicability to DCS World fights.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://tawdcs.org/radar-f15/ TAWDCS;s Radar simulator] - Great for visualizing how RADAR works. [[File:Radartaw.PNG|thumb|right|TAWDCS's RADAR simulator showing how radar works in 3D space]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://www.mudspike.com/dcs-f-15c-combat-guide-for-beginners Mudspike's F-15C Combat Guide for Beginners]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[https://s3.amazonaws.com/hoggitworld-manuals/DCS+BVR+STRATEGY+GUIDE-FINAL.pdf Ktulu2's BVR Guide ] - F-15C centric, but many of the concepts work across all aircraft.&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=F/A-18C&amp;diff=7623</id>
		<title>F/A-18C</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=F/A-18C&amp;diff=7623"/>
				<updated>2018-06-11T16:01:02Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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=F/A-18C&lt;br /&gt;
|modulethumb=An F-A-18C Hornet launches from the flight deck of the conventionally powered aircraft carrier.jpg&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/hornet/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=WRRzEZ9bx-U&lt;br /&gt;
|guidelink=http://www.mudspike.com/wp-content/uploads/2018/06/DCS-FA-18C-Hornet-Guide.pdf&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The F/A-18C Hornet is a twin-engine, multi-role, carrier-capable combat jet.  It was designed by McDonnell Douglas (now Boeing) and Northrop in the 1970's, and is the only jet in the US inventory to carry both the Fight and Attack designation (the &amp;quot;F/A&amp;quot; part of the name).  The Hornet is a supersonic capable jet, able to reach speeds of Mach 1.8.  The Hornet modeled in DCS represents an &amp;quot;off-the-line&amp;quot; US Navy Lot 20 jet, with the OFP-13C software upgrades.  It is equipped with the F404-GE-402 enhanced performance engines (which is the more powerful engine that replaced the original F404-GE-400's). The F/A-18C/D served as the baseline for the Boeing F/A-18E/F/G Super Hornets.  The Hornet is capable of carrying a wide array of both precision and dumb bombs, A/G and A/A Missiles, rockets, and is supplemented with a 20-mm cannon mounted in the nose.&lt;br /&gt;
&lt;br /&gt;
The Hornet entered service in 1978, and first saw combat in 1986 over the skies of Libia with numerous Hornets preforming SEAD strikes and strike missions.  The Hornet again saw action during the Gulf War of 1991, as there were 106 in theater with the Navy, along with a further 84 USMC that were shore-based.  It was during the Gulf War that the Hornet was credited with it's first Air-to-Air kills (both aircraft were MiG-21's, shot-down by AIM-9's and AIM-7's).  Notably, the aircraft credited with the kills went on to resume their strike mission and dropped their 4 Mk-84's (2,000lb bombs), living up to their multi-role moniker.  The Hornet took it's first combat losses in the Gulf War as well, in total 10 Hornets received battle damage, which included 3 losses (2 to ground fire, and one very likely to an Iraqi MiG-25). All told, Hornets flew a total of 4,551 sorties during the Gulf War.&lt;br /&gt;
		&lt;br /&gt;
Since the Gulf War, the Hornet has been a vital piece of the Navy/USMC inventory, and has seen action in every conflict or operation since then.  While it is still in active service with the USMC (and will remain until the early 2030s), in April 2018 the US Navy retired the F/A-18C from combat roles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Required DCS World Version==&lt;br /&gt;
Please note that you need to be on the open beta version of the game to fly the Hornet.&lt;br /&gt;
&lt;br /&gt;
If you don't have the game installed already you can get the open beta [https://www.digitalcombatsimulator.com/en/downloads/world/beta/ from here]&lt;br /&gt;
&lt;br /&gt;
If you already have the release version installed, it's much faster to switch to the open beta using the DCS World updater as it will only change the files needed, keeping all the ones that don't need to change.&lt;br /&gt;
&lt;br /&gt;
====Switching to the Open Beta====&lt;br /&gt;
# Open File Explorer and navigate to your DCS World install&lt;br /&gt;
# Hold LShift + Right click on bin folder and press &amp;quot;Open command prompt here&amp;quot;&lt;br /&gt;
# Type or paste&lt;br /&gt;
 DCS_updater.exe update @openbeta&lt;br /&gt;
&lt;br /&gt;
Once the updater is finished, you should be able to install the Hornet via the Module Manager in game.&lt;br /&gt;
&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;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SimpleRadio Update==&lt;br /&gt;
The [https://github.com/ciribob/DCS-SimpleRadioStandalone/releases/tag/1.5.2.0 latest version of SimpleRadio] has been updated to work with the Hornet.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=RYSFiNlXPeg DCS F/A-18C Manual Waypoints Quick Guide by RedKite]&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=FAKuuaemFUs&amp;amp; DCS F/A-18C Hornet Countermeasures Tutorial by RedKite]&lt;br /&gt;
&lt;br /&gt;
==Manuals==&lt;br /&gt;
[https://info.publicintelligence.net/F18-ABCD-000.pdf NATOPS Flight Manual]&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/mLq8d2e.png Startup Checklist]&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/hoggit/comments/8kvmhs/my_fa18c_primer_or_i_read_the_manual_so_you_dont/ I Read the Manual So You Don't Have To ] By MustardCosaNostra&lt;br /&gt;
&lt;br /&gt;
==Wags' Tutorial Videos==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=caZCncH6xqM Introduction]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=gb1KmccK-3w Cockpit Tour]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=SaMBmQxzzPQ&amp;amp;feature=youtu.be Preflight, Startup, Taxi, and Takeoff]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=0PwG_SC5TNU&amp;amp;feature=youtu.be HUD, UFC and IFEI]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=W4JOEyshsZA ADF and TACAN Navigation]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=uXVHwMANFFg&amp;amp;feature=youtu.be VFR Airfield Landing]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=gNd84BEFyYE&amp;amp;feature=youtu.be Waypoint Navigation]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=AwsvRTAsy8Y Rockets and AG Gun]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=TuigBLhtAH8 CASE I Carrier Landing]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=jPe4k_Zo0MM Air-to-Air Gun]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=em9Kr31nPJE Sidewinders]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=NkJhN76B9qo&amp;amp;feature=youtu.be Unguided Bombs]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=3SKP0uFdI2M&amp;amp;feature=youtu.be AIM-7 Sparrow Air-to-Air Missile]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon List==&lt;br /&gt;
https://forums.eagle.ru/showpost.php?p=3285514&amp;amp;postcount=13&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
[https://i.imgur.com/oYi6Pt1.jpg SkillSawTheSecond's HOTAS setup]&lt;br /&gt;
&lt;br /&gt;
==Carrier Lights Tutorial==&lt;br /&gt;
{{#ev:youtube|Eg6cydTrtPY}}&lt;br /&gt;
&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Hoggit_DCS_World_Wiki&amp;diff=7615</id>
		<title>Hoggit DCS World Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Hoggit_DCS_World_Wiki&amp;diff=7615"/>
				<updated>2018-06-06T16:51:51Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class='text-center'&amp;gt;[[File:Toc.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Learn to Fly===&lt;br /&gt;
Welcome to Hoggit's DCS: World Wiki! We're a noob-friendly SeriousFaceTM multiplayer and singleplayer flight simulation community based on Reddit. This Wiki is meant to be a resource for anyone looking for information on the simulations we primarily play, DCS: World and Falcon BMS. We're gathering and organizing all the information related to the games, their peripherals, their quirks, and their tweaks/mods into this central repository in hopes that the World community will find it a valuable &amp;quot;one-stop shop&amp;quot; resource for everything you'd want to know.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=apvriPLtiZA&amp;amp;list=UUHa9LMylydkT0T3qSzAVrlw&amp;amp;feature=c4-overview What is DCS World?]&lt;br /&gt;
&lt;br /&gt;
[[Simulator Scripting Engine Documentation|Looking for MIST/Scripting Documentation?]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-sm-12&amp;quot;&amp;gt;&lt;br /&gt;
[https://discord.gg/hoggit &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;images/b/bb/Discord_main.jpg&amp;quot; /&amp;gt; Join the Discord!&amp;lt;/span&amp;gt;]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-sm-12&amp;quot;&amp;gt;&lt;br /&gt;
[[Tuesday Night Noob|&amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;images/b/bb/Discord_main.jpg&amp;quot; /&amp;gt;Looking to ease your way into multiplayer?  Join Tuesday Night Noob!&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-sm-12&amp;quot;&amp;gt;&lt;br /&gt;
Hoggit was created as a laid back place for flight simmers of all skill levels to get together and fly online all while learning the modules of DCS World. Multiplayer DCS World groups tend to be very strict and regimented so we wanted to create a niche where people could casually come together and focus on having a good time.  A great place to start is our Discord, where you'll find a community of sim pilots who are always willing to lend a hand to a new player, or just talk about sims in general.&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DCS World Modules ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-4&amp;quot; style=&amp;quot;margin-bottom: 3rem; border-right: thin solid #f1f1f1&amp;quot;&amp;gt;&lt;br /&gt;
====Fighter/Multirole====&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:F-A-18C-icon.png|link=F/A-18C]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[F/A-18C]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:M2000-icon.png|link=Mirage 2000C]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mirage 2000C|M-2000C]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:F5.png|link=F-5F Tiger II]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[F-5F Tiger II]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:Mig21.png|link=Mig-21bis]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mig-21bis]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:F86f.png|link=F-86F Sabre]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[F-86F Sabre]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:Mig15.png|link=Mig-15bis]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mig-15bis]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:Fc3.png|link=Flaming Cliffs]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Flaming Cliffs]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;col-md-4&amp;quot; style=&amp;quot;margin-bottom: 3rem; border-right: thin solid #f1f1f1&amp;quot;&amp;gt;&lt;br /&gt;
====Attack====&lt;br /&gt;
            &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:A10C-icon.png|link=A-10C]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[A-10C]]&lt;br /&gt;
                &amp;lt;/div&amp;gt;&lt;br /&gt;
                &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:av8b.png|link=AV-8B(NA)]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[AV-8B(NA)]]&lt;br /&gt;
                &amp;lt;/div&amp;gt;&lt;br /&gt;
                &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:ajs37.png|link=AJS-37]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[AJS-37]]&lt;br /&gt;
                &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:Su25t.png|link=Su-25T]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Su-25T]]&lt;br /&gt;
                &amp;lt;/div&amp;gt;&lt;br /&gt;
                &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
                &amp;lt;/div&amp;gt;&lt;br /&gt;
                &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
                &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-4&amp;quot; style=&amp;quot;margin-bottom: 3rem;&amp;quot;&amp;gt;&lt;br /&gt;
====Rotorcraft====&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:ka52.png|link=Ka-50]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Ka-50]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:uh1h.png|link=UH-1H]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[UH-1H]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:mi8.png|link=Mi-8]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mi-8]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:sa342.png|link=SA342]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[SA342]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-4&amp;quot; style=&amp;quot;margin-bottom: 3rem; border-right: thin solid #f1f1f1&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====World War 2====&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:p51.png|link=P-51D]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[P-51D]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:bf109.png|link=Bf 109 K-4]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Bf 109 K-4]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:spitfire.png|link=Spitfire Mk. IX]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Spitfire Mk. IX]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:fw190.png|link=Fw 190 D-9]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Fw 190 D-9]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-4&amp;quot; style=&amp;quot;margin-bottom: 3rem; border-right: thin solid #f1f1f1&amp;quot;&amp;gt;&lt;br /&gt;
====Trainers====&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:l39.png|link=L-39]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[L-39]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:c101.png|link=C-101]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[C-101]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:hawk.png|link=Hawk T.1A]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Hawk T.1A]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-4&amp;quot; style=&amp;quot;margin-bottom: 3rem;&amp;quot;&amp;gt;&lt;br /&gt;
====Tools &amp;amp; Utilities====&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:Srs.png|link=Simple Radio Standalone]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Simple Radio Standalone]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:LotATC.png|link=LotATC]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[LotATC]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:Tacview.png|link=Tacview]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Tacview]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Non-DCS World Sims==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0;&amp;quot;&amp;gt;[[File:Bms.png|86px|link=Falcon BMS]]&amp;lt;/p&amp;gt;&lt;br /&gt;
[[Falcon BMS]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;br /&gt;
&lt;br /&gt;
== Technique Guides &amp;amp;amp; Resources ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Basic Airmanship|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Basic Airmanship&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Air-to-Air_Combat|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Air-to-Air Combat&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Threat Database|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Threat Database&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Charts and Checklists|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Charts and Checklists&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Mission Types|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Mission Types&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
        More for later&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Multiplayer Guides ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Getting Started With Multiplayer|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Getting Started With Multiplayer&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Simple Radio Standalone|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Multiplayer Comms&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup Guides ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Peripherals Guide|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Peripherals Guide&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Joystick Profiles|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Joystick Profiles&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Headtracking Guides|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Headtracking Guides&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Exporting MFCD Displays|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Exporting MFCD Displays&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mission Making Resources ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Simulator_Scripting_Engine_Documentation|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Simulator Scripting Engine Documentation&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Mission Scripting Tools Documentation|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Mission Scripting Tools Documentation&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[DCS_mission_editor|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Mission Editor Documentation&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[DCS_mission_editor_tools_mods|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Editor Tools and Mods&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Modding_Basics|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Getting Started&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[DCS_export|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Export&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[DCS_server_gameGUI|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;DCS Server Control Documentation&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[DCS_liveries|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Liveries&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Links ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[https://www.reddit.com/r/hoggit &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Hoggit on Reddit&amp;lt;/span&amp;gt;]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[https://forums.eagle.ru &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Eagle Dynamics Forums&amp;lt;/span&amp;gt;]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Current Prices on Recommended Gear==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-sm-4 col-lg-2&amp;quot;&amp;gt;&lt;br /&gt;
{{#iDisplay://ws-na.amazon-adsystem.com/widgets/q?ServiceVersion=20070822&amp;amp;OneJS=1&amp;amp;Operation=GetAdHtml&amp;amp;MarketPlace=US&amp;amp;source=ac&amp;amp;ref=tf_til&amp;amp;ad_type=product_link&amp;amp;tracking_id=hoggitworld-20&amp;amp;marketplace=amazon&amp;amp;region=US&amp;amp;placement=B004I5XB4K&amp;amp;asins=B004I5XB4K&amp;amp;linkId=839983d8016d022c4e361d068dcedd5e&amp;amp;show_border=true&amp;amp;link_opens_in_new_window=true&amp;amp;price_color=333333&amp;amp;title_color=0066c0&amp;amp;bg_color=ffffff|200|280}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-sm-4 col-lg-2&amp;quot;&amp;gt;&lt;br /&gt;
{{#iDisplay://ws-na.amazon-adsystem.com/widgets/q?ServiceVersion=20070822&amp;amp;OneJS=1&amp;amp;Operation=GetAdHtml&amp;amp;MarketPlace=US&amp;amp;source=ac&amp;amp;ref=tf_til&amp;amp;ad_type=product_link&amp;amp;tracking_id=hoggitworld-20&amp;amp;marketplace=amazon&amp;amp;region=US&amp;amp;placement=B01LY285ZH&amp;amp;asins=B01LY285ZH&amp;amp;linkId=0f1fe6cb2b72e84f9187d474626d1d93&amp;amp;show_border=true&amp;amp;link_opens_in_new_window=true&amp;amp;price_color=333333&amp;amp;title_color=0066c0&amp;amp;bg_color=ffffff|200|280}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-sm-4 col-lg-2&amp;quot;&amp;gt;&lt;br /&gt;
{{#iDisplay://ws-na.amazon-adsystem.com/widgets/q?ServiceVersion=20070822&amp;amp;OneJS=1&amp;amp;Operation=GetAdHtml&amp;amp;MarketPlace=US&amp;amp;source=ac&amp;amp;ref=tf_til&amp;amp;ad_type=product_link&amp;amp;tracking_id=hoggitworld-20&amp;amp;marketplace=amazon&amp;amp;region=US&amp;amp;placement=B0029M6VKA&amp;amp;asins=B0029M6VKA&amp;amp;linkId=0f3882a4ce7cc8e7c03973917133f9d2&amp;amp;show_border=true&amp;amp;link_opens_in_new_window=true&amp;amp;price_color=333333&amp;amp;title_color=0066c0&amp;amp;bg_color=ffffff|200|280}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-sm-4 col-lg-2&amp;quot;&amp;gt;&lt;br /&gt;
{{#iDisplay://ws-na.amazon-adsystem.com/widgets/q?ServiceVersion=20070822&amp;amp;OneJS=1&amp;amp;Operation=GetAdHtml&amp;amp;MarketPlace=US&amp;amp;source=ss&amp;amp;ref=as_ss_li_til&amp;amp;ad_type=product_link&amp;amp;tracking_id=hoggitworld-20&amp;amp;marketplace=amazon&amp;amp;region=US&amp;amp;placement=B01LX398IE&amp;amp;asins=B01LX398IE&amp;amp;linkId=60ad1f8062e080986ecea05098ed8a21&amp;amp;show_border=true&amp;amp;link_opens_in_new_window=true|200|280}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-sm-4 col-lg-2&amp;quot;&amp;gt;&lt;br /&gt;
{{#iDisplay://ws-na.amazon-adsystem.com/widgets/q?ServiceVersion=20070822&amp;amp;OneJS=1&amp;amp;Operation=GetAdHtml&amp;amp;MarketPlace=US&amp;amp;source=ac&amp;amp;ref=tf_til&amp;amp;ad_type=product_link&amp;amp;tracking_id=hoggitworld-20&amp;amp;marketplace=amazon&amp;amp;region=US&amp;amp;placement=B005CMOV06&amp;amp;asins=B005CMOV06&amp;amp;linkId=3696e75c77379f2aab8dc914c2de19a6&amp;amp;show_border=true&amp;amp;link_opens_in_new_window=true&amp;amp;price_color=333333&amp;amp;title_color=0066c0&amp;amp;bg_color=ffffff|200|280}}&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-sm-4 col-lg-2&amp;quot;&amp;gt;&lt;br /&gt;
{{#iDisplay://ws-na.amazon-adsystem.com/widgets/q?ServiceVersion=20070822&amp;amp;OneJS=1&amp;amp;Operation=GetAdHtml&amp;amp;MarketPlace=US&amp;amp;source=ac&amp;amp;ref=tf_til&amp;amp;ad_type=product_link&amp;amp;tracking_id=hoggitworld-20&amp;amp;marketplace=amazon&amp;amp;region=US&amp;amp;placement=B0000512IE&amp;amp;asins=B0000512IE&amp;amp;linkId=c0fc561a2ac5effe5ca2540e14a2f9af&amp;amp;show_border=true&amp;amp;link_opens_in_new_window=true&amp;amp;price_color=333333&amp;amp;title_color=0066c0&amp;amp;bg_color=ffffff|200|280}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;If nothing appears here, Amazon links are removed by AdBlock. Consider whitelisting our wiki in your ad blocker!  We use the money for things like giveaways, contests, and funding our dedicated server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Check out the [[Peripherals Guide]] for more information.&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Hoggit_DCS_World_Wiki&amp;diff=7614</id>
		<title>Hoggit DCS World Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Hoggit_DCS_World_Wiki&amp;diff=7614"/>
				<updated>2018-06-06T16:23:23Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: /* Current Prices on Recommended Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class='text-center'&amp;gt;[[File:Toc.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Learn to Fly===&lt;br /&gt;
Welcome to Hoggit's DCS: World Wiki! We're a noob-friendly SeriousFaceTM multiplayer and singleplayer flight simulation community based on Reddit. This Wiki is meant to be a resource for anyone looking for information on the simulations we primarily play, DCS: World and Falcon BMS. We're gathering and organizing all the information related to the games, their peripherals, their quirks, and their tweaks/mods into this central repository in hopes that the World community will find it a valuable &amp;quot;one-stop shop&amp;quot; resource for everything you'd want to know.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=apvriPLtiZA&amp;amp;list=UUHa9LMylydkT0T3qSzAVrlw&amp;amp;feature=c4-overview What is DCS World?]&lt;br /&gt;
&lt;br /&gt;
[[Simulator Scripting Engine Documentation|Looking for MIST/Scripting Documentation?]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-sm-12&amp;quot;&amp;gt;&lt;br /&gt;
[https://discord.gg/hoggit &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;images/b/bb/Discord_main.jpg&amp;quot; /&amp;gt; Join the Discord!&amp;lt;/span&amp;gt;]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-sm-12&amp;quot;&amp;gt;&lt;br /&gt;
Hoggit was created as a laid back place for flight simmers of all skill levels to get together and fly online all while learning the modules of DCS World. Multiplayer DCS World groups tend to be very strict and regimented so we wanted to create a niche where people could casually come together and focus on having a good time.  A great place to start is our Discord, where you'll find a community of sim pilots who are always willing to lend a hand to a new player, or just talk about sims in general.&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DCS World Modules ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-4&amp;quot; style=&amp;quot;margin-bottom: 3rem; border-right: thin solid #f1f1f1&amp;quot;&amp;gt;&lt;br /&gt;
====Fighter/Multirole====&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:F-A-18C-icon.png|link=F/A-18C]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[F/A-18C]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:M2000-icon.png|link=Mirage 2000C]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mirage 2000C|M-2000C]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:F5.png|link=F-5F Tiger II]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[F-5F Tiger II]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:Mig21.png|link=Mig-21bis]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mig-21bis]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:F86f.png|link=F-86F Sabre]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[F-86F Sabre]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:Mig15.png|link=Mig-15bis]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mig-15bis]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:Fc3.png|link=Flaming Cliffs]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Flaming Cliffs]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;col-md-4&amp;quot; style=&amp;quot;margin-bottom: 3rem; border-right: thin solid #f1f1f1&amp;quot;&amp;gt;&lt;br /&gt;
====Attack====&lt;br /&gt;
            &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:A10C-icon.png|link=A-10C]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[A-10C]]&lt;br /&gt;
                &amp;lt;/div&amp;gt;&lt;br /&gt;
                &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:av8b.png|link=AV-8B(NA)]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[AV-8B(NA)]]&lt;br /&gt;
                &amp;lt;/div&amp;gt;&lt;br /&gt;
                &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:ajs37.png|link=AJS-37]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[AJS-37]]&lt;br /&gt;
                &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:Su25t.png|link=Su-25T]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Su-25T]]&lt;br /&gt;
                &amp;lt;/div&amp;gt;&lt;br /&gt;
                &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
                &amp;lt;/div&amp;gt;&lt;br /&gt;
                &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
                &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-4&amp;quot; style=&amp;quot;margin-bottom: 3rem;&amp;quot;&amp;gt;&lt;br /&gt;
====Rotorcraft====&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:ka52.png|link=Ka-50]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Ka-50]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:uh1h.png|link=UH-1H]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[UH-1H]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:mi8.png|link=Mi-8]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mi-8]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:sa342.png|link=SA342]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[SA342]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-4&amp;quot; style=&amp;quot;margin-bottom: 3rem; border-right: thin solid #f1f1f1&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====World War 2====&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:p51.png|link=P-51D]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[P-51D]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:bf109.png|link=Bf 109 K-4]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Bf 109 K-4]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:spitfire.png|link=Spitfire Mk. IX]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Spitfire Mk. IX]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:fw190.png|link=Fw 190 D-9]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Fw 190 D-9]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-4&amp;quot; style=&amp;quot;margin-bottom: 3rem; border-right: thin solid #f1f1f1&amp;quot;&amp;gt;&lt;br /&gt;
====Trainers====&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:l39.png|link=L-39]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[L-39]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:c101.png|link=C-101]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[C-101]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:hawk.png|link=Hawk T.1A]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Hawk T.1A]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-4&amp;quot; style=&amp;quot;margin-bottom: 3rem;&amp;quot;&amp;gt;&lt;br /&gt;
====Tools &amp;amp; Utilities====&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:Srs.png|link=Simple Radio Standalone]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Simple Radio Standalone]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:LotATC.png|link=LotATC]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[LotATC]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:Tacview.png|link=Tacview]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Tacview]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Non-DCS World Sims==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0;&amp;quot;&amp;gt;[[File:Bms.png|86px|link=Falcon BMS]]&amp;lt;/p&amp;gt;&lt;br /&gt;
[[Falcon BMS]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;br /&gt;
&lt;br /&gt;
== Technique Guides &amp;amp;amp; Resources ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Basic Airmanship|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Basic Airmanship&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Air-to-Air_Combat|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Air-to-Air Combat&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Threat Database|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Threat Database&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Charts and Checklists|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Charts and Checklists&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Mission Types|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Mission Types&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
        More for later&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Multiplayer Guides ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Getting Started With Multiplayer|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Getting Started With Multiplayer&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Simple Radio Standalone|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Multiplayer Comms&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup Guides ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Peripherals Guide|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Peripherals Guide&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Joystick Profiles|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Joystick Profiles&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Headtracking Guides|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Headtracking Guides&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Exporting MFCD Displays|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Exporting MFCD Displays&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mission Making Resources ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Simulator_Scripting_Engine_Documentation|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Simulator Scripting Engine Documentation&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Mission Scripting Tools Documentation|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Mission Scripting Tools Documentation&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[DCS_mission_editor|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Mission Editor Documentation&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[DCS_mission_editor_tools_mods|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Editor Tools and Mods&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Modding_Basics|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Getting Started&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[DCS_export|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Export&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[DCS_server_gameGUI|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;DCS Server Control Documentation&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[DCS_liveries|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Liveries&amp;lt;/span&amp;gt;]]&lt;br /&gt;
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		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Mirage_2000C&amp;diff=7613</id>
		<title>Mirage 2000C</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Mirage_2000C&amp;diff=7613"/>
				<updated>2018-06-05T16:30:14Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=M2000-C&lt;br /&gt;
|modulethumb=Mirage 2000C in-flight.jpg&lt;br /&gt;
|guidelink=https://drive.google.com/file/d/0B-uSpZROuEd3V1B0QmhHbEdMcTg&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/m2000c/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=27dB3I7hxmE&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==CCRP and CCIP Bombing Procedures==&lt;br /&gt;
The sim expects you to follow these procedures for accurate bombing, follow these guidelines to see improvement in the accuracy of freefall weapons in the M2K&lt;br /&gt;
&lt;br /&gt;
===CCRP (level)===&lt;br /&gt;
1. Minimum altitude should be 2000 feet AGL and speed above 350 KIAS.&lt;br /&gt;
&lt;br /&gt;
2. Fly in a slight dive towards your target. It shouldn’t be more than 15º.&lt;br /&gt;
&lt;br /&gt;
3. Place the CCRP piper over your target&lt;br /&gt;
&lt;br /&gt;
4. Click on the AG DESIGNATE button (refer to HOTAS title in Chapter 1).&lt;br /&gt;
&lt;br /&gt;
5. Pull up and resume level flight.&lt;br /&gt;
&lt;br /&gt;
6. The target cross will remain over the target.&lt;br /&gt;
&lt;br /&gt;
7. Fly towards the target.&lt;br /&gt;
&lt;br /&gt;
8. When you are 15 seconds from the release point, the release cue will appear.&lt;br /&gt;
&lt;br /&gt;
9. Press the trigger as soon as you see the release cue. Keep the trigger pressed while the cue is visible.&lt;br /&gt;
&lt;br /&gt;
10. The bombs will be released automatically when the cue cross the CCRP piper.&lt;br /&gt;
&lt;br /&gt;
11. The system will clear the target designation as soon as the bombs have been released.&lt;br /&gt;
&lt;br /&gt;
===CCRP (dive)===&lt;br /&gt;
1. Level start. ~ 350 kias. Idle thrust when diving.&lt;br /&gt;
&lt;br /&gt;
2. Target designation. Trigger held down. Follow guidance cues.&lt;br /&gt;
&lt;br /&gt;
3. Start of pull up. Follow guidance cues.&lt;br /&gt;
&lt;br /&gt;
4. Bomb release.&lt;br /&gt;
&lt;br /&gt;
5. Bomb path.&lt;br /&gt;
&lt;br /&gt;
6. Breakaway. Thrust as required.&lt;br /&gt;
&lt;br /&gt;
===CCIP (bombs)===&lt;br /&gt;
1. Upon activating the CCIP, raise the seat so your downwards view is better&lt;br /&gt;
&lt;br /&gt;
2. For diving runs minimum altitude should be 1500 feet AGL. 3000 AGL feet is better, especially if you are going to do a high angle dive.&lt;br /&gt;
&lt;br /&gt;
3. Minimum indicated airspeed should be 400 KIAS.&lt;br /&gt;
&lt;br /&gt;
4. The CCIP pipper will appear at the bottom of the HUD.&lt;br /&gt;
&lt;br /&gt;
5. When nearing your target, fly in a dive. The steeper the dive the better. 20º to 25º dives are very precise. 6. Check the safe altitude cue position.&lt;br /&gt;
&lt;br /&gt;
7. Press the trigger to release the bombs when the CCIP piper is over your target&lt;br /&gt;
&lt;br /&gt;
8. Pull up.&lt;br /&gt;
&lt;br /&gt;
9. DO NOT release the bombs if the safe altitude cue intersects the FPM or is above it.&lt;br /&gt;
&lt;br /&gt;
If you stick to these procedures by the book, you'll find your bombs hitting the target much more often.&lt;br /&gt;
&lt;br /&gt;
==Radar modes==&lt;br /&gt;
The Radar in the M-2000C has 4 positions. &lt;br /&gt;
*Rearm - Radar not operational&lt;br /&gt;
*P CH - Radar warmup&lt;br /&gt;
*SIL - Silent mode. Puts your radar into standby, no emissions. &lt;br /&gt;
*EM - Emit. Standard operation of radar.&lt;br /&gt;
&lt;br /&gt;
The Radar can operate in different scope modes. The standard is PPI, Plan Position Indicator. The second is B-scope. B-scope is the same type as the F-15C's radar display.&lt;br /&gt;
&lt;br /&gt;
==IFF System==&lt;br /&gt;
IFF is simulated to a basic level in the M-2000C. IFF is essential if you plan on doing Air to Air in the Mirage. You do need to have an aircraft locked to use IFF in the Mirage. It can used while the aircraft is in scan mode. It must be activated and used manually by the pilot. To activate the IFF go to the panel underneath your INS, right side. You will find two rotary dials;&lt;br /&gt;
&lt;br /&gt;
The left rotary dial controls the length of the interrogation in seconds (NOT SURE IF CORRECT?):&lt;br /&gt;
*1&lt;br /&gt;
*4&lt;br /&gt;
*3/2&lt;br /&gt;
*3/3&lt;br /&gt;
*3/4&lt;br /&gt;
*2&lt;br /&gt;
&lt;br /&gt;
The right rotary dial controls the mode of operation:&lt;br /&gt;
*OFF - Disables the IFF system&lt;br /&gt;
*SECT - This interrogates a small area around your TDC when you IFF interrogate&lt;br /&gt;
*CONT - This interrogates your entire radar display. This is the best mode to use&lt;br /&gt;
&lt;br /&gt;
If you perform an IFF interrogation while scanning (S to interrogate) friendly aircraft will have a diamond within their V on the radar display. Hostile aircraft will not.&lt;br /&gt;
&lt;br /&gt;
If you perform an IFF interrogation while an aircraft is locked, friendly aircraft will change from |V| to ||V||. You will also see an A indication appear on the HUD. A indicates a friendly aircraft. D indicates an enemy aircraft.&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>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Mirage_2000C&amp;diff=7612</id>
		<title>Mirage 2000C</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Mirage_2000C&amp;diff=7612"/>
				<updated>2018-06-05T16:28:26Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: /* CCRP and CCIP Bombing Procedures */&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=M2000-C&lt;br /&gt;
|modulethumb=Mirage 2000C in-flight.jpg&lt;br /&gt;
|guidelink=https://drive.google.com/file/d/0B-uSpZROuEd3V1B0QmhHbEdMcTg&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/m2000c/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=27dB3I7hxmE&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==CCRP and CCIP Bombing Procedures==&lt;br /&gt;
The sim expects you to follow these procedures for accurate bombing, follow these guidelines to see improvement in the accuracy of freefall weapons in the M2K&lt;br /&gt;
&lt;br /&gt;
===CCRP (level)===&lt;br /&gt;
1. Minimum altitude should be 2000 feet AGL and speed above 350 KIAS.&lt;br /&gt;
&lt;br /&gt;
2. Fly in a slight dive towards your target. It shouldn’t be more than 15º.&lt;br /&gt;
&lt;br /&gt;
3. Place the CCRP piper over your target&lt;br /&gt;
&lt;br /&gt;
4. Click on the AG DESIGNATE button (refer to HOTAS title in Chapter 1).&lt;br /&gt;
&lt;br /&gt;
5. Pull up and resume level flight.&lt;br /&gt;
&lt;br /&gt;
6. The target cross will remain over the target.&lt;br /&gt;
&lt;br /&gt;
7. Fly towards the target.&lt;br /&gt;
&lt;br /&gt;
8. When you are 15 seconds from the release point, the release cue will appear.&lt;br /&gt;
&lt;br /&gt;
9. Press the trigger as soon as you see the release cue. Keep the trigger pressed while the cue is visible.&lt;br /&gt;
&lt;br /&gt;
10. The bombs will be released automatically when the cue cross the CCRP piper.&lt;br /&gt;
&lt;br /&gt;
11. The system will clear the target designation as soon as the bombs have been released.&lt;br /&gt;
&lt;br /&gt;
===CCRP (dive)===&lt;br /&gt;
1. Level start. ~ 350 kias. Idle thrust when diving.&lt;br /&gt;
&lt;br /&gt;
2. Target designation. Trigger held down. Follow guidance cues.&lt;br /&gt;
&lt;br /&gt;
3. Start of pull up. Follow guidance cues.&lt;br /&gt;
&lt;br /&gt;
4. Bomb release.&lt;br /&gt;
&lt;br /&gt;
5. Bomb path.&lt;br /&gt;
&lt;br /&gt;
6. Breakaway. Thrust as required.&lt;br /&gt;
&lt;br /&gt;
===CCIP (bombs)===&lt;br /&gt;
1. Upon activating the CCIP, raise the seat so your downwards view is better&lt;br /&gt;
&lt;br /&gt;
2. For diving runs minimum altitude should be 1500 feet AGL. 3000 AGL feet is better, especially if you are going to do a high angle dive.&lt;br /&gt;
&lt;br /&gt;
3. Minimum indicated airspeed should be 400 KIAS.&lt;br /&gt;
&lt;br /&gt;
4. The CCIP pipper will appear at the bottom of the HUD.&lt;br /&gt;
&lt;br /&gt;
5. When nearing your target, fly in a dive. The steeper the dive the better. 20º to 25º dives are very precise. 6. Check the safe altitude cue position.&lt;br /&gt;
&lt;br /&gt;
7. Press the trigger to release the bombs when the CCIP piper is over your target&lt;br /&gt;
&lt;br /&gt;
8. Pull up.&lt;br /&gt;
&lt;br /&gt;
9. DO NOT release the bombs if the safe altitude cue intersects the FPM or is above it.&lt;br /&gt;
&lt;br /&gt;
If you stick to these procedures by the book, you'll find your bombs hitting the target much more often. Should you prefer to ignore the manual, you can cheat by pressing Ctrl+E to switch to 'Easy CCRP' mode, or Alt+F4 for 'Easy CCIP', where the computer's limits are not factored in.&lt;br /&gt;
&lt;br /&gt;
==Radar modes==&lt;br /&gt;
The Radar in the M-2000C has 4 positions. &lt;br /&gt;
*Rearm - Radar not operational&lt;br /&gt;
*P CH - Radar warmup&lt;br /&gt;
*SIL - Silent mode. Puts your radar into standby, no emissions. &lt;br /&gt;
*EM - Emit. Standard operation of radar.&lt;br /&gt;
&lt;br /&gt;
The Radar can operate in different scope modes. The standard is PPI, Plan Position Indicator. The second is B-scope. B-scope is the same type as the F-15C's radar display.&lt;br /&gt;
&lt;br /&gt;
==IFF System==&lt;br /&gt;
IFF is simulated to a basic level in the M-2000C. IFF is essential if you plan on doing Air to Air in the Mirage. You do need to have an aircraft locked to use IFF in the Mirage. It can used while the aircraft is in scan mode. It must be activated and used manually by the pilot. To activate the IFF go to the panel underneath your INS, right side. You will find two rotary dials;&lt;br /&gt;
&lt;br /&gt;
The left rotary dial controls the length of the interrogation in seconds (NOT SURE IF CORRECT?):&lt;br /&gt;
*1&lt;br /&gt;
*4&lt;br /&gt;
*3/2&lt;br /&gt;
*3/3&lt;br /&gt;
*3/4&lt;br /&gt;
*2&lt;br /&gt;
&lt;br /&gt;
The right rotary dial controls the mode of operation:&lt;br /&gt;
*OFF - Disables the IFF system&lt;br /&gt;
*SECT - This interrogates a small area around your TDC when you IFF interrogate&lt;br /&gt;
*CONT - This interrogates your entire radar display. This is the best mode to use&lt;br /&gt;
&lt;br /&gt;
If you perform an IFF interrogation while scanning (S to interrogate) friendly aircraft will have a diamond within their V on the radar display. Hostile aircraft will not.&lt;br /&gt;
&lt;br /&gt;
If you perform an IFF interrogation while an aircraft is locked, friendly aircraft will change from |V| to ||V||. You will also see an A indication appear on the HUD. A indicates a friendly aircraft. D indicates an enemy aircraft.&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>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Mirage_2000C&amp;diff=7611</id>
		<title>Mirage 2000C</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Mirage_2000C&amp;diff=7611"/>
				<updated>2018-06-05T16:27:36Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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=M2000-C&lt;br /&gt;
|modulethumb=Mirage 2000C in-flight.jpg&lt;br /&gt;
|guidelink=https://drive.google.com/file/d/0B-uSpZROuEd3V1B0QmhHbEdMcTg&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/m2000c/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=27dB3I7hxmE&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==CCRP and CCIP Bombing Procedures==&lt;br /&gt;
&lt;br /&gt;
===CCRP (level)===&lt;br /&gt;
1. Minimum altitude should be 2000 feet AGL and speed above 350 KIAS.&lt;br /&gt;
&lt;br /&gt;
2. Fly in a slight dive towards your target. It shouldn’t be more than 15º.&lt;br /&gt;
&lt;br /&gt;
3. Place the CCRP piper over your target&lt;br /&gt;
&lt;br /&gt;
4. Click on the AG DESIGNATE button (refer to HOTAS title in Chapter 1).&lt;br /&gt;
&lt;br /&gt;
5. Pull up and resume level flight.&lt;br /&gt;
&lt;br /&gt;
6. The target cross will remain over the target.&lt;br /&gt;
&lt;br /&gt;
7. Fly towards the target.&lt;br /&gt;
&lt;br /&gt;
8. When you are 15 seconds from the release point, the release cue will appear.&lt;br /&gt;
&lt;br /&gt;
9. Press the trigger as soon as you see the release cue. Keep the trigger pressed while the cue is visible.&lt;br /&gt;
&lt;br /&gt;
10. The bombs will be released automatically when the cue cross the CCRP piper.&lt;br /&gt;
&lt;br /&gt;
11. The system will clear the target designation as soon as the bombs have been released.&lt;br /&gt;
&lt;br /&gt;
===CCRP (dive)===&lt;br /&gt;
1. Level start. ~ 350 kias. Idle thrust when diving.&lt;br /&gt;
&lt;br /&gt;
2. Target designation. Trigger held down. Follow guidance cues.&lt;br /&gt;
&lt;br /&gt;
3. Start of pull up. Follow guidance cues.&lt;br /&gt;
&lt;br /&gt;
4. Bomb release.&lt;br /&gt;
&lt;br /&gt;
5. Bomb path.&lt;br /&gt;
&lt;br /&gt;
6. Breakaway. Thrust as required.&lt;br /&gt;
&lt;br /&gt;
===CCIP (bombs)===&lt;br /&gt;
1. Upon activating the CCIP, raise the seat so your downwards view is better&lt;br /&gt;
&lt;br /&gt;
2. For diving runs minimum altitude should be 1500 feet AGL. 3000 AGL feet is better, especially if you are going to do a high angle dive.&lt;br /&gt;
&lt;br /&gt;
3. Minimum indicated airspeed should be 400 KIAS.&lt;br /&gt;
&lt;br /&gt;
4. The CCIP pipper will appear at the bottom of the HUD.&lt;br /&gt;
&lt;br /&gt;
5. When nearing your target, fly in a dive. The steeper the dive the better. 20º to 25º dives are very precise. 6. Check the safe altitude cue position.&lt;br /&gt;
&lt;br /&gt;
7. Press the trigger to release the bombs when the CCIP piper is over your target&lt;br /&gt;
&lt;br /&gt;
8. Pull up.&lt;br /&gt;
&lt;br /&gt;
9. DO NOT release the bombs if the safe altitude cue intersects the FPM or is above it.&lt;br /&gt;
&lt;br /&gt;
If you stick to these procedures by the book, you'll find your bombs hitting the target much more often. Should you prefer to ignore the manual, you can cheat by pressing Ctrl+E to switch to 'Easy CCRP' mode, or Alt+F4 for 'Easy CCIP', where the computer's limits are not factored in.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Radar modes==&lt;br /&gt;
The Radar in the M-2000C has 4 positions. &lt;br /&gt;
*Rearm - Radar not operational&lt;br /&gt;
*P CH - Radar warmup&lt;br /&gt;
*SIL - Silent mode. Puts your radar into standby, no emissions. &lt;br /&gt;
*EM - Emit. Standard operation of radar.&lt;br /&gt;
&lt;br /&gt;
The Radar can operate in different scope modes. The standard is PPI, Plan Position Indicator. The second is B-scope. B-scope is the same type as the F-15C's radar display.&lt;br /&gt;
&lt;br /&gt;
==IFF System==&lt;br /&gt;
IFF is simulated to a basic level in the M-2000C. IFF is essential if you plan on doing Air to Air in the Mirage. You do need to have an aircraft locked to use IFF in the Mirage. It can used while the aircraft is in scan mode. It must be activated and used manually by the pilot. To activate the IFF go to the panel underneath your INS, right side. You will find two rotary dials;&lt;br /&gt;
&lt;br /&gt;
The left rotary dial controls the length of the interrogation in seconds (NOT SURE IF CORRECT?):&lt;br /&gt;
*1&lt;br /&gt;
*4&lt;br /&gt;
*3/2&lt;br /&gt;
*3/3&lt;br /&gt;
*3/4&lt;br /&gt;
*2&lt;br /&gt;
&lt;br /&gt;
The right rotary dial controls the mode of operation:&lt;br /&gt;
*OFF - Disables the IFF system&lt;br /&gt;
*SECT - This interrogates a small area around your TDC when you IFF interrogate&lt;br /&gt;
*CONT - This interrogates your entire radar display. This is the best mode to use&lt;br /&gt;
&lt;br /&gt;
If you perform an IFF interrogation while scanning (S to interrogate) friendly aircraft will have a diamond within their V on the radar display. Hostile aircraft will not.&lt;br /&gt;
&lt;br /&gt;
If you perform an IFF interrogation while an aircraft is locked, friendly aircraft will change from |V| to ||V||. You will also see an A indication appear on the HUD. A indicates a friendly aircraft. D indicates an enemy aircraft.&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>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=F/A-18C&amp;diff=7605</id>
		<title>F/A-18C</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=F/A-18C&amp;diff=7605"/>
				<updated>2018-06-05T04:40:58Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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=F/A-18C&lt;br /&gt;
|modulethumb=An F-A-18C Hornet launches from the flight deck of the conventionally powered aircraft carrier.jpg&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/hornet/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=WRRzEZ9bx-U&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The F/A-18C Hornet is a twin-engine, multi-role, carrier-capable combat jet.  It was designed by McDonnell Douglas (now Boeing) and Northrop in the 1970's, and is the only jet in the US inventory to carry both the Fight and Attack designation (the &amp;quot;F/A&amp;quot; part of the name).  The Hornet is a supersonic capable jet, able to reach speeds of Mach 1.8.  The Hornet modeled in DCS represents an &amp;quot;off-the-line&amp;quot; US Navy Lot 20 jet, with the OFP-13C software upgrades.  It is equipped with the F404-GE-402 enhanced performance engines (which is the more powerful engine that replaced the original F404-GE-400's). The F/A-18C/D served as the baseline for the Boeing F/A-18E/F/G Super Hornets.  The Hornet is capable of carrying a wide array of both precision and dumb bombs, A/G and A/A Missiles, rockets, and is supplemented with a 20-mm cannon mounted in the nose.&lt;br /&gt;
&lt;br /&gt;
The Hornet entered service in 1978, and first saw combat in 1986 over the skies of Libia with numerous Hornets preforming SEAD strikes and strike missions.  The Hornet again saw action during the Gulf War of 1991, as there were 106 in theater with the Navy, along with a further 84 USMC that were shore-based.  It was during the Gulf War that the Hornet was credited with it's first Air-to-Air kills (both aircraft were MiG-21's, shot-down by AIM-9's and AIM-7's).  Notably, the aircraft credited with the kills went on to resume their strike mission and dropped their 4 Mk-84's (2,000lb bombs), living up to their multi-role moniker.  The Hornet took it's first combat losses in the Gulf War as well, in total 10 Hornets received battle damage, which included 3 losses (2 to ground fire, and one very likely to an Iraqi MiG-25). All told, Hornets flew a total of 4,551 sorties during the Gulf War.&lt;br /&gt;
		&lt;br /&gt;
Since the Gulf War, the Hornet has been a vital piece of the Navy/USMC inventory, and has seen action in every conflict or operation since then.  While it is still in active service with the USMC (and will remain until the early 2030s), in April 2018 the US Navy retired the F/A-18C from combat roles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Required DCS World Version==&lt;br /&gt;
Please note that you need to be on the open beta version of the game to fly the Hornet.&lt;br /&gt;
&lt;br /&gt;
If you don't have the game installed already you can get the open beta [https://www.digitalcombatsimulator.com/en/downloads/world/beta/ from here]&lt;br /&gt;
&lt;br /&gt;
If you already have the release version installed, it's much faster to switch to the open beta using the DCS World updater as it will only change the files needed, keeping all the ones that don't need to change.&lt;br /&gt;
&lt;br /&gt;
====Switching to the Open Beta====&lt;br /&gt;
# Open File Explorer and navigate to your DCS World install&lt;br /&gt;
# Hold LShift + Right click on bin folder and press &amp;quot;Open command prompt here&amp;quot;&lt;br /&gt;
# Type or paste&lt;br /&gt;
 DCS_updater.exe update @openbeta&lt;br /&gt;
&lt;br /&gt;
Once the updater is finished, you should be able to install the Hornet via the Module Manager in game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SimpleRadio Update==&lt;br /&gt;
The [https://github.com/ciribob/DCS-SimpleRadioStandalone/releases/tag/1.5.2.0 latest version of SimpleRadio] has been updated to work with the Hornet.&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=RYSFiNlXPeg DCS F/A-18C Manual Waypoints Quick Guide by RedKite]&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
Placeholder&lt;br /&gt;
&lt;br /&gt;
==Countermeasures==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=FAKuuaemFUs&amp;amp; DCS F/A-18C Hornet Countermeasures Tutorial by RedKite]&lt;br /&gt;
&lt;br /&gt;
==Manuals==&lt;br /&gt;
[https://info.publicintelligence.net/F18-ABCD-000.pdf NATOPS Flight Manual]&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/mLq8d2e.png Startup Checklist]&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/hoggit/comments/8kvmhs/my_fa18c_primer_or_i_read_the_manual_so_you_dont/ I Read the Manual So You Don't Have To ] By MustardCosaNostra&lt;br /&gt;
&lt;br /&gt;
==Wags' Tutorial Videos==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=caZCncH6xqM Introduction]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=gb1KmccK-3w Cockpit Tour]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=SaMBmQxzzPQ&amp;amp;feature=youtu.be Preflight, Startup, Taxi, and Takeoff]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=0PwG_SC5TNU&amp;amp;feature=youtu.be HUD, UFC and IFEI]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=W4JOEyshsZA ADF and TACAN Navigation]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=uXVHwMANFFg&amp;amp;feature=youtu.be VFR Airfield Landing]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=gNd84BEFyYE&amp;amp;feature=youtu.be Waypoint Navigation]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=AwsvRTAsy8Y Rockets and AG Gun]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=TuigBLhtAH8 CASE I Carrier Landing]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=jPe4k_Zo0MM Air-to-Air Gun]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=em9Kr31nPJE Sidewinders]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=NkJhN76B9qo&amp;amp;feature=youtu.be Unguided Bombs]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=3SKP0uFdI2M&amp;amp;feature=youtu.be AIM-7 Sparrow Air-to-Air Missile]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon List==&lt;br /&gt;
https://forums.eagle.ru/showpost.php?p=3285514&amp;amp;postcount=13&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
[https://i.imgur.com/oYi6Pt1.jpg SkillSawTheSecond's HOTAS setup]&lt;br /&gt;
&lt;br /&gt;
==Carrier Lights Tutorial==&lt;br /&gt;
{{#ev:youtube|Eg6cydTrtPY}}&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>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=UnitNameTables&amp;diff=7590</id>
		<title>UnitNameTables</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=UnitNameTables&amp;diff=7590"/>
				<updated>2018-06-04T00:07:24Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: Created page with &amp;quot;Many Mist functions require tables of unit names, which are known in Mist as UnitNameTables.  These follow a special set of shortcuts borrowed from Slmod.  These shortcuts all...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many Mist functions require tables of unit names, which are known in Mist as UnitNameTables.  These follow a special set of shortcuts borrowed from Slmod.  These shortcuts alleviate the problem of entering huge lists of unit names by hand, and in many cases, they remove the need to even know the names of the units in the first place! &lt;br /&gt;
 &lt;br /&gt;
These are the unit table “short-cut” commands (there will be examples of how to use them in a moment): &lt;br /&gt;
 &lt;br /&gt;
Character sequence + name commands: &amp;quot;[-u]&amp;lt;unit name&amp;gt;&amp;quot; - subtract this unit from the table &amp;quot;[g]&amp;lt;group name&amp;gt;&amp;quot; - add this group’s units to the table &amp;quot;[-g]&amp;lt;group name&amp;gt;&amp;quot; - subtract this group’s units from the table &amp;quot;[c]&amp;lt;country name&amp;gt;&amp;quot;  - add this country's units to the table &amp;quot;[-c]&amp;lt;country name&amp;gt;&amp;quot; - subtract this country's units from the table &lt;br /&gt;
 &lt;br /&gt;
Stand-alone identifiers &amp;quot;[all]&amp;quot; – add all units to the table &amp;quot;[-all]&amp;quot; – remove all units from the table &amp;quot;[blue]&amp;quot; - add all blue coalition units to the table &amp;quot;[-blue]&amp;quot; - subtract all blue coalition units from the table &amp;quot;[red]&amp;quot; - add all red coalition units to the table &amp;quot;[-red]&amp;quot; - subtract all red coalition units from the table &lt;br /&gt;
 &lt;br /&gt;
Compound identifiers: &lt;br /&gt;
10 &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;[c][helicopter]&amp;lt;country name&amp;gt;&amp;quot;  - add all of this country's helicopters to the table &amp;quot;[-c][helicopter]&amp;lt;country name&amp;gt;&amp;quot; - subtract all of this country's helicopters from the table &amp;quot;[c][plane]&amp;lt;country name&amp;gt;&amp;quot;  - add all of this country's planes to the table &amp;quot;[-c][plane]&amp;lt;country name&amp;gt;&amp;quot; - subtract all of this country's planes from the table &amp;quot;[c][ship]&amp;lt;country name&amp;gt;&amp;quot;  - add all of this country's ships to the table &amp;quot;[-c][ship]&amp;lt;country name&amp;gt;&amp;quot; - subtract all of this country's ships from the table &amp;quot;[c][vehicle]&amp;lt;country name&amp;gt;&amp;quot;  - add all of this country's vehicles to the table &amp;quot;[-c][vehicle]&amp;lt;country name&amp;gt;&amp;quot; - subtract all of this country's vehicles from the table &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;[all][helicopter]&amp;quot; -  add all helicopters to the table &amp;quot;[-all][helicopter]&amp;quot; - subtract all helicopters from the table &amp;quot;[all][plane]&amp;quot; - add all  planes to the table &amp;quot;[-all][plane]&amp;quot; - subtract all planes from the table &amp;quot;[all][ship]&amp;quot; - add all ships to the table &amp;quot;[-all][ship]&amp;quot; - subtract all ships from the table &amp;quot;[all][vehicle]&amp;quot; - add all vehicles to the table &amp;quot;[-all][vehicle]&amp;quot; - subtract all vehicles from the table &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;[blue][helicopter]&amp;quot; -  add all blue coalition helicopters to the table &amp;quot;[-blue][helicopter]&amp;quot; - subtract all blue coalition helicopters from the table &amp;quot;[blue][plane]&amp;quot; - add all blue coalition planes to the table &amp;quot;[-blue][plane]&amp;quot; - subtract all blue coalition planes from the table &amp;quot;[blue][ship]&amp;quot; - add all blue coalition ships to the table &amp;quot;[-blue][ship]&amp;quot; - subtract all blue coalition ships from the table &amp;quot;[blue][vehicle]&amp;quot; - add all blue coalition vehicles to the table &amp;quot;[-blue][vehicle]&amp;quot; - subtract all blue coalition vehicles from the table &lt;br /&gt;
 &lt;br /&gt;
&amp;quot;[red][helicopter]&amp;quot; -  add all red coalition helicopters to the table &amp;quot;[-red][helicopter]&amp;quot; - subtract all red coalition helicopters from the table &amp;quot;[red][plane]&amp;quot; - add all red coalition planes to the table &amp;quot;[-red][plane]&amp;quot; - subtract all red coalition planes from the table &amp;quot;[red][ship]&amp;quot; - add all red coalition ships to the table &amp;quot;[-red][ship]&amp;quot; - subtract all red coalition ships from the table &amp;quot;[red][vehicle]&amp;quot; - add all red coalition vehicles to the table &amp;quot;[-red][vehicle]&amp;quot; - subtract all red coalition vehicles from the table &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
Country names for the &amp;quot;[c]&amp;lt;country name&amp;gt;&amp;quot;  and &amp;quot;[-c]&amp;lt;country name&amp;gt;&amp;quot; short-cuts: &lt;br /&gt;
 &lt;br /&gt;
Turkey Norway The Netherlands Spain &lt;br /&gt;
11 &lt;br /&gt;
 &lt;br /&gt;
UK Denmark USA Georgia Germany Belgium Canada France Israel Ukraine Russia South Ossetia Abkhazia Italy Australia Austria Belarus Bulgaria Czech Republic China Croatia Finland Greece Hungary India Iran Iraq Japan Kazakhstan North Korea Pakistan Poland Romania Saudi Arabia Serbia, Slovakia South Korea Sweden Switzerland Syria USAF Aggressors &lt;br /&gt;
 &lt;br /&gt;
Do NOT use a '[u]' notation for single units.  Single units are referenced the same way as before: simply input their names as strings.  &lt;br /&gt;
12 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
These unit tables are evaluated in order, and you cannot subtract a unit from a table before it is added.  For example,  &lt;br /&gt;
 &lt;br /&gt;
{'[blue]', '[-c]Georgia'}  &lt;br /&gt;
 &lt;br /&gt;
will evaluate to all of blue coalition except those units owned by the country named “Georgia”; however: &lt;br /&gt;
 {'[-c]Georgia', '[blue]'} &lt;br /&gt;
 &lt;br /&gt;
will evaluate to all of the units in blue coalition, because the addition of all units owned by blue coalition occurred AFTER the subtraction of all units owned by Georgia (which actually subtracted nothing at all, since there were no units in the table when the subtraction occurred). &lt;br /&gt;
 &lt;br /&gt;
More examples: &lt;br /&gt;
 &lt;br /&gt;
{'[blue][plane]', '[-c]Georgia', '[-g]Hawg 1'} -Evaluates to all blue planes, except those blue units owned by the country named “Georgia” and the units in the group named “Hawg1”. &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
{'[g]arty1', '[g]arty2', '[-u]arty1_AD', '[-u]arty2_AD', 'Shark 11' } -Evaluates to the unit named “Shark 11”, plus all the units in groups named “arty1” and “arty2” except those that are named “arty1_AD” and “arty2_AD”. &lt;br /&gt;
 &lt;br /&gt;
If you want to write your own scripts that make use of the Mist function that creates UnitNameTables, then this is the function you use:&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=Hoggit_DCS_World_Wiki&amp;diff=7589</id>
		<title>Hoggit DCS World Wiki</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=Hoggit_DCS_World_Wiki&amp;diff=7589"/>
				<updated>2018-06-03T15:56:16Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class='text-center'&amp;gt;[[File:Toc.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Learn to Fly===&lt;br /&gt;
Welcome to Hoggit's DCS: World Wiki! We're a noob-friendly SeriousFaceTM multiplayer and singleplayer flight simulation community based on Reddit. This Wiki is meant to be a resource for anyone looking for information on the simulations we primarily play, DCS: World and Falcon BMS. We're gathering and organizing all the information related to the games, their peripherals, their quirks, and their tweaks/mods into this central repository in hopes that the World community will find it a valuable &amp;quot;one-stop shop&amp;quot; resource for everything you'd want to know.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=apvriPLtiZA&amp;amp;list=UUHa9LMylydkT0T3qSzAVrlw&amp;amp;feature=c4-overview What is DCS World?]&lt;br /&gt;
&lt;br /&gt;
[[Simulator Scripting Engine Documentation|Looking for MIST/Scripting Documentation?]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-sm-12&amp;quot;&amp;gt;&lt;br /&gt;
[https://discord.gg/hoggit &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;&amp;lt;img src=&amp;quot;images/b/bb/Discord_main.jpg&amp;quot; /&amp;gt; Join the Discord!&amp;lt;/span&amp;gt;]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-sm-12&amp;quot;&amp;gt;&lt;br /&gt;
Hoggit was created as a laid back place for flight simmers of all skill levels to get together and fly online all while learning the modules of DCS World. Multiplayer DCS World groups tend to be very strict and regimented so we wanted to create a niche where people could casually come together and focus on having a good time.  A great place to start is our Discord, where you'll find a community of sim pilots who are always willing to lend a hand to a new player, or just talk about sims in general.&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== DCS World Modules ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-4&amp;quot; style=&amp;quot;margin-bottom: 3rem; border-right: thin solid #f1f1f1&amp;quot;&amp;gt;&lt;br /&gt;
====Fighter/Multirole====&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:F-A-18C-icon.png|link=F/A-18C]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[F/A-18C]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:M2000-icon.png|link=Mirage 2000C]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mirage 2000C|M-2000C]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:F5.png|link=F-5F Tiger II]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[F-5F Tiger II]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:Mig21.png|link=Mig-21bis]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mig-21bis]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:F86f.png|link=F-86F Sabre]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[F-86F Sabre]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:Mig15.png|link=Mig-15bis]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mig-15bis]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:Fc3.png|link=Flaming Cliffs]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Flaming Cliffs]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;col-md-4&amp;quot; style=&amp;quot;margin-bottom: 3rem; border-right: thin solid #f1f1f1&amp;quot;&amp;gt;&lt;br /&gt;
====Attack====&lt;br /&gt;
            &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:A10C-icon.png|link=A-10C]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[A-10C]]&lt;br /&gt;
                &amp;lt;/div&amp;gt;&lt;br /&gt;
                &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:av8b.png|link=AV-8B(NA)]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[AV-8B(NA)]]&lt;br /&gt;
                &amp;lt;/div&amp;gt;&lt;br /&gt;
                &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:ajs37.png|link=AJS-37]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[AJS-37]]&lt;br /&gt;
                &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:Su25t.png|link=Su-25T]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Su-25T]]&lt;br /&gt;
                &amp;lt;/div&amp;gt;&lt;br /&gt;
                &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
                &amp;lt;/div&amp;gt;&lt;br /&gt;
                &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                    &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
                &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-4&amp;quot; style=&amp;quot;margin-bottom: 3rem;&amp;quot;&amp;gt;&lt;br /&gt;
====Rotorcraft====&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:ka52.png|link=Ka-50]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Ka-50]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:uh1h.png|link=UH-1H]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[UH-1H]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:mi8.png|link=Mi-8]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mi-8]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:sa342.png|link=SA342]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[SA342]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-4&amp;quot; style=&amp;quot;margin-bottom: 3rem; border-right: thin solid #f1f1f1&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====World War 2====&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:p51.png|link=P-51D]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[P-51D]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:bf109.png|link=Bf 109 K-4]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Bf 109 K-4]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:spitfire.png|link=Spitfire Mk. IX]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Spitfire Mk. IX]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:fw190.png|link=Fw 190 D-9]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Fw 190 D-9]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-4&amp;quot; style=&amp;quot;margin-bottom: 3rem; border-right: thin solid #f1f1f1&amp;quot;&amp;gt;&lt;br /&gt;
====Trainers====&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:l39.png|link=L-39]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[L-39]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:c101.png|link=C-101]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[C-101]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:hawk.png|link=Hawk T.1A]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Hawk T.1A]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;!-- Add a new airframe here --&amp;gt;&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-4&amp;quot; style=&amp;quot;margin-bottom: 3rem;&amp;quot;&amp;gt;&lt;br /&gt;
====Tools &amp;amp; Utilities====&lt;br /&gt;
        &amp;lt;div class=&amp;quot;row text-center&amp;quot;&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:Srs.png|link=Simple Radio Standalone]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Simple Radio Standalone]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:LotATC.png|link=LotATC]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[LotATC]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
            &amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0&amp;quot;&amp;gt;[[File:Tacview.png|link=Tacview]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Tacview]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Non-DCS World Sims==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-sm-4&amp;quot;&amp;gt;&lt;br /&gt;
                &amp;lt;p style=&amp;quot;margin-bottom: 0;&amp;quot;&amp;gt;[[File:Bms.png|86px|link=Falcon BMS]]&amp;lt;/p&amp;gt;&lt;br /&gt;
[[Falcon BMS]]&lt;br /&gt;
            &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&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;br /&gt;
&lt;br /&gt;
== Technique Guides &amp;amp;amp; Resources ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Basic Airmanship|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Basic Airmanship&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Air-to-Air_Combat|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Air-to-Air Combat&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Threat Database|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Threat Database&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Charts and Checklists|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Charts and Checklists&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Mission Types|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Mission Types&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
        More for later&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
== Multiplayer Guides ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Getting Started With Multiplayer|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Getting Started With Multiplayer&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Simple Radio Standalone|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Multiplayer Comms&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Setup Guides ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Peripherals Guide|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Peripherals Guide&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Joystick Profiles|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Joystick Profiles&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Headtracking Guides|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Headtracking Guides&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Exporting MFCD Displays|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Exporting MFCD Displays&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mission Making Resources ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Simulator_Scripting_Engine_Documentation|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Simulator Scripting Engine Documentation&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Mission Scripting Tools Documentation|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Mission Scripting Tools Documentation&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
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[[DCS_mission_editor|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Mission Editor Documentation&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[DCS_mission_editor_tools_mods|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Editor Tools and Mods&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Modding ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[Modding_Basics|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Getting Started&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[DCS_export|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Export&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[DCS_server_gameGUI|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;DCS Server Control Documentation&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[[DCS_liveries|&lt;br /&gt;
        &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Liveries&amp;lt;/span&amp;gt;]]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Other Links ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[https://www.reddit.com/r/hoggit &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Hoggit on Reddit&amp;lt;/span&amp;gt;]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
    &amp;lt;div class=&amp;quot;col-md-6&amp;quot;&amp;gt;&lt;br /&gt;
[https://forums.eagle.ru &amp;lt;span class=&amp;quot;btn btn-lg btn-primary btn-block&amp;quot; href=&amp;quot;#&amp;quot; role=&amp;quot;button&amp;quot;&amp;gt;Eagle Dynamics Forums&amp;lt;/span&amp;gt;]&lt;br /&gt;
    &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Current Prices on Recommended Gear==&lt;br /&gt;
&amp;lt;div class=&amp;quot;row&amp;quot;&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
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Check out the [[Peripherals Guide]] for more information.&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=F/A-18C&amp;diff=7588</id>
		<title>F/A-18C</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=F/A-18C&amp;diff=7588"/>
				<updated>2018-06-03T02:32:10Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &lt;/p&gt;
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&lt;br /&gt;
{{ModuleInfo&lt;br /&gt;
|modulename=F/A-18C&lt;br /&gt;
|modulethumb=An F-A-18C Hornet launches from the flight deck of the conventionally powered aircraft carrier.jpg&lt;br /&gt;
|storelink=https://www.digitalcombatsimulator.com/en/shop/modules/hornet/&lt;br /&gt;
|trailerlink=https://www.youtube.com/watch?v=WRRzEZ9bx-U&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The F/A-18C Hornet is a twin-engine, multi-role, carrier-capable combat jet.  It was designed by McDonnell Douglas (now Boeing) and Northrop in the 1970's, and is the only jet in the US inventory to carry both the Fight and Attack designation (the &amp;quot;F/A&amp;quot; part of the name).  The Hornet is a supersonic capable jet, able to reach speeds of Mach 1.8.  The Hornet modeled in DCS represents an &amp;quot;off-the-line&amp;quot; US Navy Lot 20 jet, with the OFP-13C software upgrades.  It is equipped with the F404-GE-402 enhanced performance engines (which is the more powerful engine that replaced the original F404-GE-400's). The F/A-18C/D served as the baseline for the Boeing F/A-18E/F/G Super Hornets.  The Hornet is capable of carrying a wide array of both precision and dumb bombs, A/G and A/A Missiles, rockets, and is supplemented with a 20-mm cannon mounted in the nose.&lt;br /&gt;
&lt;br /&gt;
The Hornet entered service in 1978, and first saw combat in 1986 over the skies of Libia with numerous Hornets preforming SEAD strikes and strike missions.  The Hornet again saw action during the Gulf War of 1991, as there were 106 in theater with the Navy, along with a further 84 USMC that were shore-based.  It was during the Gulf War that the Hornet was credited with it's first Air-to-Air kills (both aircraft were MiG-21's, shot-down by AIM-9's and AIM-7's).  Notably, the aircraft credited with the kills went on to resume their strike mission and dropped their 4 Mk-84's (2,000lb bombs), living up to their multi-role moniker.  The Hornet took it's first combat losses in the Gulf War as well, in total 10 Hornets received battle damage, which included 3 losses (2 to ground fire, and one very likely to an Iraqi MiG-25). All told, Hornets flew a total of 4,551 sorties during the Gulf War.&lt;br /&gt;
		&lt;br /&gt;
Since the Gulf War, the Hornet has been a vital piece of the Navy/USMC inventory, and has seen action in every conflict or operation since then.  While it is still in active service with the USMC (and will remain until the early 2030s), in April 2018 the US Navy retired the F/A-18C from combat roles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Required DCS World Version==&lt;br /&gt;
Please note that you need to be on the open beta version of the game to fly the Hornet.&lt;br /&gt;
&lt;br /&gt;
If you don't have the game installed already you can get the open beta [https://www.digitalcombatsimulator.com/en/downloads/world/beta/ from here]&lt;br /&gt;
&lt;br /&gt;
If you already have the release version installed, it's much faster to switch to the open beta using the DCS World updater as it will only change the files needed, keeping all the ones that don't need to change.&lt;br /&gt;
&lt;br /&gt;
====Switching to the Open Beta====&lt;br /&gt;
# Open File Explorer and navigate to your DCS World install&lt;br /&gt;
# Hold LShift + Right click on bin folder and press &amp;quot;Open command prompt here&amp;quot;&lt;br /&gt;
# Type or paste&lt;br /&gt;
 DCS_updater.exe update @openbeta&lt;br /&gt;
&lt;br /&gt;
Once the updater is finished, you should be able to install the Hornet via the Module Manager in game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==SimpleRadio Update==&lt;br /&gt;
The [https://github.com/ciribob/DCS-SimpleRadioStandalone/releases/tag/1.5.2.0 latest version of SimpleRadio] has been updated to work with the Hornet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Manuals==&lt;br /&gt;
[https://info.publicintelligence.net/F18-ABCD-000.pdf NATOPS Flight Manual]&lt;br /&gt;
&lt;br /&gt;
[https://i.imgur.com/mLq8d2e.png Startup Checklist]&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/hoggit/comments/8kvmhs/my_fa18c_primer_or_i_read_the_manual_so_you_dont/ I Read the Manual So You Don't Have To ] By MustardCosaNostra&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=FAKuuaemFUs Countermeasures Tutorial]&lt;br /&gt;
&lt;br /&gt;
==Wags' Tutorial Videos==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=caZCncH6xqM Introduction]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=gb1KmccK-3w Cockpit Tour]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=SaMBmQxzzPQ&amp;amp;feature=youtu.be Preflight, Startup, Taxi, and Takeoff]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=0PwG_SC5TNU&amp;amp;feature=youtu.be HUD, UFC and IFEI]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=W4JOEyshsZA ADF and TACAN Navigation]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=uXVHwMANFFg&amp;amp;feature=youtu.be VFR Airfield Landing]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=gNd84BEFyYE&amp;amp;feature=youtu.be Waypoint Navigation]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=AwsvRTAsy8Y Rockets and AG Gun]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=TuigBLhtAH8 CASE I Carrier Landing]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=jPe4k_Zo0MM Air-to-Air Gun]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=em9Kr31nPJE Sidewinders]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=NkJhN76B9qo&amp;amp;feature=youtu.be Unguided Bombs]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=3SKP0uFdI2M&amp;amp;feature=youtu.be AIM-7 Sparrow Air-to-Air Missile]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weapon List==&lt;br /&gt;
https://forums.eagle.ru/showpost.php?p=3285514&amp;amp;postcount=13&lt;br /&gt;
&lt;br /&gt;
==HOTAS Configs==&lt;br /&gt;
[https://i.imgur.com/oYi6Pt1.jpg SkillSawTheSecond's HOTAS setup]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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}}&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_export&amp;diff=7584</id>
		<title>DCS export</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_export&amp;diff=7584"/>
				<updated>2018-06-01T18:53:33Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &lt;/p&gt;
&lt;hr /&gt;
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}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DCS allows for the export of data within the game world to be used by a wide variety of applications. Example include tacview, simple radio, and physical cockpits. &lt;br /&gt;
&lt;br /&gt;
==Luasocket==&lt;br /&gt;
DCS supplies LuaSocket 2.0 Beta files in the Scripts\LuaSocket folder and in the DCS installation folder. You can use LuaSocket to establish standard network connection between the Export.lua script and your local or remote program. &lt;br /&gt;
Look into the Scripts\LuaSocket folder and find Listener.lua and Talker.lua files. You can use them as stand alone examples for Lua script networking. &lt;br /&gt;
&lt;br /&gt;
==Export.lua==&lt;br /&gt;
===Initialization===&lt;br /&gt;
At the top of Export.lua, there's some comments about it's use&lt;br /&gt;
 -- Data export scripts &lt;br /&gt;
 -- Copyright (C) 2004, Eagle Dynamics.&lt;br /&gt;
 -- …&lt;br /&gt;
 The Lua language use two sequential dashes &amp;quot;--&amp;quot; to start the single-line comment to the end of line. If you need to comment several lines then use &amp;quot;--[[&amp;quot; and &amp;quot;--]]&amp;quot; brackets:&lt;br /&gt;
 &lt;br /&gt;
 -- Uncomment this function to enable data export!&lt;br /&gt;
 --[[ &lt;br /&gt;
 function LuaExportStart()&lt;br /&gt;
 -- Works once just before mission start.&lt;br /&gt;
 &lt;br /&gt;
 -- Make initializations of your files or connections here.&lt;br /&gt;
 -- For example:&lt;br /&gt;
 -- 1) File&lt;br /&gt;
 --	local file = io.open(&amp;quot;./Temp/Export.log&amp;quot;, &amp;quot;w&amp;quot;)&lt;br /&gt;
 --	if file then&lt;br /&gt;
 --	io.output(file)&lt;br /&gt;
 --	end&lt;br /&gt;
 -- 2) Socket&lt;br /&gt;
 -- dofile &amp;quot;lua.lua&amp;quot;&lt;br /&gt;
 -- socket = require(&amp;quot;socket&amp;quot;)&lt;br /&gt;
 -- host = host or &amp;quot;localhost&amp;quot;&lt;br /&gt;
 -- port = port or 8080&lt;br /&gt;
 -- c = socket.try(socket.connect(host, port)) -- connect to the listener socket&lt;br /&gt;
 -- c:setoption(&amp;quot;tcp-nodelay&amp;quot;,true) -- set immediate transmission mode &lt;br /&gt;
 &lt;br /&gt;
 end&lt;br /&gt;
 --]]&lt;br /&gt;
&lt;br /&gt;
DCS activates the Config\Export\Export.lua script at every mission start. You need to uncomment the function LuaExportStart to activate it and to activate all other functions. For that add the single &amp;quot;-&amp;quot; just before &amp;quot;--[[&amp;quot; opening multi-line comment to convert it to the single-line comment &amp;quot;---[[&amp;quot;. So the closing multi-line comment bracket without opening one becomes the single-line comment too. If you want to disable exporting features then remove additional third dash to make the comment multi-line again.&lt;br /&gt;
&lt;br /&gt;
DCS also prints to the Error.log file all other Lua error messages for the Export.lua script.&lt;br /&gt;
&lt;br /&gt;
===LuaExportStart and LuaExportStop===&lt;br /&gt;
DCS calls script functions for every mission simulation. It calls the LuaExportStart function just before mission start to make user script initializations. For example, to open a log file:&lt;br /&gt;
&lt;br /&gt;
 local file = io.open(&amp;quot;./Temp/Export.log&amp;quot;, &amp;quot;w&amp;quot;)&lt;br /&gt;
 if file then&lt;br /&gt;
 io.output(file)&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
or to establish a network connection:&lt;br /&gt;
&lt;br /&gt;
 dofile &amp;quot;lua.lua&amp;quot;&lt;br /&gt;
 socket = require(&amp;quot;socket&amp;quot;)&lt;br /&gt;
 host = host or &amp;quot;localhost&amp;quot;&lt;br /&gt;
 port = port or 8080&lt;br /&gt;
 c = socket.try(socket.connect(host, port)) -- connect to the listener socket&lt;br /&gt;
 c:setoption(&amp;quot;tcp-nodelay&amp;quot;,true) -- set immediate transmission mode&lt;br /&gt;
&lt;br /&gt;
DCS calls the LuaExportStop function just after mission quit to make user finishing actions.&lt;br /&gt;
For example, to close the log file:&lt;br /&gt;
&lt;br /&gt;
 io.close()&lt;br /&gt;
 or to unlink the network connection:&lt;br /&gt;
 &lt;br /&gt;
 socket.try(c:send(&amp;quot;quit&amp;quot;)) -- to close the listener socket&lt;br /&gt;
 c:close()&lt;br /&gt;
&lt;br /&gt;
===LuaExportBeforeNextFrame===&lt;br /&gt;
DCS calls the function LuaExportBeforeNextFrame just before every simulation frame. So if you want to set some input control commands then you can do it here. For example:&lt;br /&gt;
&lt;br /&gt;
 LoSetCommand(3, 0.25) -- rudder 0.25 right &lt;br /&gt;
 LoSetCommand(64) -- increase thrust&lt;br /&gt;
&lt;br /&gt;
There are discrete and analogous input control commands. The discrete command has code only:&lt;br /&gt;
&lt;br /&gt;
 LoSetCommand(64) -- increase thrust&lt;br /&gt;
&lt;br /&gt;
The analogous command has code and value:&lt;br /&gt;
&lt;br /&gt;
 LoSetCommand(3, 0.25) -- rudder 0.25 right&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===LuaExportAfterNextFrame===&lt;br /&gt;
DCS calls the function LuaExportAfterNextFrame every time the simulation frame finishes. So you need to code here your actions to get frame simulations results. For example:&lt;br /&gt;
&lt;br /&gt;
 local t = LoGetModelTime()&lt;br /&gt;
 local name = LoGetPilotName()&lt;br /&gt;
 local altBar = LoGetAltitudeAboveSeaLevel()&lt;br /&gt;
 local altRad = LoGetAltitudeAboveGroundLevel()&lt;br /&gt;
 local pitch, bank, yaw = LoGetADIPitchBankYaw()&lt;br /&gt;
&lt;br /&gt;
Then you can send data to your file:&lt;br /&gt;
&lt;br /&gt;
 io.write(string.format(&amp;quot;t = %.2f, name = %s, altBar = %.2f, altRad = %.2f, pitch = %.2f, bank = %.2f, yaw = &lt;br /&gt;
 %.2f\n&amp;quot;, t, name, altBar, altRad, pitch, bank, yaw))&lt;br /&gt;
&lt;br /&gt;
or to your receiving network program:&lt;br /&gt;
&lt;br /&gt;
 socket.try(c:send(string.format(&amp;quot;t = %.2f, name = %s, altBar = %.2f, alrRad = %.2f, pitch = %.2f, bank = %.2f, &lt;br /&gt;
 yaw = %.2f\n&amp;quot;, t, name, altRad, altBar, pitch, bank, yaw)))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Reducing Network Traffic===&lt;br /&gt;
To reduce network traffic you may need to get data not after every frame but at some model time moments. You can use the LuaExportActivityNextEvent function to program the model time moment tNext of your next exporting event. The parameter t of this functions stands for current model time. If tNext doesn't increase it's value then the LuaExportActivityNextEvent function will not be called further in current simulation. For example, let's get objects data every simulation second and output them to our file:&lt;br /&gt;
&lt;br /&gt;
 local tNext = t &lt;br /&gt;
 local o = LoGetWorldObjects()&lt;br /&gt;
 for k,v in pairs(o) do&lt;br /&gt;
 io.write(string.format(&amp;quot;t = %.2f, ID = %d, name = %s, country = %s(%s), LatLongAlt = (%f, %f, %f), heading = %f\n&amp;quot;, t, k, v.Name, &lt;br /&gt;
 v.Country, v.Coalition, v.LatLongAlt.Lat, v.LatLongAlt.Long, v.LatLongAlt.Alt, v.Heading))&lt;br /&gt;
 end&lt;br /&gt;
 tNext = tNext + 1.0&lt;br /&gt;
 return tNext&lt;br /&gt;
&lt;br /&gt;
or to our network socket:&lt;br /&gt;
&lt;br /&gt;
 local tNext = t &lt;br /&gt;
 local o = LoGetWorldObjects()&lt;br /&gt;
 for k,v in pairs(o) do&lt;br /&gt;
 socket.try(c:send(string.format(&amp;quot;t = %.2f, ID = %d, name = %s, country = %s(%s), LatLongAlt = (%f, %f, %f), heading = %f\n&amp;quot;, t, k, &lt;br /&gt;
 v.Name, v.Country, v.Coalition, v.LatLongAlt.x, v.LatLongAlt.Long, v.LatLongAlt.Alt, v.Heading)))&lt;br /&gt;
 end&lt;br /&gt;
 tNext = tNext + 1.0&lt;br /&gt;
 return tNext&lt;br /&gt;
&lt;br /&gt;
===Available Functions===&lt;br /&gt;
You can use registered DCS [[DCS Export Script|internal data exporting functions]] in this script and in your scripts called from this script. All returned values are Lua numbers if other type is not pointed.&lt;br /&gt;
&lt;br /&gt;
===Coroutines===&lt;br /&gt;
DCS supports Lua coroutines using internal function LoCreateCoroutineActivity() available from the exporting lua_State and using scripted function CoroutineResume() defined in the Config/Export/Export.lua file. Following are fragments from that file related to coroutines support:&lt;br /&gt;
&lt;br /&gt;
Global coroutine table:&lt;br /&gt;
&lt;br /&gt;
 Coroutines = {}&lt;br /&gt;
&lt;br /&gt;
Global last created coroutine index:&lt;br /&gt;
&lt;br /&gt;
 CoroutineIndex = 0&lt;br /&gt;
&lt;br /&gt;
This function will be called by DCS model timer to resume coriutine and to get its status:&lt;br /&gt;
&lt;br /&gt;
 function CoroutineResume(index, tCurrent) coroutine.resume(Coroutines[index], tCurrent) return coroutine.status(Coroutines[index]) ~= &lt;br /&gt;
 &amp;quot;dead&amp;quot; end&lt;br /&gt;
&lt;br /&gt;
Coroutine function sample using&lt;br /&gt;
&lt;br /&gt;
 coroutine.yield()&lt;br /&gt;
to suspend execution and for getting current model time value.&lt;br /&gt;
&lt;br /&gt;
 function f(t) local tNext = t local file = io.open(&amp;quot;./Temp/Coroutine.log&amp;quot;, &amp;quot;w&amp;quot;) io.output(file) io.write(string.format(&amp;quot;t = %f, &lt;br /&gt;
 started\n&amp;quot;, tNext)) tNext = coroutine.yield() for i = 1,10 do io.write(string.format(&amp;quot;t = %f, continued\n&amp;quot;, tNext)) tNext = &lt;br /&gt;
 coroutine.yield() end io.write(string.format(&amp;quot;t = %f, finished\n&amp;quot;, tNext)) io.close() end&lt;br /&gt;
&lt;br /&gt;
Create coroutine and save it in the coroutines table with corresponding index:&lt;br /&gt;
&lt;br /&gt;
 CoroutineIndex = CoroutineIndex + 1&lt;br /&gt;
 Coroutines[CoroutineIndex] = coroutine.create(f)&lt;br /&gt;
&lt;br /&gt;
Plan coroutine execution starting from 1.0 second with following periodic resumption with 3.0 seconds period:&lt;br /&gt;
&lt;br /&gt;
 LoCreateCoroutineActivity(CoroutineIndex, 1.0, 3.0)&lt;br /&gt;
&lt;br /&gt;
Coroutine output results in the Temp/Coroutine.log file:&lt;br /&gt;
&lt;br /&gt;
 t = 1.000000, started&lt;br /&gt;
 t = 4.000000, continued&lt;br /&gt;
 t = 7.000000, continued&lt;br /&gt;
 t = 10.000000, continued&lt;br /&gt;
 t = 13.000000, continued&lt;br /&gt;
 t = 16.000000, continued&lt;br /&gt;
 t = 19.000000, continued&lt;br /&gt;
 t = 22.000000, continued&lt;br /&gt;
 t = 25.000000, continued&lt;br /&gt;
 t = 28.000000, continued&lt;br /&gt;
 t = 31.000000, continued&lt;br /&gt;
 t = 34.000000, finished&lt;br /&gt;
&lt;br /&gt;
So there is a possibility to use Lua scripts without visible stuttering specific for complex interpret programs. We can uniformly distribute Lua coroutine execution during simulation model time with given period.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
|name=Hoggitwiki header&lt;br /&gt;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
When playing the game in single player every command is available, however in multiplayer there are options to disable specific settings as desired by the server creator. There are three options as defined by the following: &lt;br /&gt;
&lt;br /&gt;
=== Object ===&lt;br /&gt;
Allows for all objects to be accessible. For example this is how tacview knows and returns where every single object in the game is at. &lt;br /&gt;
&lt;br /&gt;
  LoGetObjectById&lt;br /&gt;
  LoGetWorldObjects&lt;br /&gt;
=== Sensor ===&lt;br /&gt;
Exports sensor data from your aircraft. &lt;br /&gt;
&lt;br /&gt;
  LoGetTWSInfo&lt;br /&gt;
  LoGetTargetInformation&lt;br /&gt;
  LoGetLockedTargetInformation&lt;br /&gt;
  LoGetF15_TWS_Contacts&lt;br /&gt;
  LoGetSightingSystemInfo&lt;br /&gt;
  LoGetWingTargets&lt;br /&gt;
=== Ownship ===&lt;br /&gt;
Exports data about your own aircraft. For example simple radio uses one of these to get the players current location and radio information. &lt;br /&gt;
&lt;br /&gt;
  LoGetPlayerPlaneId&lt;br /&gt;
  LoGetIndicatedAirSpeed&lt;br /&gt;
  LoGetAngleOfAttack&lt;br /&gt;
  LoGetAngleOfSideSlip&lt;br /&gt;
  LoGetAccelerationUnits&lt;br /&gt;
  LoGetVerticalVelocity&lt;br /&gt;
  LoGetADIPitchBankYaw&lt;br /&gt;
  LoGetTrueAirSpeed&lt;br /&gt;
  LoGetAltitudeAboveSeaLevel&lt;br /&gt;
  LoGetAltitudeAboveGroundLevel&lt;br /&gt;
  LoGetMachNumber&lt;br /&gt;
  LoGetRadarAltimeter&lt;br /&gt;
  LoGetMagneticYaw&lt;br /&gt;
  LoGetGlideDeviation&lt;br /&gt;
  LoGetSideDeviation&lt;br /&gt;
  LoGetSlipBallPosition&lt;br /&gt;
  LoGetBasicAtmospherePressure&lt;br /&gt;
  LoGetControlPanel_HSI&lt;br /&gt;
  LoGetEngineInfo&lt;br /&gt;
  LoGetSelfData&lt;br /&gt;
  LoGetCameraPosition&lt;br /&gt;
  LoSetCameraPosition&lt;br /&gt;
  LoSetCommand&lt;br /&gt;
  LoGetMCPState&lt;br /&gt;
  LoGetRoute&lt;br /&gt;
  LoGetNavigationInfo&lt;br /&gt;
  LoGetPayloadInfo&lt;br /&gt;
  LoGetWingInfo&lt;br /&gt;
  LoGetMechInfo&lt;br /&gt;
  LoGetRadioBeaconsStatus&lt;br /&gt;
  LoGetVectorVelocity&lt;br /&gt;
  LoGetVectorWindVelocity&lt;br /&gt;
  LoGetSnares&lt;br /&gt;
  LoGetAngularVelocity&lt;br /&gt;
  LoGetHeightWithObjects&lt;br /&gt;
  LoGetFMData&lt;br /&gt;
&lt;br /&gt;
== Always ==&lt;br /&gt;
&lt;br /&gt;
  LoGetPilotName&lt;br /&gt;
  LoGetAltitude&lt;br /&gt;
  LoGetNameByType&lt;br /&gt;
  LoGeoCoordinatesToLoCoordinates&lt;br /&gt;
  LoCoordinatesToGeoCoordinates&lt;br /&gt;
  LoGetVersionInfo&lt;br /&gt;
  LoGetWindAtPoint&lt;br /&gt;
  LoGetModelTime&lt;br /&gt;
  LoGetMissionStartTime&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_Export_Script&amp;diff=7583</id>
		<title>DCS Export Script</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_Export_Script&amp;diff=7583"/>
				<updated>2018-06-01T18:52:35Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the source for the script responsible for exporting simulation information to the outside world.  There's a lot of documentation and examples on how to use it within.&lt;br /&gt;
&lt;br /&gt;
 --- DO NOT EDIT.&lt;br /&gt;
 --- This file is for reference purposes only&lt;br /&gt;
 --- All user modifications should go to $HOME\Saved Games\DCS\Scripts\Export.lua&lt;br /&gt;
 &lt;br /&gt;
 -- Data export script for DCS, version 1.2.&lt;br /&gt;
 -- Copyright (C) 2006-2014, Eagle Dynamics.&lt;br /&gt;
 -- See http://www.lua.org for Lua script system info &lt;br /&gt;
 -- We recommend to use the LuaSocket addon (http://www.tecgraf.puc-rio.br/luasocket) &lt;br /&gt;
 -- to use standard network protocols in Lua scripts.&lt;br /&gt;
 -- LuaSocket 2.0 files (*.dll and *.lua) are supplied in the Scripts/LuaSocket folder&lt;br /&gt;
 -- and in the installation folder of the DCS. &lt;br /&gt;
 &lt;br /&gt;
 -- Expand the functionality of following functions for your external application needs.&lt;br /&gt;
 -- Look into Saved Games\DCS\Logs\dcs.log for this script errors, please.&lt;br /&gt;
 &lt;br /&gt;
 --[[	&lt;br /&gt;
 -- Uncomment if using Vector class from the Scripts\Vector.lua file &lt;br /&gt;
 local lfs = require('lfs')&lt;br /&gt;
 LUA_PATH = &amp;quot;?;?.lua;&amp;quot;..lfs.currentdir()..&amp;quot;/Scripts/?.lua&amp;quot;&lt;br /&gt;
 require 'Vector'&lt;br /&gt;
 -- See the Scripts\Vector.lua file for Vector class details, please.&lt;br /&gt;
 --]]&lt;br /&gt;
 &lt;br /&gt;
 local default_output_file = nil&lt;br /&gt;
 &lt;br /&gt;
 function LuaExportStart()&lt;br /&gt;
 -- Works once just before mission start.&lt;br /&gt;
 -- Make initializations of your files or connections here.&lt;br /&gt;
 -- For example:&lt;br /&gt;
 -- 1) File&lt;br /&gt;
 --   default_output_file = io.open(lfs.writedir()..&amp;quot;/Logs/Export.log&amp;quot;, &amp;quot;w&amp;quot;)&lt;br /&gt;
 -- 2) Socket&lt;br /&gt;
 --  package.path  = package.path..&amp;quot;;&amp;quot;..lfs.currentdir()..&amp;quot;/LuaSocket/?.lua&amp;quot;&lt;br /&gt;
 --  package.cpath = package.cpath..&amp;quot;;&amp;quot;..lfs.currentdir()..&amp;quot;/LuaSocket/?.dll&amp;quot;&lt;br /&gt;
 --  socket = require(&amp;quot;socket&amp;quot;)&lt;br /&gt;
 --  host = host or &amp;quot;localhost&amp;quot;&lt;br /&gt;
 --  port = port or 8080&lt;br /&gt;
 --  c = socket.try(socket.connect(host, port)) -- connect to the listener socket&lt;br /&gt;
 --  c:setoption(&amp;quot;tcp-nodelay&amp;quot;,true) -- set immediate transmission mode&lt;br /&gt;
 -- &lt;br /&gt;
 -- 	local version = LoGetVersionInfo() --request current version info (as it showed by Windows Explorer fo DCS.exe properties)&lt;br /&gt;
 --    if version and default_output_file then&lt;br /&gt;
 -- 	    &lt;br /&gt;
 -- 		default_output_file:write(&amp;quot;ProductName: &amp;quot;..version.ProductName..'\n')&lt;br /&gt;
 -- 		default_output_file:write(string.format(&amp;quot;FileVersion: %d.%d.%d.%d\n&amp;quot;,&lt;br /&gt;
 -- 												version.FileVersion[1],&lt;br /&gt;
 -- 												version.FileVersion[2],&lt;br /&gt;
 -- 												version.FileVersion[3],&lt;br /&gt;
 -- 												version.FileVersion[4]))&lt;br /&gt;
 -- 		default_output_file:write(string.format(&amp;quot;ProductVersion: %d.%d.%d.%d\n&amp;quot;,&lt;br /&gt;
 -- 												version.ProductVersion[1],&lt;br /&gt;
 -- 												version.ProductVersion[2],&lt;br /&gt;
 -- 												version.ProductVersion[3],  -- head  revision (Continuously growth)&lt;br /&gt;
 --												version.ProductVersion[4])) -- build number   (Continuously growth)	&lt;br /&gt;
 --    end&lt;br /&gt;
 &lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 function LuaExportBeforeNextFrame()&lt;br /&gt;
 -- Works just before every simulation frame.&lt;br /&gt;
 &lt;br /&gt;
 -- Call Lo*() functions to set data to Lock On here&lt;br /&gt;
 -- For example:&lt;br /&gt;
 --	LoSetCommand(3, 0.25) -- rudder 0.25 right &lt;br /&gt;
 --	LoSetCommand(64) -- increase thrust&lt;br /&gt;
 &lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 function LuaExportAfterNextFrame()&lt;br /&gt;
 -- Works just after every simulation frame.&lt;br /&gt;
 &lt;br /&gt;
 -- Call Lo*() functions to get data from Lock On here.&lt;br /&gt;
 -- For example:&lt;br /&gt;
 --	local t = LoGetModelTime()&lt;br /&gt;
 --	local name = LoGetPilotName()&lt;br /&gt;
 --	local altBar = LoGetAltitudeAboveSeaLevel()&lt;br /&gt;
 --	local altRad = LoGetAltitudeAboveGroundLevel()&lt;br /&gt;
 --	local pitch, bank, yaw = LoGetADIPitchBankYaw()&lt;br /&gt;
 --	local engine = LoGetEngineInfo()&lt;br /&gt;
 --	local HSI    = LoGetControlPanel_HSI()&lt;br /&gt;
 -- Then send data to your file or to your receiving program:&lt;br /&gt;
 -- 1) File&lt;br /&gt;
 -- if default_output_file then&lt;br /&gt;
 --	  default_output_file:write(string.format(&amp;quot;t = %.2f, name = %s, altBar = %.2f, altRad = %.2f, pitch = %.2f, bank = %.2f, yaw = %.2f\n&amp;quot;, t, name, altBar, altRad, 57.3*pitch, 57.3*bank, 57.3*yaw))&lt;br /&gt;
 --	  default_output_file:write(string.format(&amp;quot;t = %.2f ,RPM left = %f  fuel_internal = %f \n&amp;quot;,t,engine.RPM.left,engine.fuel_internal))&lt;br /&gt;
 --	  default_output_file:write(string.format(&amp;quot;ADF = %f  RMI = %f\n &amp;quot;,57.3*HSI.ADF,57.3*HSI.RMI))&lt;br /&gt;
 --	end&lt;br /&gt;
 -- 2) Socket&lt;br /&gt;
 --	socket.try(c:send(string.format(&amp;quot;t = %.2f, name = %s, altBar = %.2f, alrRad = %.2f, pitch = %.2f, bank = %.2f, yaw = %.2f\n&amp;quot;, t, name, altRad, altBar, pitch, bank, yaw)))&lt;br /&gt;
 &lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 function LuaExportStop()&lt;br /&gt;
 -- Works once just after mission stop.&lt;br /&gt;
 -- Close files and/or connections here.&lt;br /&gt;
 -- 1) File&lt;br /&gt;
 if default_output_file then&lt;br /&gt;
 	default_output_file:close()&lt;br /&gt;
 	default_output_file = nil&lt;br /&gt;
 end&lt;br /&gt;
 -- 2) Socket&lt;br /&gt;
 --	socket.try(c:send(&amp;quot;quit&amp;quot;)) -- to close the listener socket&lt;br /&gt;
 --	c:close()&lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 function LuaExportActivityNextEvent(t)&lt;br /&gt;
 	local tNext = t&lt;br /&gt;
 &lt;br /&gt;
 -- Put your event code here and increase tNext for the next event&lt;br /&gt;
 -- so this function will be called automatically at your custom&lt;br /&gt;
 -- model times. &lt;br /&gt;
 -- If tNext == t then the activity will be terminated.&lt;br /&gt;
 &lt;br /&gt;
 -- For example:&lt;br /&gt;
 -- 1) File&lt;br /&gt;
 --  if default_output_file then&lt;br /&gt;
 	--	local o = LoGetWorldObjects()&lt;br /&gt;
 	--		for k,v in pairs(o) do&lt;br /&gt;
 	--			default_output_file:write(string.format(&amp;quot;t = %.2f, ID = %d, name = %s, country = %s(%s), LatLongAlt = (%f, %f, %f), heading = %f\n&amp;quot;, t, k, v.Name, v.Country, v.Coalition, v.LatLongAlt.Lat, v.LatLongAlt.Long, v.LatLongAlt.Alt, v.Heading))&lt;br /&gt;
 	--		end&lt;br /&gt;
 	--	local trg = LoGetLockedTargetInformation()&lt;br /&gt;
 	--  default_output_file:write(string.format(&amp;quot;locked targets ,time = %.2f\n&amp;quot;,t))&lt;br /&gt;
 	--	for i,cur in pairs(trg) do&lt;br /&gt;
 	--	  default_output_file:write(string.format(&amp;quot;ID = %d, position = (%f,%f,%f) , V = (%f,%f,%f),flags = 0x%x\n&amp;quot;,cur.ID,cur.position.p.x,cur.position.p.y,cur.position.p.z,cur.velocity.x,cur.velocity.y,cur.velocity.z,cur.flags))&lt;br /&gt;
 	--	end&lt;br /&gt;
 	--	local route = LoGetRoute()&lt;br /&gt;
 	--	default_output_file:write(string.format(&amp;quot;t = %f\n&amp;quot;,t))&lt;br /&gt;
 	--	if route then&lt;br /&gt;
 	--		  default_output_file:write(string.format(&amp;quot;Goto_point :\n point_num = %d ,wpt_pos = (%f, %f ,%f) ,next %d\n&amp;quot;,route.goto_point.this_point_num,route.goto_point.world_point.x,route.goto_point.world_point.y,route.goto_point.world_point.z,route.goto_point.next_point_num))&lt;br /&gt;
 	--		  default_output_file:write(string.format(&amp;quot;Route points:\n&amp;quot;))&lt;br /&gt;
 	--		for num,wpt in pairs(route.route) do&lt;br /&gt;
 	--		  default_output_file:write(string.format(&amp;quot;point_num = %d ,wpt_pos = (%f, %f ,%f) ,next %d\n&amp;quot;,wpt.this_point_num,wpt.world_point.x,wpt.world_point.y,wpt.world_point.z,wpt.next_point_num))&lt;br /&gt;
 	--		end&lt;br /&gt;
 	--	end&lt;br /&gt;
 &lt;br /&gt;
 	--	local stations = LoGetPayloadInfo()&lt;br /&gt;
 	--	if stations then&lt;br /&gt;
 	--		default_output_file:write(string.format(&amp;quot;Current = %d \n&amp;quot;,stations.CurrentStation))&lt;br /&gt;
 &lt;br /&gt;
 	--		for i_st,st in pairs (stations.Stations) do&lt;br /&gt;
 	--			local name = LoGetNameByType(st.weapon.level1,st.weapon.level2,st.weapon.level3,st.weapon.level4);&lt;br /&gt;
 	--			if name then&lt;br /&gt;
 	--			default_output_file:write(string.format(&amp;quot;weapon = %s ,count = %d \n&amp;quot;,name,st.count))&lt;br /&gt;
 	--			else&lt;br /&gt;
 	--			default_output_file:write(string.format(&amp;quot;weapon = {%d,%d,%d,%d} ,count = %d \n&amp;quot;, st.weapon.level1,st.weapon.level2,st.weapon.level3,st.weapon.level4,st.count))&lt;br /&gt;
 	--			end&lt;br /&gt;
 	--		end&lt;br /&gt;
 	--	end &lt;br /&gt;
 &lt;br /&gt;
 	--	local Nav = LoGetNavigationInfo()&lt;br /&gt;
 	--	if Nav then&lt;br /&gt;
 	--		default_output_file:write(string.format(&amp;quot;%s ,%s  ,ACS: %s\n&amp;quot;,Nav.SystemMode.master,Nav.SystemMode.submode,Nav.ACS.mode))&lt;br /&gt;
 	--		default_output_file:write(string.format(&amp;quot;Requirements :\n\t  roll %d\n\t pitch %d\n\t speed %d\n&amp;quot;,Nav.Requirements.roll,Nav.Requirements.pitch,Nav.Requirements.speed))&lt;br /&gt;
 	--	end&lt;br /&gt;
 --	end&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 --	tNext = tNext + 1.0&lt;br /&gt;
 -- 2) Socket&lt;br /&gt;
 --	local o = LoGetWorldObjects()&lt;br /&gt;
 --	for k,v in pairs(o) do&lt;br /&gt;
 --      socket.try(c:send(string.format(&amp;quot;t = %.2f, ID = %d, name = %s, country = %s(%s), LatLongAlt = (%f, %f, %f), heading = %f\n&amp;quot;, t, k, v.Name, v.Country, v.Coalition, v.LatLongAlt.x, v.LatLongAlt.Long, v.LatLongAlt.Alt, v.Heading)))&lt;br /&gt;
 --	end&lt;br /&gt;
 --	tNext = tNext + 1.0&lt;br /&gt;
 &lt;br /&gt;
 	return tNext&lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 --[[&lt;br /&gt;
 &lt;br /&gt;
 -- Lock On supports Lua coroutines using internal LoCreateCoroutineActivity() and&lt;br /&gt;
 -- external CoroutineResume() functions. Here is an example of using scripted coroutine.&lt;br /&gt;
 &lt;br /&gt;
 Coroutines = {}	-- global coroutines table&lt;br /&gt;
 CoroutineIndex = 0	-- global last created coroutine index&lt;br /&gt;
 &lt;br /&gt;
 -- This function will be called by Lock On model timer for every coroutine to resume it&lt;br /&gt;
 function CoroutineResume(index, tCurrent)&lt;br /&gt;
 	-- Resume coroutine and give it current model time value&lt;br /&gt;
 	coroutine.resume(Coroutines[index], tCurrent)&lt;br /&gt;
 	return coroutine.status(Coroutines[index]) ~= &amp;quot;dead&amp;quot;&lt;br /&gt;
 	-- If status == &amp;quot;dead&amp;quot; then Lock On activity for this coroutine dies too &lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 -- Coroutine function example using coroutine.yield() to suspend &lt;br /&gt;
 function f(t)&lt;br /&gt;
 	local tNext = t&lt;br /&gt;
 	local file = io.open(&amp;quot;./Temp/Coroutine.log&amp;quot;, &amp;quot;w&amp;quot;)&lt;br /&gt;
 	file:write(string.format(&amp;quot;t = %f, started\n&amp;quot;, tNext))&lt;br /&gt;
 	tNext = coroutine.yield()&lt;br /&gt;
 	for i = 1,10 do&lt;br /&gt;
 		file:write(string.format(&amp;quot;t = %f, continued\n&amp;quot;, tNext))&lt;br /&gt;
 		tNext = coroutine.yield()&lt;br /&gt;
 	end&lt;br /&gt;
 	file:write(string.format(&amp;quot;t = %f, finished\n&amp;quot;, tNext))&lt;br /&gt;
 	file:close()&lt;br /&gt;
 end&lt;br /&gt;
 &lt;br /&gt;
 -- Create your coroutines and save them in Coriutines table, e.g.:&lt;br /&gt;
 CoroutineIndex = CoroutineIndex + 1&lt;br /&gt;
 Coroutines[CoroutineIndex] = coroutine.create(f) &lt;br /&gt;
 &lt;br /&gt;
 -- Use LoCreateCoroutineActivity(index, tStart, tPeriod) to plan your coroutines&lt;br /&gt;
 -- activity at model times, e.g.:&lt;br /&gt;
 LoCreateCoroutineActivity(CoroutineIndex, 1.0, 3.0) -- to start at 1.0 second with 3.0 seconds period&lt;br /&gt;
 -- Coroutine output in the Coroutine.log file:&lt;br /&gt;
 -- t = 1.000000, started&lt;br /&gt;
 -- t = 4.000000, continued&lt;br /&gt;
 -- t = 7.000000, continued&lt;br /&gt;
 -- t = 10.000000, continued&lt;br /&gt;
 -- t = 13.000000, continued&lt;br /&gt;
 -- t = 16.000000, continued&lt;br /&gt;
 -- t = 19.000000, continued&lt;br /&gt;
 -- t = 22.000000, continued&lt;br /&gt;
 -- t = 25.000000, continued&lt;br /&gt;
 -- t = 28.000000, continued&lt;br /&gt;
 -- t = 31.000000, continued&lt;br /&gt;
 -- t = 34.000000, finished&lt;br /&gt;
 --]]&lt;br /&gt;
 &lt;br /&gt;
 --[[ You can use registered Lock On internal data exporting functions in this script&lt;br /&gt;
 and in your scripts called from this script.&lt;br /&gt;
 &lt;br /&gt;
 Note: following functions are implemented for exporting technology experiments only,&lt;br /&gt;
 so they may be changed or removed in the future by developers.&lt;br /&gt;
 &lt;br /&gt;
 All returned values are Lua numbers if not pointed other type.&lt;br /&gt;
 &lt;br /&gt;
 Output:&lt;br /&gt;
 LoIsObjectExportAllowed() -- returns true if world objects data is available&lt;br /&gt;
 LoIsSensorExportAllowed() -- returns true if radar/targets data is available&lt;br /&gt;
 LoIsOwnshipExportAllowed() -- true if ownship data is available&lt;br /&gt;
 &lt;br /&gt;
 LoGetModelTime() -- returns current model time (args - 0, results - 1 (sec))&lt;br /&gt;
 LoGetMissionStartTime() -- returns mission start time (args - 0, results - 1 (sec))&lt;br /&gt;
 LoGetPilotName() -- (args - 0, results - 1 (text string))&lt;br /&gt;
 LoGetPlayerPlaneId() -- (args - 0, results - 1 (number))&lt;br /&gt;
 LoGetIndicatedAirSpeed() -- (args - 0, results - 1 (m/s))&lt;br /&gt;
 LoGetTrueAirSpeed() -- (args - 0, results - 1 (m/s))&lt;br /&gt;
 LoGetAltitudeAboveSeaLevel() -- (args - 0, results - 1 (meters))&lt;br /&gt;
 LoGetAltitudeAboveGroundLevel() -- (args - 0, results - 1 (meterst))&lt;br /&gt;
 LoGetAngleOfAttack() -- (args - 0, results - 1 (rad))&lt;br /&gt;
 LoGetAccelerationUnits() -- (args - 0, results - table {x = Nx,y = NY,z = NZ} 1 (G))&lt;br /&gt;
 LoGetVerticalVelocity()  -- (args - 0, results - 1(m/s))&lt;br /&gt;
 LoGetMachNumber()        -- (args - 0, results - 1)&lt;br /&gt;
 LoGetADIPitchBankYaw()   -- (args - 0, results - 3 (rad))&lt;br /&gt;
 LoGetMagneticYaw()       -- (args - 0, results - 1 (rad)&lt;br /&gt;
 LoGetGlideDeviation()    -- (args - 0,results - 1)( -1 &amp;lt; result &amp;lt; 1)&lt;br /&gt;
 LoGetSideDeviation()     -- (args - 0,results - 1)( -1 &amp;lt; result &amp;lt; 1)&lt;br /&gt;
 LoGetSlipBallPosition()  -- (args - 0,results - 1)( -1 &amp;lt; result &amp;lt; 1)&lt;br /&gt;
 LoGetBasicAtmospherePressure() -- (args - 0,results - 1) (mm hg)&lt;br /&gt;
 LoGetControlPanel_HSI()  -- (args - 0,results - table)&lt;br /&gt;
 result = &lt;br /&gt;
 {&lt;br /&gt;
 	ADF_raw, (rad)&lt;br /&gt;
 	RMI_raw, (rad)&lt;br /&gt;
 	Heading_raw, (rad)&lt;br /&gt;
 	HeadingPointer, (rad)&lt;br /&gt;
 	Course, (rad)&lt;br /&gt;
 	BearingPointer, (rad)&lt;br /&gt;
 	CourseDeviation, (rad)&lt;br /&gt;
 }&lt;br /&gt;
 LoGetEngineInfo() -- (args - 0 ,results = table)&lt;br /&gt;
 engineinfo =&lt;br /&gt;
 {&lt;br /&gt;
 	RPM = {left, right},(%)&lt;br /&gt;
 	Temperature = { left, right}, (Celcium degrees)&lt;br /&gt;
 	HydraulicPressure = {left ,right},kg per square centimeter&lt;br /&gt;
 	FuelConsumption   = {left ,right},kg per sec&lt;br /&gt;
 	fuel_internal      -- fuel quantity internal tanks	kg&lt;br /&gt;
 	fuel_external      -- fuel quantity external tanks	kg&lt;br /&gt;
 			&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 LoGetRoute()  -- (args - 0,results = table)&lt;br /&gt;
 get_route_result =&lt;br /&gt;
 {&lt;br /&gt;
 	goto_point, -- next waypoint&lt;br /&gt;
 	route       -- all waypoints of route (or approach route if arrival or landing)&lt;br /&gt;
 }&lt;br /&gt;
 waypoint_table =&lt;br /&gt;
 {&lt;br /&gt;
 	this_point_num,        -- number of point ( &amp;gt;= 0)&lt;br /&gt;
 	world_point = {x,y,z}, -- world position in meters&lt;br /&gt;
 	speed_req,             -- speed at point m/s &lt;br /&gt;
 	estimated_time,        -- sec&lt;br /&gt;
 	next_point_num,		   -- if -1 that's the end of route&lt;br /&gt;
 	point_action           -- name of action &amp;quot;ATTACKPOINT&amp;quot;,&amp;quot;TURNPOINT&amp;quot;,&amp;quot;LANDING&amp;quot;,&amp;quot;TAKEOFF&amp;quot;&lt;br /&gt;
 }&lt;br /&gt;
 LoGetNavigationInfo() (args - 0,results - 1( table )) -- information about ACS&lt;br /&gt;
 get_navigation_info_result =&lt;br /&gt;
 {&lt;br /&gt;
 	SystemMode = {master,submode}, -- (string,string) current mode and submode &lt;br /&gt;
 --[=[&lt;br /&gt;
 	master values (depend of plane type)&lt;br /&gt;
 				&amp;quot;NAV&amp;quot;  -- navigation&lt;br /&gt;
 				&amp;quot;BVR&amp;quot;  -- beyond visual range AA mode&lt;br /&gt;
 				&amp;quot;CAC&amp;quot;  -- close air combat				&lt;br /&gt;
 				&amp;quot;LNG&amp;quot;  -- longitudinal mode&lt;br /&gt;
 				&amp;quot;A2G&amp;quot;  -- air to ground&lt;br /&gt;
 				&amp;quot;OFF&amp;quot;  -- mode is absent&lt;br /&gt;
 	submode values (depend of plane type and master mode)&lt;br /&gt;
 	&amp;quot;NAV&amp;quot; submodes&lt;br /&gt;
 	{&lt;br /&gt;
 		&amp;quot;ROUTE&amp;quot;&lt;br /&gt;
 		&amp;quot;ARRIVAL&amp;quot;&lt;br /&gt;
 		&amp;quot;LANDING&amp;quot;&lt;br /&gt;
 		&amp;quot;OFF&amp;quot; &lt;br /&gt;
 	}&lt;br /&gt;
 	&amp;quot;BVR&amp;quot; submodes&lt;br /&gt;
 	{ &lt;br /&gt;
 		&amp;quot;GUN&amp;quot;   -- Gunmode&lt;br /&gt;
 		&amp;quot;RWS&amp;quot;   -- RangeWhileSearch&lt;br /&gt;
 		&amp;quot;TWS&amp;quot;   -- TrackWhileSearch&lt;br /&gt;
 		&amp;quot;STT&amp;quot;   -- SingleTrackTarget (Attack submode)&lt;br /&gt;
 		&amp;quot;OFF&amp;quot; &lt;br /&gt;
 	}&lt;br /&gt;
 	&amp;quot;CAC&amp;quot; submodes&lt;br /&gt;
 	{&lt;br /&gt;
 		&amp;quot;GUN&amp;quot;&lt;br /&gt;
 		&amp;quot;VERTICAL_SCAN&amp;quot;&lt;br /&gt;
 		&amp;quot;BORE&amp;quot;&lt;br /&gt;
 		&amp;quot;HELMET&amp;quot;  &lt;br /&gt;
 		&amp;quot;STT&amp;quot;&lt;br /&gt;
 		&amp;quot;OFF&amp;quot;&lt;br /&gt;
 	}&lt;br /&gt;
 	&amp;quot;LNG&amp;quot; submodes&lt;br /&gt;
 	{&lt;br /&gt;
 		&amp;quot;GUN&amp;quot;&lt;br /&gt;
 		&amp;quot;OFF&amp;quot;&lt;br /&gt;
 		&amp;quot;FLOOD&amp;quot;  -- F-15 only&lt;br /&gt;
 	}&lt;br /&gt;
 	&amp;quot;A2G&amp;quot; submodes&lt;br /&gt;
 	{&lt;br /&gt;
 		&amp;quot;GUN&amp;quot;&lt;br /&gt;
 		&amp;quot;ETS&amp;quot;       -- Emitter Targeting System On&lt;br /&gt;
 		&amp;quot;PINPOINT&amp;quot;  &lt;br /&gt;
 		&amp;quot;UNGUIDED&amp;quot;  -- unguided weapon (free fall bombs, dispensers , rockets) &lt;br /&gt;
 		&amp;quot;OFF&amp;quot;&lt;br /&gt;
 	}&lt;br /&gt;
 --]=]&lt;br /&gt;
 	Requirements =  -- required parameters of flight&lt;br /&gt;
 	{&lt;br /&gt;
 		roll,	   -- required roll,pitch.. , etc.&lt;br /&gt;
 		pitch,	   &lt;br /&gt;
 		speed,	&lt;br /&gt;
 		vertical_speed, &lt;br /&gt;
 		altitude,&lt;br /&gt;
 	}&lt;br /&gt;
 	ACS =   -- current state of the Automatic Control System&lt;br /&gt;
 	{&lt;br /&gt;
 		mode = string , &lt;br /&gt;
 		--[=[&lt;br /&gt;
 			mode values  are : 	&lt;br /&gt;
 					&amp;quot;FOLLOW_ROUTE&amp;quot;,&lt;br /&gt;
 					&amp;quot;BARO_HOLD&amp;quot;,          &lt;br /&gt;
 					&amp;quot;RADIO_HOLD&amp;quot;,       &lt;br /&gt;
 					&amp;quot;BARO_ROLL_HOLD&amp;quot;,     &lt;br /&gt;
 					&amp;quot;HORIZON_HOLD&amp;quot;,   &lt;br /&gt;
 					&amp;quot;PITCH_BANK_HOLD&amp;quot;,&lt;br /&gt;
 					&amp;quot;OFF&amp;quot;&lt;br /&gt;
 		--]=]&lt;br /&gt;
 		autothrust , -- 1(true) if autothrust mode is on or 0(false) when not;  &lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
 LoGetMCPState() -- (args - 0, results - 1 (table of key(string).value(boolean))&lt;br /&gt;
 	returned table keys for LoGetMCPState():&lt;br /&gt;
 		&amp;quot;LeftEngineFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;RightEngineFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;HydraulicsFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;ACSFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;AutopilotFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;AutopilotOn&amp;quot;&lt;br /&gt;
 		&amp;quot;MasterWarning&amp;quot;&lt;br /&gt;
 		&amp;quot;LeftTailPlaneFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;RightTailPlaneFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;LeftAileronFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;RightAileronFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;CanopyOpen&amp;quot;&lt;br /&gt;
 		&amp;quot;CannonFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;StallSignalization&amp;quot;&lt;br /&gt;
 		&amp;quot;LeftMainPumpFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;RightMainPumpFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;LeftWingPumpFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;RightWingPumpFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;RadarFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;EOSFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;MLWSFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;RWSFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;ECMFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;GearFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;MFDFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;HUDFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;HelmetFailure&amp;quot;&lt;br /&gt;
 		&amp;quot;FuelTankDamage&amp;quot;&lt;br /&gt;
 LoGetObjectById() -- (args - 1 (number), results - 1 (table))&lt;br /&gt;
 Returned object table structure:&lt;br /&gt;
 { &lt;br /&gt;
 	Name = &lt;br /&gt;
 	Type =  {level1,level2,level3,level4},  ( see Scripts/database/wsTypes.lua) Subtype is absent  now&lt;br /&gt;
 	Country   =   number ( see Scripts/database/db_countries.lua&lt;br /&gt;
 	Coalition = &lt;br /&gt;
 	CoalitionID = number ( 1 or 2 )&lt;br /&gt;
 	LatLongAlt = { Lat = , Long = , Alt = }&lt;br /&gt;
 	Heading =   radians&lt;br /&gt;
 	Pitch      =   radians&lt;br /&gt;
 	Bank      =  radians&lt;br /&gt;
 	Position = {x,y,z} -- in internal DCS coordinate system ( see convertion routnes below)&lt;br /&gt;
 	-- only for units ( Planes,Hellicopters,Tanks etc)&lt;br /&gt;
 	UnitName    = unit name from mission (UTF8)  &lt;br /&gt;
 	GroupName = unit name from mission (UTF8)&lt;br /&gt;
 		Flags = {&lt;br /&gt;
 		RadarActive = true if the unit has its radar on&lt;br /&gt;
 		Human = true if the unit is human-controlled&lt;br /&gt;
 		Jamming = true if the unit uses EMI jamming&lt;br /&gt;
 		IRJamming = -- same for IR jamming&lt;br /&gt;
 		Born = true if the unit is born (activated)&lt;br /&gt;
 		AI_ON = true if the unit's AI is active&lt;br /&gt;
 		Invisible = true if the unit is invisible&lt;br /&gt;
 		Static - true if the unit is a static object&lt;br /&gt;
 		}&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 LoGetWorldObjects() -- (args - 0- 1, results - 1 (table of object tables))  arg can be&lt;br /&gt;
 	&amp;quot;units&amp;quot; (default)&lt;br /&gt;
 	&amp;quot;ballistic&amp;quot; - for different type of unguided munition ()bombs,shells,rockets)&lt;br /&gt;
 	&amp;quot;airdromes&amp;quot; - to get airdrome objects&lt;br /&gt;
 Returned table index = object identificator&lt;br /&gt;
 Returned object table structure (see LoGetObjectById())&lt;br /&gt;
 &lt;br /&gt;
 LoGetSelfData return the same result as LoGetObjectById but only for your aircraft and not depended on anti-cheat setting in Export/Config.lua&lt;br /&gt;
 &lt;br /&gt;
 LoGetAltitude(x, z) -- (args - 2 : meters, results - 1 : altitude above terrain surface, meters)&lt;br /&gt;
 &lt;br /&gt;
 LoGetCameraPosition() -- (args - 0, results - 1 : view camera current position table:&lt;br /&gt;
 	{&lt;br /&gt;
 		x = {x = ..., y = ..., z = ...},	-- orientation x-vector&lt;br /&gt;
 		y = (x = ..., y = ..., z = ...},	-- orientation y-vector&lt;br /&gt;
 		z = {x = ..., y = ..., z = ...},	-- orientation z-vector&lt;br /&gt;
 		p = {x = ..., y = ..., z = ...}		-- point vector &lt;br /&gt;
 	}&lt;br /&gt;
 	all coordinates are in meters. You can use Vector class for position vectors.&lt;br /&gt;
 	&lt;br /&gt;
 -- Weapon Control System&lt;br /&gt;
 LoGetNameByType () -- args 4 (number : level1,level2,level3,level4), result string&lt;br /&gt;
 &lt;br /&gt;
 LoGetTargetInformation()       -- (args - 0, results - 1 (table of current targets tables)) &lt;br /&gt;
 LoGetLockedTargetInformation() -- (args - 0, results - 1 (table of current locked targets tables)) &lt;br /&gt;
 this functions return the table of the next target data&lt;br /&gt;
 target =&lt;br /&gt;
 {&lt;br /&gt;
 	ID ,                                  -- world ID (may be 0 ,when ground point track)&lt;br /&gt;
 	type = {level1,level2,level3,level4}, -- world database classification&lt;br /&gt;
 	country = ,                           -- object country&lt;br /&gt;
 	position = {x = {x,y,z},   -- orientation X ort  &lt;br /&gt;
 				y = {x,y,z},   -- orientation Y ort&lt;br /&gt;
 				z = {x,y,z},   -- orientation Z ort&lt;br /&gt;
 				p = {x,y,z}}   -- position of the center  &lt;br /&gt;
 	velocity =        {x,y,z}, -- world velocity vector m/s&lt;br /&gt;
 	distance = ,               -- distance in meters&lt;br /&gt;
 	convergence_velocity = ,   -- closing speed in m/s&lt;br /&gt;
 	mach = ,                   -- M number&lt;br /&gt;
 	delta_psi = ,              -- aspect angle rad&lt;br /&gt;
 	fim = ,                    -- viewing angle horizontal (in your body axis) rad&lt;br /&gt;
 	fin = ,                    -- viewing angle vertical   (in your body axis) rad&lt;br /&gt;
 	flags = ,				   -- field with constants detemining  method of the tracking &lt;br /&gt;
 								--	whTargetRadarView		= 0x0002;	-- Radar review (BVR) &lt;br /&gt;
 								--	whTargetEOSView			= 0x0004;	-- EOS   review (BVR)&lt;br /&gt;
 								--	whTargetRadarLock		= 0x0008;	-- Radar lock (STT)  == whStaticObjectLock (pinpoint) (static objects,buildings lock)&lt;br /&gt;
 								--	whTargetEOSLock			= 0x0010;	-- EOS   lock (STT)  == whWorldObjectLock (pinpoint)  (ground units lock)&lt;br /&gt;
 								--	whTargetRadarTrack		= 0x0020;	-- Radar lock (TWS)&lt;br /&gt;
 								--	whTargetEOSTrack		= 0x0040;	-- Radar lock (TWS)  == whImpactPointTrack (pinpoint) (ground point track)&lt;br /&gt;
 								--	whTargetNetHumanPlane	= 0x0200;	-- net HumanPlane&lt;br /&gt;
 								--	whTargetAutoLockOn  	= 0x0400;	-- EasyRadar  autolockon&lt;br /&gt;
 								--	whTargetLockOnJammer  	= 0x0800;	-- HOJ   mode&lt;br /&gt;
 &lt;br /&gt;
 	reflection = ,             -- target cross section square meters&lt;br /&gt;
 	course = ,                 -- target course rad&lt;br /&gt;
 	isjamming = ,              -- target ECM on or not&lt;br /&gt;
 	start_of_lock = ,          -- time of the beginning of lock&lt;br /&gt;
 	forces = { x,y,z},         -- vector of the acceleration units &lt;br /&gt;
 	updates_number = ,         -- number of the radar updates&lt;br /&gt;
 	&lt;br /&gt;
 	jammer_burned = true/false -- indicates that jammer are burned&lt;br /&gt;
 }&lt;br /&gt;
 LoGetSightingSystemInfo() -- sight system info&lt;br /&gt;
 {&lt;br /&gt;
 	Manufacturer  = &amp;quot;RUS&amp;quot;/&amp;quot;USA&amp;quot;&lt;br /&gt;
 	LaunchAuthorized  = true/false&lt;br /&gt;
 	ScanZone =&lt;br /&gt;
 		{&lt;br /&gt;
 				position&lt;br /&gt;
 				{&lt;br /&gt;
 					azimuth&lt;br /&gt;
 					elevation&lt;br /&gt;
 					if Manufacturer  == &amp;quot;RUS&amp;quot; then&lt;br /&gt;
 							distance_manual&lt;br /&gt;
 						exceeding_manual&lt;br /&gt;
 					end&lt;br /&gt;
 				}&lt;br /&gt;
 				coverage_H&lt;br /&gt;
 				{&lt;br /&gt;
 					min&lt;br /&gt;
 					max&lt;br /&gt;
 				}&lt;br /&gt;
 				size&lt;br /&gt;
 				{&lt;br /&gt;
 					azimuth&lt;br /&gt;
 					elevation&lt;br /&gt;
 				}&lt;br /&gt;
 		}&lt;br /&gt;
 		scale&lt;br /&gt;
 		{&lt;br /&gt;
 			distance					&lt;br /&gt;
 			azimuth&lt;br /&gt;
 		}&lt;br /&gt;
 		TDC &lt;br /&gt;
 		{&lt;br /&gt;
 				x&lt;br /&gt;
 				y&lt;br /&gt;
 		}&lt;br /&gt;
 	&lt;br /&gt;
 		radar_on   = true/false&lt;br /&gt;
 		optical_system_on= true/false&lt;br /&gt;
 		ECM_on= true/false&lt;br /&gt;
 		laser_on= true/false&lt;br /&gt;
 		&lt;br /&gt;
 		PRF = &lt;br /&gt;
 		{&lt;br /&gt;
 			current ,    -- current PRF value ( changed in ILV mode ) , values are &amp;quot;MED&amp;quot; or &amp;quot;HI&amp;quot;&lt;br /&gt;
 			selection ,  -- selection value can be  &amp;quot;MED&amp;quot;  &amp;quot;HI&amp;quot; or &amp;quot;ILV&amp;quot;&lt;br /&gt;
 		}&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
 LoGetTWSInfo() -- return Threat Warning System status (result  the table )&lt;br /&gt;
 result_of_LoGetTWSInfo =&lt;br /&gt;
 {&lt;br /&gt;
 	Mode = , -- current mode (0 - all ,1 - lock only,2 - launch only&lt;br /&gt;
 	Emitters = {table of emitters}&lt;br /&gt;
 }&lt;br /&gt;
 emitter_table =&lt;br /&gt;
 {&lt;br /&gt;
 	ID =, -- world ID&lt;br /&gt;
 	Type = {level1,level2,level3,level4}, -- world database classification of emitter&lt;br /&gt;
 	Power =, -- power of signal&lt;br /&gt;
 	Azimuth =,&lt;br /&gt;
 	Priority =,-- priority of emitter (int)&lt;br /&gt;
 	SignalType =, -- string with vlues: &amp;quot;scan&amp;quot; ,&amp;quot;lock&amp;quot;, &amp;quot;missile_radio_guided&amp;quot;,&amp;quot;track_while_scan&amp;quot;;&lt;br /&gt;
 }&lt;br /&gt;
 LoGetPayloadInfo() -- return weapon stations&lt;br /&gt;
 result_of_LoGetPayloadInfo &lt;br /&gt;
 {&lt;br /&gt;
 	CurrentStation = , -- number of current station (0 if no station selected)&lt;br /&gt;
 	Stations = {},-- table of stations&lt;br /&gt;
 	Cannon =&lt;br /&gt;
 	{&lt;br /&gt;
 		shells -- current shells count &lt;br /&gt;
 	}&lt;br /&gt;
 }&lt;br /&gt;
 station &lt;br /&gt;
 {&lt;br /&gt;
 	container = true/false , -- is station container&lt;br /&gt;
 	weapon    = {level1,level2,level3,level4} , -- world database classification of weapon&lt;br /&gt;
 	count = ,&lt;br /&gt;
 }&lt;br /&gt;
 LoGetMechInfo() -- mechanization info&lt;br /&gt;
 result_is =&lt;br /&gt;
 {&lt;br /&gt;
 	gear          = {status,value,main = {left = {rod},right = {rod},nose =  {rod}}}&lt;br /&gt;
 	flaps		  = {status,value}  &lt;br /&gt;
 	speedbrakes   = {status,value}&lt;br /&gt;
 	refuelingboom = {status,value}&lt;br /&gt;
 	airintake     = {status,value}&lt;br /&gt;
 	noseflap      = {status,value}&lt;br /&gt;
 	parachute     = {status,value}&lt;br /&gt;
 	wheelbrakes   = {status,value}&lt;br /&gt;
 	hook          = {status,value}&lt;br /&gt;
 	wing          = {status,value}&lt;br /&gt;
 	canopy        = {status,value}&lt;br /&gt;
 	controlsurfaces = {elevator = {left,right},eleron = {left,right},rudder = {left,right}} -- relative vlues (-1,1) (min /max) (sorry:(&lt;br /&gt;
 } &lt;br /&gt;
 &lt;br /&gt;
 LoGetRadioBeaconsStatus() -- beacons lock&lt;br /&gt;
 {&lt;br /&gt;
 	airfield_near	,&lt;br /&gt;
 	airfield_far,&lt;br /&gt;
 	course_deviation_beacon_lock	,&lt;br /&gt;
 	glideslope_deviation_beacon_lock&lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 LoGetWingInfo() -- your wingmens info result is vector of wingmens with value:&lt;br /&gt;
 wingmen_is =&lt;br /&gt;
 {&lt;br /&gt;
 	wingmen_id   -- world id of wingmen&lt;br /&gt;
 	wingmen_position -- world position {x = {x,y,z},   -- orientation X ort  &lt;br /&gt;
 										y = {x,y,z},   -- orientation Y ort&lt;br /&gt;
 										z = {x,y,z},   -- orientation Z ort&lt;br /&gt;
 										p = {x,y,z}}   -- position of the center  &lt;br /&gt;
 	current_target -- world id of target&lt;br /&gt;
 	ordered_target -- world id of target &lt;br /&gt;
 	current_task   -- name of task&lt;br /&gt;
 	ordered_task   -- name of task &lt;br /&gt;
 	--[=[&lt;br /&gt;
 	name can be :&lt;br /&gt;
 			&amp;quot;NOTHING&amp;quot;&lt;br /&gt;
 			&amp;quot;ROUTE&amp;quot;&lt;br /&gt;
 			&amp;quot;DEPARTURE&amp;quot;&lt;br /&gt;
 			&amp;quot;ARRIVAL&amp;quot;&lt;br /&gt;
 			&amp;quot;REFUELING&amp;quot;&lt;br /&gt;
 			&amp;quot;SOS&amp;quot;    -- Save Soul of your Wingmen :) &lt;br /&gt;
 			&amp;quot;ROUTE&amp;quot;&lt;br /&gt;
 			&amp;quot;INTERCEPT&amp;quot;&lt;br /&gt;
 			&amp;quot;PATROL&amp;quot;&lt;br /&gt;
 			&amp;quot;AIR_ATTACK&amp;quot;&lt;br /&gt;
 			&amp;quot;REFUELING&amp;quot;&lt;br /&gt;
 			&amp;quot;AWACS&amp;quot;&lt;br /&gt;
 			&amp;quot;RECON&amp;quot;&lt;br /&gt;
 			&amp;quot;ESCORT&amp;quot;&lt;br /&gt;
 			&amp;quot;PINPOINT&amp;quot;&lt;br /&gt;
 			&amp;quot;CAS&amp;quot;&lt;br /&gt;
 			&amp;quot;MISSILE_EVASION&amp;quot;&lt;br /&gt;
 			&amp;quot;ENEMY_EVASION&amp;quot;&lt;br /&gt;
 			&amp;quot;SEAD&amp;quot;&lt;br /&gt;
 			&amp;quot;ANTISHIP&amp;quot;&lt;br /&gt;
 			&amp;quot;RUNWAY_ATTACK&amp;quot;&lt;br /&gt;
 			&amp;quot;TRANSPORT&amp;quot;&lt;br /&gt;
 			&amp;quot;LANDING&amp;quot;&lt;br /&gt;
 			&amp;quot;TAKEOFF&amp;quot;&lt;br /&gt;
 			&amp;quot;TAXIING&amp;quot;&lt;br /&gt;
 	--]=]&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
 &lt;br /&gt;
 Coordinates convertion :&lt;br /&gt;
 {x,y,z}				  = LoGeoCoordinatesToLoCoordinates(longitude_degrees,latitude_degrees)&lt;br /&gt;
 {latitude,longitude}  = LoLoCoordinatesToGeoCoordinates(x,z);&lt;br /&gt;
 &lt;br /&gt;
 LoGetVectorVelocity		  =  {x,y,z} -- vector of self velocity (world axis)&lt;br /&gt;
 LoGetAngularVelocity	  =  {x,y,z} -- angular velocity euler angles , rad per sec &lt;br /&gt;
 LoGetVectorWindVelocity   =  {x,y,z} -- vector of wind velocity (world axis)&lt;br /&gt;
 LoGetWingTargets		  =   table of {x,y,z}&lt;br /&gt;
 LoGetSnares               =   {chaff,flare}&lt;br /&gt;
 Input:&lt;br /&gt;
 LoSetCameraPosition(pos) -- (args - 1: view camera current position table, results - 0)&lt;br /&gt;
 	pos table structure: &lt;br /&gt;
 	{&lt;br /&gt;
 		x = {x = ..., y = ..., z = ...},	-- orientation x-vector&lt;br /&gt;
 		y = (x = ..., y = ..., z = ...},	-- orientation y-vector&lt;br /&gt;
 		z = {x = ..., y = ..., z = ...},	-- orientation z-vector&lt;br /&gt;
 		p = {x = ..., y = ..., z = ...}		-- point vector &lt;br /&gt;
 	}&lt;br /&gt;
 	all coordinates are in meters. You can use Vector class for position vectors.&lt;br /&gt;
 &lt;br /&gt;
 LoSetCommand(command, value) -- (args - 2, results - 0)&lt;br /&gt;
 -1.0 &amp;lt;= value &amp;lt;= 1.0&lt;br /&gt;
 &lt;br /&gt;
 Some analogous joystick/mouse input commands:&lt;br /&gt;
 command = 2001 - joystick pitch&lt;br /&gt;
 command = 2002 - joystick roll&lt;br /&gt;
 command = 2003 - joystick rudder&lt;br /&gt;
 -- Thrust values are inverted for some internal reasons, sorry.&lt;br /&gt;
 command = 2004 - joystick thrust (both engines)&lt;br /&gt;
 command = 2005 - joystick left engine thrust&lt;br /&gt;
 command = 2006 - joystick right engine thrust&lt;br /&gt;
 command = 2007 - mouse camera rotate left/right  &lt;br /&gt;
 command = 2008 - mouse camera rotate up/down&lt;br /&gt;
 command = 2009 - mouse camera zoom &lt;br /&gt;
 command = 2010 - joystick camera rotate left/right&lt;br /&gt;
 command = 2011 - joystick camera rotate up/down&lt;br /&gt;
 command = 2012 - joystick camera zoom &lt;br /&gt;
 command = 2013 - mouse pitch&lt;br /&gt;
 command = 2014 - mouse roll&lt;br /&gt;
 command = 2015 - mouse rudder&lt;br /&gt;
 -- Thrust values are inverted for some internal reasons, sorry.&lt;br /&gt;
 command = 2016 - mouse thrust (both engines)&lt;br /&gt;
 command = 2017 - mouse left engine thrust&lt;br /&gt;
 command = 2018 - mouse right engine thrust&lt;br /&gt;
 command = 2019 - mouse trim pitch&lt;br /&gt;
 command = 2020 - mouse trim roll&lt;br /&gt;
 command = 2021 - mouse trim rudder&lt;br /&gt;
 command = 2022 - joystick trim pitch&lt;br /&gt;
 command = 2023 - joystick trim roll&lt;br /&gt;
 command = 2024 - trim rudder&lt;br /&gt;
 command = 2025 - mouse rotate radar antenna left/right&lt;br /&gt;
 command = 2026 - mouse rotate radar antenna up/down&lt;br /&gt;
 command = 2027 - joystick rotate radar antenna left/right&lt;br /&gt;
 command = 2028 - joystick rotate radar antenna up/down&lt;br /&gt;
 command = 2029 - mouse MFD zoom&lt;br /&gt;
 command = 2030 - joystick MFD zoom&lt;br /&gt;
 command = 2031 - mouse move selecter left/right&lt;br /&gt;
 command = 2032 - mouse move selecter up/down&lt;br /&gt;
 command = 2033 - joystick move selecter left/right&lt;br /&gt;
 command = 2034 - joystick move selecter up/down&lt;br /&gt;
 &lt;br /&gt;
 Some discrete keyboard input commands (value is absent):&lt;br /&gt;
 command = 7	-- Cockpit view				&lt;br /&gt;
 command = 8	-- External view						&lt;br /&gt;
 command = 9	-- Fly-by view						&lt;br /&gt;
 command = 10 -- Ground units view				&lt;br /&gt;
 command = 11 -- Civilian transport view 						&lt;br /&gt;
 command = 12 -- Chase view						&lt;br /&gt;
 command = 13 -- Navy view						&lt;br /&gt;
 command = 14 -- Close air combat view						&lt;br /&gt;
 command = 15 -- Theater view						&lt;br /&gt;
 command = 16 -- Airfield (free camera) view						&lt;br /&gt;
 command = 17 --	Instruments panel view on				&lt;br /&gt;
 command = 18 -- Instruments panel view off				&lt;br /&gt;
 command = 19 -- Padlock toggle						&lt;br /&gt;
 command = 20 --	Stop padlock (in cockpit only)				&lt;br /&gt;
 command = 21 --	External view for my plane 							&lt;br /&gt;
 command = 22 --	Automatic chase mode for launched weapon						&lt;br /&gt;
 command = 23 --	View allies only filter 					&lt;br /&gt;
 command = 24 --	View enemies only filter 				&lt;br /&gt;
 command = 26 -- View allies &amp;amp; enemies filter 					&lt;br /&gt;
 command = 28 -- Rotate the camera left fast 						&lt;br /&gt;
 command = 29 -- Rotate the camera right fast 						&lt;br /&gt;
 command = 30 -- Rotate the camera up fast 					&lt;br /&gt;
 command = 31 -- Rotate the camera down fast 						&lt;br /&gt;
 command = 32 -- Rotate the camera left slow 					&lt;br /&gt;
 command = 33 -- Rotate the camera right slow 					&lt;br /&gt;
 command = 34 -- Rotate the camera up slow						&lt;br /&gt;
 command = 35 -- Rotate the camera down slow					&lt;br /&gt;
 command = 36 -- Return the camera to default position 						&lt;br /&gt;
 command = 37 --	View zoom in fast 					&lt;br /&gt;
 command = 38 -- View zoom out fast 						&lt;br /&gt;
 command = 39 -- View zoom in slow 				&lt;br /&gt;
 command = 40 -- View zoom out slow				&lt;br /&gt;
 command = 41 -- Pan the camera left 					&lt;br /&gt;
 command = 42 -- Pan the camera right 				&lt;br /&gt;
 command = 43 -- Pan the camera up 					&lt;br /&gt;
 command = 44 -- Pan the camera down 					&lt;br /&gt;
 command = 45 -- Pan the camera left slow 				&lt;br /&gt;
 command = 46 -- Pan the camera right slow 			&lt;br /&gt;
 command = 47 -- Pan the camera up slow 				&lt;br /&gt;
 command = 48 -- Pan the camera down slow 				&lt;br /&gt;
 command = 49 -- Disable panning the camera 				&lt;br /&gt;
 command = 50 -- Allies chat 				&lt;br /&gt;
 command = 51 -- Mission quit 							&lt;br /&gt;
 command = 52 -- Suspend/resume model time 						&lt;br /&gt;
 command = 53 -- Accelerate model time 						&lt;br /&gt;
 command = 54 -- Step by step simulation when model time is suspended 						&lt;br /&gt;
 command = 55 --	Take control in the track 					&lt;br /&gt;
 command = 57 -- Common chat						&lt;br /&gt;
 command = 59 -- Altitude stabilization 			&lt;br /&gt;
 command = 62 -- Autopilot 					&lt;br /&gt;
 command = 63 -- Auto-thrust 					&lt;br /&gt;
 command = 64 -- Power up 				&lt;br /&gt;
 command = 65 -- Power down 			&lt;br /&gt;
 command = 68 -- Gear 					&lt;br /&gt;
 command = 69 -- Hook 						&lt;br /&gt;
 command = 70 -- Pack wings				&lt;br /&gt;
 command = 71 -- Canopy 						&lt;br /&gt;
 command = 72 -- Flaps 						&lt;br /&gt;
 command = 73 -- Air brake 					&lt;br /&gt;
 command = 74 -- Wheel brakes on 				&lt;br /&gt;
 command = 75 -- Wheel brakes off 				&lt;br /&gt;
 command = 76 -- Release drogue chute 					&lt;br /&gt;
 command = 77 -- Drop snar 					&lt;br /&gt;
 command = 78 -- Wingtip smoke 			&lt;br /&gt;
 command = 79 -- Refuel on 					&lt;br /&gt;
 command = 80 -- Refuel off 				&lt;br /&gt;
 command = 81 -- Salvo 				&lt;br /&gt;
 command = 82 -- Jettison weapons 			&lt;br /&gt;
 command = 83 -- Eject 						&lt;br /&gt;
 command = 84 -- Fire on 						&lt;br /&gt;
 command = 85 -- Fire off 					&lt;br /&gt;
 command = 86 -- Radar 				&lt;br /&gt;
 command = 87 -- EOS 					&lt;br /&gt;
 command = 88 -- Rotate the radar antenna left 					&lt;br /&gt;
 command = 89 -- Rotate the radar antenna right 				&lt;br /&gt;
 command = 90 -- Rotate the radar antenna up 				&lt;br /&gt;
 command = 91 -- Rotate the radar antenna down 					&lt;br /&gt;
 command = 92 -- Center the radar antenna 				&lt;br /&gt;
 command = 93 -- Trim left 					&lt;br /&gt;
 command = 94 -- Trim right 					&lt;br /&gt;
 command = 95 -- Trim up 					&lt;br /&gt;
 command = 96 -- Trim down 					&lt;br /&gt;
 command = 97 -- Cancel trimming 				&lt;br /&gt;
 command = 98 -- Trim the rudder left 			&lt;br /&gt;
 command = 99 -- Trim the rudder right 			&lt;br /&gt;
 command = 100 -- Lock the target 			&lt;br /&gt;
 command = 101 -- Change weapon 				&lt;br /&gt;
 command = 102 -- Change target 				&lt;br /&gt;
 command = 103 -- MFD zoom in 					&lt;br /&gt;
 command = 104 -- MFD zoom out 					&lt;br /&gt;
 command = 105 -- Navigation mode   (value 1, 2, 3, 4 for navmode_none, navmode_route, navmode_arrival ,navmode_landing	)&lt;br /&gt;
 command = 106 -- BVR mode 					&lt;br /&gt;
 command = 107 -- VS	mode 					&lt;br /&gt;
 command = 108 -- Bore mode 					&lt;br /&gt;
 command = 109 -- Helmet mode 				&lt;br /&gt;
 command = 110 -- FI0 mode 				&lt;br /&gt;
 command = 111 -- A2G mode 				&lt;br /&gt;
 command = 112 -- Grid mode 					&lt;br /&gt;
 command = 113 -- Cannon 				&lt;br /&gt;
 command = 114 -- Dispatch wingman - complete mission and RTB					&lt;br /&gt;
 command = 115 -- Dispatch wingman - complete mission and rejoin 					&lt;br /&gt;
 command = 116 -- Dispatch wingman - toggle formation 					&lt;br /&gt;
 command = 117 -- Dispatch wingman - join up formation 					&lt;br /&gt;
 command = 118 -- Dispatch wingman - attack my target 			&lt;br /&gt;
 command = 119 -- Dispatch wingman - cover my six 				&lt;br /&gt;
 command = 120 -- Take off from ship			&lt;br /&gt;
 command = 121 -- Cobra 						&lt;br /&gt;
 command = 122 -- Sound on/off                      &lt;br /&gt;
 command = 123 -- Sound recording on 						&lt;br /&gt;
 command = 124 -- Sound recording off 					&lt;br /&gt;
 command = 125 -- View right mirror on 				&lt;br /&gt;
 command = 126 -- View right mirror off 				&lt;br /&gt;
 command = 127 -- View left mirror on 				&lt;br /&gt;
 command = 128 -- View left mirror off 				&lt;br /&gt;
 command = 129 -- Natural head movement view		&lt;br /&gt;
 command = 131 -- LSO view			&lt;br /&gt;
 command = 135 -- Weapon to target view 		&lt;br /&gt;
 command = 136 -- Active jamming &lt;br /&gt;
 command = 137 -- Increase details level 			&lt;br /&gt;
 command = 138 -- Decrease details level 			&lt;br /&gt;
 command = 139 -- Scan zone left 				    &lt;br /&gt;
 command = 140 -- Scan zone right 			&lt;br /&gt;
 command = 141 -- Scan zone up 					    &lt;br /&gt;
 command = 142 -- Scan zone down 					&lt;br /&gt;
 command = 143 -- Unlock target 						&lt;br /&gt;
 command = 144 -- Reset master warning &lt;br /&gt;
 command = 145 -- Flaps on &lt;br /&gt;
 command = 146 -- Flaps off &lt;br /&gt;
 command = 147 -- Air brake on &lt;br /&gt;
 command = 148 -- Air brake off &lt;br /&gt;
 command = 149 -- Weapons view 				&lt;br /&gt;
 command = 150 -- Static objects view			&lt;br /&gt;
 command = 151 -- Mission targets view 				&lt;br /&gt;
 command = 152 -- Info bar details 				&lt;br /&gt;
 command = 155 -- Refueling boom 			&lt;br /&gt;
 command = 156 -- HUD color selection			&lt;br /&gt;
 command = 158 -- Jump to terrain view 			&lt;br /&gt;
 command = 159 -- Starts moving F11 camera forward 				&lt;br /&gt;
 command = 160 -- Starts moving F11 camera backward			&lt;br /&gt;
 command = 161 -- Power up left engine &lt;br /&gt;
 command = 162 -- Power down left engine &lt;br /&gt;
 command = 163 -- Power up right engine &lt;br /&gt;
 command = 164 -- Power down right engine &lt;br /&gt;
 command = 169 -- Immortal mode 			&lt;br /&gt;
 command = 175 -- On-board lights 			&lt;br /&gt;
 command = 176 -- Drop snar once 			&lt;br /&gt;
 command = 177 -- Default cockpit angle of view 			&lt;br /&gt;
 command = 178 -- Jettison fuel tanks 		&lt;br /&gt;
 command = 179 -- Wingmen commands panel		&lt;br /&gt;
 command = 180 -- Reverse objects switching in views	&lt;br /&gt;
 command = 181 -- Forward objects switching in views 			&lt;br /&gt;
 command = 182 -- Ignore current object in views 			&lt;br /&gt;
 command = 183 -- View all ignored objects in views again 				&lt;br /&gt;
 command = 184 -- Padlock terrain point 			&lt;br /&gt;
 command = 185 -- Reverse the camera 					&lt;br /&gt;
 command = 186 -- Plane up 					&lt;br /&gt;
 command = 187 -- Plane down &lt;br /&gt;
 command = 188 -- Bank left &lt;br /&gt;
 command = 189 -- Bank right&lt;br /&gt;
 command = 190 -- Local camera rotation mode 			&lt;br /&gt;
 command = 191 -- Decelerate model time 					&lt;br /&gt;
 command = 192 -- Jump into the other plane       			&lt;br /&gt;
 command = 193 -- Nose down &lt;br /&gt;
 command = 194 -- Nose down end &lt;br /&gt;
 command = 195 -- Nose up &lt;br /&gt;
 command = 196 -- Nose up end &lt;br /&gt;
 command = 197 -- Bank left &lt;br /&gt;
 command = 198 -- Bank left end &lt;br /&gt;
 command = 199 -- Bank right &lt;br /&gt;
 command = 200 -- Bank right end &lt;br /&gt;
 command = 201 -- Rudder left &lt;br /&gt;
 command = 202 -- Rudder left end &lt;br /&gt;
 command = 203 -- Rudder right &lt;br /&gt;
 command = 204 -- Rudder right end &lt;br /&gt;
 command = 205 -- View up right 					&lt;br /&gt;
 command = 206 -- View down right 					&lt;br /&gt;
 command = 207 -- View down left 					&lt;br /&gt;
 command = 208 -- View up left 						&lt;br /&gt;
 command = 209 -- View stop 						&lt;br /&gt;
 command = 210 -- View up right slow 			&lt;br /&gt;
 command = 211 -- View down right slow 				&lt;br /&gt;
 command = 212 -- View down left slow 				&lt;br /&gt;
 command = 213 -- View up left slow 					&lt;br /&gt;
 command = 214 -- View stop slow 					&lt;br /&gt;
 command = 215 -- Stop trimming &lt;br /&gt;
 command = 226 -- Scan zone up right&lt;br /&gt;
 command = 227 -- Scan zone down right &lt;br /&gt;
 command = 228 -- Scan zone down left &lt;br /&gt;
 command = 229 -- Scan zone up left &lt;br /&gt;
 command = 230 -- Scan zone stop &lt;br /&gt;
 command = 231 -- Radar antenna up right &lt;br /&gt;
 command = 232 -- Radar antenna down right&lt;br /&gt;
 command = 233 -- Radar antenna down left &lt;br /&gt;
 command = 234 -- Radar antenna up left&lt;br /&gt;
 command = 235 -- Radar antenna stop&lt;br /&gt;
 command = 236 -- Save snap view angles 				&lt;br /&gt;
 command = 237 -- Cockpit panel view toggle 	&lt;br /&gt;
 command = 245 -- Coordinates units toggle&lt;br /&gt;
 command = 246 -- Disable model time acceleration 			&lt;br /&gt;
 command = 252 -- Automatic spin recovery &lt;br /&gt;
 command = 253 -- Speed retention &lt;br /&gt;
 command = 254 -- Easy landing &lt;br /&gt;
 command = 258 -- Threat missile padlock &lt;br /&gt;
 command = 259 -- All missiles padlock&lt;br /&gt;
 command = 261 -- Marker state 				&lt;br /&gt;
 command = 262 -- Decrease radar scan area &lt;br /&gt;
 command = 263 -- Increase radar scan area &lt;br /&gt;
 command = 264 -- Marker state plane 				&lt;br /&gt;
 command = 265 -- Marker state rocket 				&lt;br /&gt;
 command = 266 -- Marker state plane ship 				&lt;br /&gt;
 command = 267 -- Ask AWACS home airbase &lt;br /&gt;
 command = 268 -- Ask AWACS available tanker&lt;br /&gt;
 command = 269 -- Ask AWACS nearest target &lt;br /&gt;
 command = 270 -- Ask AWACS declare target &lt;br /&gt;
 command = 271 -- Easy radar &lt;br /&gt;
 command = 272 -- Auto lock on nearest aircraft &lt;br /&gt;
 command = 273 -- Auto lock on center aircraft &lt;br /&gt;
 command = 274 -- Auto lock on next aircraft &lt;br /&gt;
 command = 275 -- Auto lock on previous aircraft &lt;br /&gt;
 command = 276 -- Auto lock on nearest surface target &lt;br /&gt;
 command = 277 -- Auto lock on center surface target &lt;br /&gt;
 command = 278 -- Auto lock on next surface target &lt;br /&gt;
 command = 279 -- Auto lock on previous surface target &lt;br /&gt;
 command = 280 -- Change cannon rate of fire&lt;br /&gt;
 command = 281 -- Change ripple quantity &lt;br /&gt;
 command = 282 -- Change ripple interval &lt;br /&gt;
 command = 283 -- Switch master arm &lt;br /&gt;
 command = 284 -- Change release mode &lt;br /&gt;
 command = 285 -- Change radar mode RWS/TWS &lt;br /&gt;
 command = 286 -- Change RWR/SPO mode&lt;br /&gt;
 command = 288 -- Flight clock reset &lt;br /&gt;
 command = 289 -- Zoom in slow stop 			&lt;br /&gt;
 command = 290 -- Zoom out slow stop			&lt;br /&gt;
 command = 291 -- Zoom in stop 				&lt;br /&gt;
 command = 292 -- Zoom out stop 					&lt;br /&gt;
 command = 295 -- View horizontal stop 					&lt;br /&gt;
 command = 296 -- View vertical stop 				&lt;br /&gt;
 command = 298 -- Jump to fly-by view 			&lt;br /&gt;
 command = 299 -- Camera jiggle 				&lt;br /&gt;
 command = 300 -- Cockpit illumination &lt;br /&gt;
 command = 308 -- Change ripple interval down 		&lt;br /&gt;
 command = 309 -- Engines start 				&lt;br /&gt;
 command = 310 -- Engines stop 			&lt;br /&gt;
 command = 311 -- Left engine start 			&lt;br /&gt;
 command = 312 -- Right engine start 			&lt;br /&gt;
 command = 313 -- Left engine stop 				&lt;br /&gt;
 command = 314 -- Right engine stop 			&lt;br /&gt;
 command = 315 -- Power on/off 					&lt;br /&gt;
 command = 316 -- Altimeter pressure increase 	&lt;br /&gt;
 command = 317 -- Altimeter pressure decrease 	&lt;br /&gt;
 command = 318 -- Altimeter pressure stop &lt;br /&gt;
 command = 321 -- Fast mouse in views 				&lt;br /&gt;
 command = 322 -- Slow mouse in views				&lt;br /&gt;
 command = 323 -- Normal mouse in views 			&lt;br /&gt;
 command = 326 -- HUD only view 			&lt;br /&gt;
 command = 327 -- Recover my plane 				&lt;br /&gt;
 command = 328 -- Toggle gear light Near/Far/Off 		&lt;br /&gt;
 command = 331 -- Fast keyboard in views			&lt;br /&gt;
 command = 332 -- Slow keyboard in views 			&lt;br /&gt;
 command = 333 -- Normal keyboard in views 			&lt;br /&gt;
 command = 334 -- Zoom in for external views 			&lt;br /&gt;
 command = 335 -- Stop zoom in for external views &lt;br /&gt;
 command = 336 -- Zoom out for external views &lt;br /&gt;
 command = 337 -- Stop zoom out for external views &lt;br /&gt;
 command = 338 -- Default zoom in external views &lt;br /&gt;
 command = 341 -- A2G combat view 			&lt;br /&gt;
 command = 342 -- Camera view up-left			&lt;br /&gt;
 command = 343 -- Camera view up-right			&lt;br /&gt;
 command = 344 -- Camera view down-left		&lt;br /&gt;
 command = 345 -- Camera view down right	&lt;br /&gt;
 command = 346 -- Camera pan mode toggle				&lt;br /&gt;
 command = 347 -- Return the camera			&lt;br /&gt;
 command = 348 -- Trains/cars toggle		&lt;br /&gt;
 command = 349 -- Launch permission override	&lt;br /&gt;
 command = 350 -- Release weapon		&lt;br /&gt;
 command = 351 -- Stop release weapon&lt;br /&gt;
 command = 352 -- Return camera base		&lt;br /&gt;
 command = 353 -- Camera view up-left slow		&lt;br /&gt;
 command = 354 -- Camera view up-right slow	&lt;br /&gt;
 command = 355 -- Camera view down-left slow		&lt;br /&gt;
 command = 356 -- Camera view down-right slow	&lt;br /&gt;
 command = 357 -- Drop flare once			&lt;br /&gt;
 command = 358 -- Drop chaff once			&lt;br /&gt;
 command = 359 -- Rear view					&lt;br /&gt;
 command = 360 -- Scores window&lt;br /&gt;
 command = 386 -- PlaneStabPitchBank&lt;br /&gt;
 command = 387 -- PlaneStabHbarBank&lt;br /&gt;
 command = 388 -- PlaneStabHorizont&lt;br /&gt;
 command = 389 -- PlaneStabHbar&lt;br /&gt;
 command = 390 -- PlaneStabHrad&lt;br /&gt;
 command = 391 -- Active IR jamming on/off&lt;br /&gt;
 command = 392 -- Laser range-finder on/off&lt;br /&gt;
 command = 393 -- Night TV on/off(IR or LLTV) &lt;br /&gt;
 command = 394 -- Change radar PRF       &lt;br /&gt;
 command = 395 -- Keep F11 camera altitude over terrain&lt;br /&gt;
 command = 396 -- SnapView0&lt;br /&gt;
 command = 397 -- SnapView1&lt;br /&gt;
 command = 398 -- SnapView2&lt;br /&gt;
 command = 399 -- SnapView3&lt;br /&gt;
 command = 400 -- SnapView4&lt;br /&gt;
 command = 401 -- SnapView5&lt;br /&gt;
 command = 402 -- SnapView6&lt;br /&gt;
 command = 403 -- SnapView7&lt;br /&gt;
 command = 404 -- SnapView8&lt;br /&gt;
 command = 405 -- SnapView9&lt;br /&gt;
 command = 406 -- SnapViewStop&lt;br /&gt;
 command = 407 -- F11 view binocular mode&lt;br /&gt;
 command = 408 -- PlaneStabCancel&lt;br /&gt;
 command = 409 -- ThreatWarnSoundVolumeDown&lt;br /&gt;
 command = 410 -- ThreatWarnSoundVolumeUp&lt;br /&gt;
 command = 411 -- F11 binocular view laser range-finder on/off&lt;br /&gt;
 command = 412 -- PlaneIncreaseBase_Distance&lt;br /&gt;
 command = 413 -- PlaneDecreaseBase_Distance&lt;br /&gt;
 command = 414 -- PlaneStopBase_Distance&lt;br /&gt;
 command = 425 -- F11 binocular view IR mode on/off&lt;br /&gt;
 command = 426 -- F8 view player targets / all targets&lt;br /&gt;
 command = 427 -- Plane autopilot override on&lt;br /&gt;
 command = 428 -- Plane autopilot override off&lt;br /&gt;
 command = 429 -- Plane route autopilot on/off&lt;br /&gt;
 command = 430 -- Gear up&lt;br /&gt;
 command = 431 -- Gear down&lt;br /&gt;
 &lt;br /&gt;
 To be continued...&lt;br /&gt;
 --]]&lt;br /&gt;
 &lt;br /&gt;
 --	LoEnableExternalFlightModel()   call one time in start&lt;br /&gt;
 --	LoUpdateExternalFlightModel(binary_data)   update function&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 --LoGetHelicopterFMData()&lt;br /&gt;
 -- return table with fm data &lt;br /&gt;
 --{&lt;br /&gt;
 --G_factor = {x,y,z }    in cockpit&lt;br /&gt;
 --speed = {x,y,z}   center of mass ,body axis &lt;br /&gt;
 --acceleration= {x,y,z}   center of mass ,body axis &lt;br /&gt;
 --angular_speed= {x,y,z}   rad/s&lt;br /&gt;
 --angular_acceleration= {x,y,z}   rad/s^2&lt;br /&gt;
 --yaw    radians&lt;br /&gt;
 --pitch    radians&lt;br /&gt;
 --roll    radians&lt;br /&gt;
 --}&lt;br /&gt;
 &lt;br /&gt;
 --#ifndef  _EXTERNAL_FM_DATA_H&lt;br /&gt;
 --#define  _EXTERNAL_FM_DATA_H&lt;br /&gt;
 &lt;br /&gt;
 --struct external_FM_data  &lt;br /&gt;
 --{&lt;br /&gt;
 --	double orientation_X[3];&lt;br /&gt;
 --	double orientation_Y[3];&lt;br /&gt;
 --	double orientation_Z[3];&lt;br /&gt;
 --	double pos[3];&lt;br /&gt;
 &lt;br /&gt;
 --	//&lt;br /&gt;
 &lt;br /&gt;
 --	double velocity[3];&lt;br /&gt;
 --	double acceleration[3];&lt;br /&gt;
 --	double omega[3];&lt;br /&gt;
 --};&lt;br /&gt;
 -- #endif  _EXTERNAL_FM_DATA_H&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 -- you can export render targets via shared memory interface &lt;br /&gt;
 -- using next functions  &lt;br /&gt;
 --        LoSetSharedTexture(name)          -- register texture with name &amp;quot;name&amp;quot;  to export&lt;br /&gt;
 --        LoRemoveSharedTexture(name)   -- copy texture with name &amp;quot;name&amp;quot;  to named shared memory area &amp;quot;name&amp;quot;&lt;br /&gt;
 --        LoUpdateSharedTexture(name)    -- unregister texture&lt;br /&gt;
 --       texture exported like Windows BMP file &lt;br /&gt;
 --      --------------------------------&lt;br /&gt;
 --      |BITMAPFILEHEADER   |&lt;br /&gt;
 --      |BITMAPINFOHEADER |&lt;br /&gt;
 --      |bits                                  |&lt;br /&gt;
 --      --------------------------------&lt;br /&gt;
 --      sample textures   :  &amp;quot;mfd0&amp;quot;    -  full  SHKVAL screen&lt;br /&gt;
 --                                      &amp;quot;mfd1&amp;quot;     -  ABRIS map screen&lt;br /&gt;
 --                                      &amp;quot;mfd2&amp;quot;    - not used&lt;br /&gt;
 --                                      &amp;quot;mfd3&amp;quot;    - not used&lt;br /&gt;
 --                                      &amp;quot;mirrors&amp;quot; - mirrors&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_Export_Script&amp;diff=7582</id>
		<title>DCS Export Script</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_Export_Script&amp;diff=7582"/>
				<updated>2018-06-01T18:47:51Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: Created page with &amp;quot;Below is the source for the script responsible for exporting simulation information to the outside world.  There's a lot of documentation and examples on how to use it within....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is the source for the script responsible for exporting simulation information to the outside world.  There's a lot of documentation and examples on how to use it within.&lt;br /&gt;
&lt;br /&gt;
	--- DO NOT EDIT.&lt;br /&gt;
	--- This file is for reference purposes only&lt;br /&gt;
	--- All user modifications should go to $HOME\Saved Games\DCS\Scripts\Export.lua&lt;br /&gt;
&lt;br /&gt;
	-- Data export script for DCS, version 1.2.&lt;br /&gt;
	-- Copyright (C) 2006-2014, Eagle Dynamics.&lt;br /&gt;
	-- See http://www.lua.org for Lua script system info &lt;br /&gt;
	-- We recommend to use the LuaSocket addon (http://www.tecgraf.puc-rio.br/luasocket) &lt;br /&gt;
	-- to use standard network protocols in Lua scripts.&lt;br /&gt;
	-- LuaSocket 2.0 files (*.dll and *.lua) are supplied in the Scripts/LuaSocket folder&lt;br /&gt;
	-- and in the installation folder of the DCS. &lt;br /&gt;
&lt;br /&gt;
	-- Expand the functionality of following functions for your external application needs.&lt;br /&gt;
	-- Look into Saved Games\DCS\Logs\dcs.log for this script errors, please.&lt;br /&gt;
&lt;br /&gt;
	--[[	&lt;br /&gt;
	-- Uncomment if using Vector class from the Scripts\Vector.lua file &lt;br /&gt;
	local lfs = require('lfs')&lt;br /&gt;
	LUA_PATH = &amp;quot;?;?.lua;&amp;quot;..lfs.currentdir()..&amp;quot;/Scripts/?.lua&amp;quot;&lt;br /&gt;
	require 'Vector'&lt;br /&gt;
	-- See the Scripts\Vector.lua file for Vector class details, please.&lt;br /&gt;
	--]]&lt;br /&gt;
&lt;br /&gt;
	local default_output_file = nil&lt;br /&gt;
&lt;br /&gt;
	function LuaExportStart()&lt;br /&gt;
	-- Works once just before mission start.&lt;br /&gt;
	-- Make initializations of your files or connections here.&lt;br /&gt;
	-- For example:&lt;br /&gt;
	-- 1) File&lt;br /&gt;
	--   default_output_file = io.open(lfs.writedir()..&amp;quot;/Logs/Export.log&amp;quot;, &amp;quot;w&amp;quot;)&lt;br /&gt;
	-- 2) Socket&lt;br /&gt;
	--  package.path  = package.path..&amp;quot;;&amp;quot;..lfs.currentdir()..&amp;quot;/LuaSocket/?.lua&amp;quot;&lt;br /&gt;
	--  package.cpath = package.cpath..&amp;quot;;&amp;quot;..lfs.currentdir()..&amp;quot;/LuaSocket/?.dll&amp;quot;&lt;br /&gt;
	--  socket = require(&amp;quot;socket&amp;quot;)&lt;br /&gt;
	--  host = host or &amp;quot;localhost&amp;quot;&lt;br /&gt;
	--  port = port or 8080&lt;br /&gt;
	--  c = socket.try(socket.connect(host, port)) -- connect to the listener socket&lt;br /&gt;
	--  c:setoption(&amp;quot;tcp-nodelay&amp;quot;,true) -- set immediate transmission mode&lt;br /&gt;
	-- &lt;br /&gt;
	-- 	local version = LoGetVersionInfo() --request current version info (as it showed by Windows Explorer fo DCS.exe properties)&lt;br /&gt;
	--    if version and default_output_file then&lt;br /&gt;
	-- 	    &lt;br /&gt;
	-- 		default_output_file:write(&amp;quot;ProductName: &amp;quot;..version.ProductName..'\n')&lt;br /&gt;
	-- 		default_output_file:write(string.format(&amp;quot;FileVersion: %d.%d.%d.%d\n&amp;quot;,&lt;br /&gt;
	-- 												version.FileVersion[1],&lt;br /&gt;
	-- 												version.FileVersion[2],&lt;br /&gt;
	-- 												version.FileVersion[3],&lt;br /&gt;
	-- 												version.FileVersion[4]))&lt;br /&gt;
	-- 		default_output_file:write(string.format(&amp;quot;ProductVersion: %d.%d.%d.%d\n&amp;quot;,&lt;br /&gt;
	-- 												version.ProductVersion[1],&lt;br /&gt;
	-- 												version.ProductVersion[2],&lt;br /&gt;
	-- 												version.ProductVersion[3],  -- head  revision (Continuously growth)&lt;br /&gt;
	--												version.ProductVersion[4])) -- build number   (Continuously growth)	&lt;br /&gt;
	--    end&lt;br /&gt;
&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	function LuaExportBeforeNextFrame()&lt;br /&gt;
	-- Works just before every simulation frame.&lt;br /&gt;
&lt;br /&gt;
	-- Call Lo*() functions to set data to Lock On here&lt;br /&gt;
	-- For example:&lt;br /&gt;
	--	LoSetCommand(3, 0.25) -- rudder 0.25 right &lt;br /&gt;
	--	LoSetCommand(64) -- increase thrust&lt;br /&gt;
&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	function LuaExportAfterNextFrame()&lt;br /&gt;
	-- Works just after every simulation frame.&lt;br /&gt;
&lt;br /&gt;
	-- Call Lo*() functions to get data from Lock On here.&lt;br /&gt;
	-- For example:&lt;br /&gt;
	--	local t = LoGetModelTime()&lt;br /&gt;
	--	local name = LoGetPilotName()&lt;br /&gt;
	--	local altBar = LoGetAltitudeAboveSeaLevel()&lt;br /&gt;
	--	local altRad = LoGetAltitudeAboveGroundLevel()&lt;br /&gt;
	--	local pitch, bank, yaw = LoGetADIPitchBankYaw()&lt;br /&gt;
	--	local engine = LoGetEngineInfo()&lt;br /&gt;
	--	local HSI    = LoGetControlPanel_HSI()&lt;br /&gt;
	-- Then send data to your file or to your receiving program:&lt;br /&gt;
	-- 1) File&lt;br /&gt;
	-- if default_output_file then&lt;br /&gt;
	--	  default_output_file:write(string.format(&amp;quot;t = %.2f, name = %s, altBar = %.2f, altRad = %.2f, pitch = %.2f, bank = %.2f, yaw = %.2f\n&amp;quot;, t, name, altBar, altRad, 57.3*pitch, 57.3*bank, 57.3*yaw))&lt;br /&gt;
	--	  default_output_file:write(string.format(&amp;quot;t = %.2f ,RPM left = %f  fuel_internal = %f \n&amp;quot;,t,engine.RPM.left,engine.fuel_internal))&lt;br /&gt;
	--	  default_output_file:write(string.format(&amp;quot;ADF = %f  RMI = %f\n &amp;quot;,57.3*HSI.ADF,57.3*HSI.RMI))&lt;br /&gt;
	--	end&lt;br /&gt;
	-- 2) Socket&lt;br /&gt;
	--	socket.try(c:send(string.format(&amp;quot;t = %.2f, name = %s, altBar = %.2f, alrRad = %.2f, pitch = %.2f, bank = %.2f, yaw = %.2f\n&amp;quot;, t, name, altRad, altBar, pitch, bank, yaw)))&lt;br /&gt;
&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	function LuaExportStop()&lt;br /&gt;
	-- Works once just after mission stop.&lt;br /&gt;
	-- Close files and/or connections here.&lt;br /&gt;
	-- 1) File&lt;br /&gt;
	if default_output_file then&lt;br /&gt;
		default_output_file:close()&lt;br /&gt;
		default_output_file = nil&lt;br /&gt;
	end&lt;br /&gt;
	-- 2) Socket&lt;br /&gt;
	--	socket.try(c:send(&amp;quot;quit&amp;quot;)) -- to close the listener socket&lt;br /&gt;
	--	c:close()&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	function LuaExportActivityNextEvent(t)&lt;br /&gt;
		local tNext = t&lt;br /&gt;
&lt;br /&gt;
	-- Put your event code here and increase tNext for the next event&lt;br /&gt;
	-- so this function will be called automatically at your custom&lt;br /&gt;
	-- model times. &lt;br /&gt;
	-- If tNext == t then the activity will be terminated.&lt;br /&gt;
&lt;br /&gt;
	-- For example:&lt;br /&gt;
	-- 1) File&lt;br /&gt;
	--  if default_output_file then&lt;br /&gt;
		--	local o = LoGetWorldObjects()&lt;br /&gt;
		--		for k,v in pairs(o) do&lt;br /&gt;
		--			default_output_file:write(string.format(&amp;quot;t = %.2f, ID = %d, name = %s, country = %s(%s), LatLongAlt = (%f, %f, %f), heading = %f\n&amp;quot;, t, k, v.Name, v.Country, v.Coalition, v.LatLongAlt.Lat, v.LatLongAlt.Long, v.LatLongAlt.Alt, v.Heading))&lt;br /&gt;
		--		end&lt;br /&gt;
		--	local trg = LoGetLockedTargetInformation()&lt;br /&gt;
		--  default_output_file:write(string.format(&amp;quot;locked targets ,time = %.2f\n&amp;quot;,t))&lt;br /&gt;
		--	for i,cur in pairs(trg) do&lt;br /&gt;
		--	  default_output_file:write(string.format(&amp;quot;ID = %d, position = (%f,%f,%f) , V = (%f,%f,%f),flags = 0x%x\n&amp;quot;,cur.ID,cur.position.p.x,cur.position.p.y,cur.position.p.z,cur.velocity.x,cur.velocity.y,cur.velocity.z,cur.flags))&lt;br /&gt;
		--	end&lt;br /&gt;
		--	local route = LoGetRoute()&lt;br /&gt;
		--	default_output_file:write(string.format(&amp;quot;t = %f\n&amp;quot;,t))&lt;br /&gt;
		--	if route then&lt;br /&gt;
		--		  default_output_file:write(string.format(&amp;quot;Goto_point :\n point_num = %d ,wpt_pos = (%f, %f ,%f) ,next %d\n&amp;quot;,route.goto_point.this_point_num,route.goto_point.world_point.x,route.goto_point.world_point.y,route.goto_point.world_point.z,route.goto_point.next_point_num))&lt;br /&gt;
		--		  default_output_file:write(string.format(&amp;quot;Route points:\n&amp;quot;))&lt;br /&gt;
		--		for num,wpt in pairs(route.route) do&lt;br /&gt;
		--		  default_output_file:write(string.format(&amp;quot;point_num = %d ,wpt_pos = (%f, %f ,%f) ,next %d\n&amp;quot;,wpt.this_point_num,wpt.world_point.x,wpt.world_point.y,wpt.world_point.z,wpt.next_point_num))&lt;br /&gt;
		--		end&lt;br /&gt;
		--	end&lt;br /&gt;
&lt;br /&gt;
		--	local stations = LoGetPayloadInfo()&lt;br /&gt;
		--	if stations then&lt;br /&gt;
		--		default_output_file:write(string.format(&amp;quot;Current = %d \n&amp;quot;,stations.CurrentStation))&lt;br /&gt;
&lt;br /&gt;
		--		for i_st,st in pairs (stations.Stations) do&lt;br /&gt;
		--			local name = LoGetNameByType(st.weapon.level1,st.weapon.level2,st.weapon.level3,st.weapon.level4);&lt;br /&gt;
		--			if name then&lt;br /&gt;
		--			default_output_file:write(string.format(&amp;quot;weapon = %s ,count = %d \n&amp;quot;,name,st.count))&lt;br /&gt;
		--			else&lt;br /&gt;
		--			default_output_file:write(string.format(&amp;quot;weapon = {%d,%d,%d,%d} ,count = %d \n&amp;quot;, st.weapon.level1,st.weapon.level2,st.weapon.level3,st.weapon.level4,st.count))&lt;br /&gt;
		--			end&lt;br /&gt;
		--		end&lt;br /&gt;
		--	end &lt;br /&gt;
&lt;br /&gt;
		--	local Nav = LoGetNavigationInfo()&lt;br /&gt;
		--	if Nav then&lt;br /&gt;
		--		default_output_file:write(string.format(&amp;quot;%s ,%s  ,ACS: %s\n&amp;quot;,Nav.SystemMode.master,Nav.SystemMode.submode,Nav.ACS.mode))&lt;br /&gt;
		--		default_output_file:write(string.format(&amp;quot;Requirements :\n\t  roll %d\n\t pitch %d\n\t speed %d\n&amp;quot;,Nav.Requirements.roll,Nav.Requirements.pitch,Nav.Requirements.speed))&lt;br /&gt;
		--	end&lt;br /&gt;
	--	end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	--	tNext = tNext + 1.0&lt;br /&gt;
	-- 2) Socket&lt;br /&gt;
	--	local o = LoGetWorldObjects()&lt;br /&gt;
	--	for k,v in pairs(o) do&lt;br /&gt;
	--      socket.try(c:send(string.format(&amp;quot;t = %.2f, ID = %d, name = %s, country = %s(%s), LatLongAlt = (%f, %f, %f), heading = %f\n&amp;quot;, t, k, v.Name, v.Country, v.Coalition, v.LatLongAlt.x, v.LatLongAlt.Long, v.LatLongAlt.Alt, v.Heading)))&lt;br /&gt;
	--	end&lt;br /&gt;
	--	tNext = tNext + 1.0&lt;br /&gt;
&lt;br /&gt;
		return tNext&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	--[[&lt;br /&gt;
&lt;br /&gt;
	-- Lock On supports Lua coroutines using internal LoCreateCoroutineActivity() and&lt;br /&gt;
	-- external CoroutineResume() functions. Here is an example of using scripted coroutine.&lt;br /&gt;
&lt;br /&gt;
	Coroutines = {}	-- global coroutines table&lt;br /&gt;
	CoroutineIndex = 0	-- global last created coroutine index&lt;br /&gt;
&lt;br /&gt;
	-- This function will be called by Lock On model timer for every coroutine to resume it&lt;br /&gt;
	function CoroutineResume(index, tCurrent)&lt;br /&gt;
		-- Resume coroutine and give it current model time value&lt;br /&gt;
		coroutine.resume(Coroutines[index], tCurrent)&lt;br /&gt;
		return coroutine.status(Coroutines[index]) ~= &amp;quot;dead&amp;quot;&lt;br /&gt;
		-- If status == &amp;quot;dead&amp;quot; then Lock On activity for this coroutine dies too &lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	-- Coroutine function example using coroutine.yield() to suspend &lt;br /&gt;
	function f(t)&lt;br /&gt;
		local tNext = t&lt;br /&gt;
		local file = io.open(&amp;quot;./Temp/Coroutine.log&amp;quot;, &amp;quot;w&amp;quot;)&lt;br /&gt;
		file:write(string.format(&amp;quot;t = %f, started\n&amp;quot;, tNext))&lt;br /&gt;
		tNext = coroutine.yield()&lt;br /&gt;
		for i = 1,10 do&lt;br /&gt;
			file:write(string.format(&amp;quot;t = %f, continued\n&amp;quot;, tNext))&lt;br /&gt;
			tNext = coroutine.yield()&lt;br /&gt;
		end&lt;br /&gt;
		file:write(string.format(&amp;quot;t = %f, finished\n&amp;quot;, tNext))&lt;br /&gt;
		file:close()&lt;br /&gt;
	end&lt;br /&gt;
&lt;br /&gt;
	-- Create your coroutines and save them in Coriutines table, e.g.:&lt;br /&gt;
	CoroutineIndex = CoroutineIndex + 1&lt;br /&gt;
	Coroutines[CoroutineIndex] = coroutine.create(f) &lt;br /&gt;
&lt;br /&gt;
	-- Use LoCreateCoroutineActivity(index, tStart, tPeriod) to plan your coroutines&lt;br /&gt;
	-- activity at model times, e.g.:&lt;br /&gt;
	LoCreateCoroutineActivity(CoroutineIndex, 1.0, 3.0) -- to start at 1.0 second with 3.0 seconds period&lt;br /&gt;
	-- Coroutine output in the Coroutine.log file:&lt;br /&gt;
	-- t = 1.000000, started&lt;br /&gt;
	-- t = 4.000000, continued&lt;br /&gt;
	-- t = 7.000000, continued&lt;br /&gt;
	-- t = 10.000000, continued&lt;br /&gt;
	-- t = 13.000000, continued&lt;br /&gt;
	-- t = 16.000000, continued&lt;br /&gt;
	-- t = 19.000000, continued&lt;br /&gt;
	-- t = 22.000000, continued&lt;br /&gt;
	-- t = 25.000000, continued&lt;br /&gt;
	-- t = 28.000000, continued&lt;br /&gt;
	-- t = 31.000000, continued&lt;br /&gt;
	-- t = 34.000000, finished&lt;br /&gt;
	--]]&lt;br /&gt;
&lt;br /&gt;
	--[[ You can use registered Lock On internal data exporting functions in this script&lt;br /&gt;
	and in your scripts called from this script.&lt;br /&gt;
&lt;br /&gt;
	Note: following functions are implemented for exporting technology experiments only,&lt;br /&gt;
	so they may be changed or removed in the future by developers.&lt;br /&gt;
&lt;br /&gt;
	All returned values are Lua numbers if not pointed other type.&lt;br /&gt;
&lt;br /&gt;
	Output:&lt;br /&gt;
	LoIsObjectExportAllowed() -- returns true if world objects data is available&lt;br /&gt;
	LoIsSensorExportAllowed() -- returns true if radar/targets data is available&lt;br /&gt;
	LoIsOwnshipExportAllowed() -- true if ownship data is available&lt;br /&gt;
&lt;br /&gt;
	LoGetModelTime() -- returns current model time (args - 0, results - 1 (sec))&lt;br /&gt;
	LoGetMissionStartTime() -- returns mission start time (args - 0, results - 1 (sec))&lt;br /&gt;
	LoGetPilotName() -- (args - 0, results - 1 (text string))&lt;br /&gt;
	LoGetPlayerPlaneId() -- (args - 0, results - 1 (number))&lt;br /&gt;
	LoGetIndicatedAirSpeed() -- (args - 0, results - 1 (m/s))&lt;br /&gt;
	LoGetTrueAirSpeed() -- (args - 0, results - 1 (m/s))&lt;br /&gt;
	LoGetAltitudeAboveSeaLevel() -- (args - 0, results - 1 (meters))&lt;br /&gt;
	LoGetAltitudeAboveGroundLevel() -- (args - 0, results - 1 (meterst))&lt;br /&gt;
	LoGetAngleOfAttack() -- (args - 0, results - 1 (rad))&lt;br /&gt;
	LoGetAccelerationUnits() -- (args - 0, results - table {x = Nx,y = NY,z = NZ} 1 (G))&lt;br /&gt;
	LoGetVerticalVelocity()  -- (args - 0, results - 1(m/s))&lt;br /&gt;
	LoGetMachNumber()        -- (args - 0, results - 1)&lt;br /&gt;
	LoGetADIPitchBankYaw()   -- (args - 0, results - 3 (rad))&lt;br /&gt;
	LoGetMagneticYaw()       -- (args - 0, results - 1 (rad)&lt;br /&gt;
	LoGetGlideDeviation()    -- (args - 0,results - 1)( -1 &amp;lt; result &amp;lt; 1)&lt;br /&gt;
	LoGetSideDeviation()     -- (args - 0,results - 1)( -1 &amp;lt; result &amp;lt; 1)&lt;br /&gt;
	LoGetSlipBallPosition()  -- (args - 0,results - 1)( -1 &amp;lt; result &amp;lt; 1)&lt;br /&gt;
	LoGetBasicAtmospherePressure() -- (args - 0,results - 1) (mm hg)&lt;br /&gt;
	LoGetControlPanel_HSI()  -- (args - 0,results - table)&lt;br /&gt;
	result = &lt;br /&gt;
	{&lt;br /&gt;
		ADF_raw, (rad)&lt;br /&gt;
		RMI_raw, (rad)&lt;br /&gt;
		Heading_raw, (rad)&lt;br /&gt;
		HeadingPointer, (rad)&lt;br /&gt;
		Course, (rad)&lt;br /&gt;
		BearingPointer, (rad)&lt;br /&gt;
		CourseDeviation, (rad)&lt;br /&gt;
	}&lt;br /&gt;
	LoGetEngineInfo() -- (args - 0 ,results = table)&lt;br /&gt;
	engineinfo =&lt;br /&gt;
	{&lt;br /&gt;
		RPM = {left, right},(%)&lt;br /&gt;
		Temperature = { left, right}, (Celcium degrees)&lt;br /&gt;
		HydraulicPressure = {left ,right},kg per square centimeter&lt;br /&gt;
		FuelConsumption   = {left ,right},kg per sec&lt;br /&gt;
		fuel_internal      -- fuel quantity internal tanks	kg&lt;br /&gt;
		fuel_external      -- fuel quantity external tanks	kg&lt;br /&gt;
				&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	LoGetRoute()  -- (args - 0,results = table)&lt;br /&gt;
	get_route_result =&lt;br /&gt;
	{&lt;br /&gt;
		goto_point, -- next waypoint&lt;br /&gt;
		route       -- all waypoints of route (or approach route if arrival or landing)&lt;br /&gt;
	}&lt;br /&gt;
	waypoint_table =&lt;br /&gt;
	{&lt;br /&gt;
		this_point_num,        -- number of point ( &amp;gt;= 0)&lt;br /&gt;
		world_point = {x,y,z}, -- world position in meters&lt;br /&gt;
		speed_req,             -- speed at point m/s &lt;br /&gt;
		estimated_time,        -- sec&lt;br /&gt;
		next_point_num,		   -- if -1 that's the end of route&lt;br /&gt;
		point_action           -- name of action &amp;quot;ATTACKPOINT&amp;quot;,&amp;quot;TURNPOINT&amp;quot;,&amp;quot;LANDING&amp;quot;,&amp;quot;TAKEOFF&amp;quot;&lt;br /&gt;
	}&lt;br /&gt;
	LoGetNavigationInfo() (args - 0,results - 1( table )) -- information about ACS&lt;br /&gt;
	get_navigation_info_result =&lt;br /&gt;
	{&lt;br /&gt;
		SystemMode = {master,submode}, -- (string,string) current mode and submode &lt;br /&gt;
	--[=[&lt;br /&gt;
		master values (depend of plane type)&lt;br /&gt;
					&amp;quot;NAV&amp;quot;  -- navigation&lt;br /&gt;
					&amp;quot;BVR&amp;quot;  -- beyond visual range AA mode&lt;br /&gt;
					&amp;quot;CAC&amp;quot;  -- close air combat				&lt;br /&gt;
					&amp;quot;LNG&amp;quot;  -- longitudinal mode&lt;br /&gt;
					&amp;quot;A2G&amp;quot;  -- air to ground&lt;br /&gt;
					&amp;quot;OFF&amp;quot;  -- mode is absent&lt;br /&gt;
		submode values (depend of plane type and master mode)&lt;br /&gt;
		&amp;quot;NAV&amp;quot; submodes&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;ROUTE&amp;quot;&lt;br /&gt;
			&amp;quot;ARRIVAL&amp;quot;&lt;br /&gt;
			&amp;quot;LANDING&amp;quot;&lt;br /&gt;
			&amp;quot;OFF&amp;quot; &lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;BVR&amp;quot; submodes&lt;br /&gt;
		{ &lt;br /&gt;
			&amp;quot;GUN&amp;quot;   -- Gunmode&lt;br /&gt;
			&amp;quot;RWS&amp;quot;   -- RangeWhileSearch&lt;br /&gt;
			&amp;quot;TWS&amp;quot;   -- TrackWhileSearch&lt;br /&gt;
			&amp;quot;STT&amp;quot;   -- SingleTrackTarget (Attack submode)&lt;br /&gt;
			&amp;quot;OFF&amp;quot; &lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;CAC&amp;quot; submodes&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;GUN&amp;quot;&lt;br /&gt;
			&amp;quot;VERTICAL_SCAN&amp;quot;&lt;br /&gt;
			&amp;quot;BORE&amp;quot;&lt;br /&gt;
			&amp;quot;HELMET&amp;quot;  &lt;br /&gt;
			&amp;quot;STT&amp;quot;&lt;br /&gt;
			&amp;quot;OFF&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;LNG&amp;quot; submodes&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;GUN&amp;quot;&lt;br /&gt;
			&amp;quot;OFF&amp;quot;&lt;br /&gt;
			&amp;quot;FLOOD&amp;quot;  -- F-15 only&lt;br /&gt;
		}&lt;br /&gt;
		&amp;quot;A2G&amp;quot; submodes&lt;br /&gt;
		{&lt;br /&gt;
			&amp;quot;GUN&amp;quot;&lt;br /&gt;
			&amp;quot;ETS&amp;quot;       -- Emitter Targeting System On&lt;br /&gt;
			&amp;quot;PINPOINT&amp;quot;  &lt;br /&gt;
			&amp;quot;UNGUIDED&amp;quot;  -- unguided weapon (free fall bombs, dispensers , rockets) &lt;br /&gt;
			&amp;quot;OFF&amp;quot;&lt;br /&gt;
		}&lt;br /&gt;
	--]=]&lt;br /&gt;
		Requirements =  -- required parameters of flight&lt;br /&gt;
		{&lt;br /&gt;
			roll,	   -- required roll,pitch.. , etc.&lt;br /&gt;
			pitch,	   &lt;br /&gt;
			speed,	&lt;br /&gt;
			vertical_speed, &lt;br /&gt;
			altitude,&lt;br /&gt;
		}&lt;br /&gt;
		ACS =   -- current state of the Automatic Control System&lt;br /&gt;
		{&lt;br /&gt;
			mode = string , &lt;br /&gt;
			--[=[&lt;br /&gt;
				mode values  are : 	&lt;br /&gt;
						&amp;quot;FOLLOW_ROUTE&amp;quot;,&lt;br /&gt;
						&amp;quot;BARO_HOLD&amp;quot;,          &lt;br /&gt;
						&amp;quot;RADIO_HOLD&amp;quot;,       &lt;br /&gt;
						&amp;quot;BARO_ROLL_HOLD&amp;quot;,     &lt;br /&gt;
						&amp;quot;HORIZON_HOLD&amp;quot;,   &lt;br /&gt;
						&amp;quot;PITCH_BANK_HOLD&amp;quot;,&lt;br /&gt;
						&amp;quot;OFF&amp;quot;&lt;br /&gt;
			--]=]&lt;br /&gt;
			autothrust , -- 1(true) if autothrust mode is on or 0(false) when not;  &lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	LoGetMCPState() -- (args - 0, results - 1 (table of key(string).value(boolean))&lt;br /&gt;
		returned table keys for LoGetMCPState():&lt;br /&gt;
			&amp;quot;LeftEngineFailure&amp;quot;&lt;br /&gt;
			&amp;quot;RightEngineFailure&amp;quot;&lt;br /&gt;
			&amp;quot;HydraulicsFailure&amp;quot;&lt;br /&gt;
			&amp;quot;ACSFailure&amp;quot;&lt;br /&gt;
			&amp;quot;AutopilotFailure&amp;quot;&lt;br /&gt;
			&amp;quot;AutopilotOn&amp;quot;&lt;br /&gt;
			&amp;quot;MasterWarning&amp;quot;&lt;br /&gt;
			&amp;quot;LeftTailPlaneFailure&amp;quot;&lt;br /&gt;
			&amp;quot;RightTailPlaneFailure&amp;quot;&lt;br /&gt;
			&amp;quot;LeftAileronFailure&amp;quot;&lt;br /&gt;
			&amp;quot;RightAileronFailure&amp;quot;&lt;br /&gt;
			&amp;quot;CanopyOpen&amp;quot;&lt;br /&gt;
			&amp;quot;CannonFailure&amp;quot;&lt;br /&gt;
			&amp;quot;StallSignalization&amp;quot;&lt;br /&gt;
			&amp;quot;LeftMainPumpFailure&amp;quot;&lt;br /&gt;
			&amp;quot;RightMainPumpFailure&amp;quot;&lt;br /&gt;
			&amp;quot;LeftWingPumpFailure&amp;quot;&lt;br /&gt;
			&amp;quot;RightWingPumpFailure&amp;quot;&lt;br /&gt;
			&amp;quot;RadarFailure&amp;quot;&lt;br /&gt;
			&amp;quot;EOSFailure&amp;quot;&lt;br /&gt;
			&amp;quot;MLWSFailure&amp;quot;&lt;br /&gt;
			&amp;quot;RWSFailure&amp;quot;&lt;br /&gt;
			&amp;quot;ECMFailure&amp;quot;&lt;br /&gt;
			&amp;quot;GearFailure&amp;quot;&lt;br /&gt;
			&amp;quot;MFDFailure&amp;quot;&lt;br /&gt;
			&amp;quot;HUDFailure&amp;quot;&lt;br /&gt;
			&amp;quot;HelmetFailure&amp;quot;&lt;br /&gt;
			&amp;quot;FuelTankDamage&amp;quot;&lt;br /&gt;
	LoGetObjectById() -- (args - 1 (number), results - 1 (table))&lt;br /&gt;
	Returned object table structure:&lt;br /&gt;
	{ &lt;br /&gt;
		Name = &lt;br /&gt;
		Type =  {level1,level2,level3,level4},  ( see Scripts/database/wsTypes.lua) Subtype is absent  now&lt;br /&gt;
		Country   =   number ( see Scripts/database/db_countries.lua&lt;br /&gt;
		Coalition = &lt;br /&gt;
		CoalitionID = number ( 1 or 2 )&lt;br /&gt;
		LatLongAlt = { Lat = , Long = , Alt = }&lt;br /&gt;
		Heading =   radians&lt;br /&gt;
		Pitch      =   radians&lt;br /&gt;
		Bank      =  radians&lt;br /&gt;
		Position = {x,y,z} -- in internal DCS coordinate system ( see convertion routnes below)&lt;br /&gt;
		-- only for units ( Planes,Hellicopters,Tanks etc)&lt;br /&gt;
		UnitName    = unit name from mission (UTF8)  &lt;br /&gt;
		GroupName = unit name from mission (UTF8)&lt;br /&gt;
			Flags = {&lt;br /&gt;
			RadarActive = true if the unit has its radar on&lt;br /&gt;
			Human = true if the unit is human-controlled&lt;br /&gt;
			Jamming = true if the unit uses EMI jamming&lt;br /&gt;
			IRJamming = -- same for IR jamming&lt;br /&gt;
			Born = true if the unit is born (activated)&lt;br /&gt;
			AI_ON = true if the unit's AI is active&lt;br /&gt;
			Invisible = true if the unit is invisible&lt;br /&gt;
			Static - true if the unit is a static object&lt;br /&gt;
			}&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	LoGetWorldObjects() -- (args - 0- 1, results - 1 (table of object tables))  arg can be&lt;br /&gt;
		&amp;quot;units&amp;quot; (default)&lt;br /&gt;
		&amp;quot;ballistic&amp;quot; - for different type of unguided munition ()bombs,shells,rockets)&lt;br /&gt;
		&amp;quot;airdromes&amp;quot; - to get airdrome objects&lt;br /&gt;
	Returned table index = object identificator&lt;br /&gt;
	Returned object table structure (see LoGetObjectById())&lt;br /&gt;
&lt;br /&gt;
	LoGetSelfData return the same result as LoGetObjectById but only for your aircraft and not depended on anti-cheat setting in Export/Config.lua&lt;br /&gt;
&lt;br /&gt;
	LoGetAltitude(x, z) -- (args - 2 : meters, results - 1 : altitude above terrain surface, meters)&lt;br /&gt;
&lt;br /&gt;
	LoGetCameraPosition() -- (args - 0, results - 1 : view camera current position table:&lt;br /&gt;
		{&lt;br /&gt;
			x = {x = ..., y = ..., z = ...},	-- orientation x-vector&lt;br /&gt;
			y = (x = ..., y = ..., z = ...},	-- orientation y-vector&lt;br /&gt;
			z = {x = ..., y = ..., z = ...},	-- orientation z-vector&lt;br /&gt;
			p = {x = ..., y = ..., z = ...}		-- point vector &lt;br /&gt;
		}&lt;br /&gt;
		all coordinates are in meters. You can use Vector class for position vectors.&lt;br /&gt;
		&lt;br /&gt;
	-- Weapon Control System&lt;br /&gt;
	LoGetNameByType () -- args 4 (number : level1,level2,level3,level4), result string&lt;br /&gt;
&lt;br /&gt;
	LoGetTargetInformation()       -- (args - 0, results - 1 (table of current targets tables)) &lt;br /&gt;
	LoGetLockedTargetInformation() -- (args - 0, results - 1 (table of current locked targets tables)) &lt;br /&gt;
	this functions return the table of the next target data&lt;br /&gt;
	target =&lt;br /&gt;
	{&lt;br /&gt;
		ID ,                                  -- world ID (may be 0 ,when ground point track)&lt;br /&gt;
		type = {level1,level2,level3,level4}, -- world database classification&lt;br /&gt;
		country = ,                           -- object country&lt;br /&gt;
		position = {x = {x,y,z},   -- orientation X ort  &lt;br /&gt;
					y = {x,y,z},   -- orientation Y ort&lt;br /&gt;
					z = {x,y,z},   -- orientation Z ort&lt;br /&gt;
					p = {x,y,z}}   -- position of the center  &lt;br /&gt;
		velocity =        {x,y,z}, -- world velocity vector m/s&lt;br /&gt;
		distance = ,               -- distance in meters&lt;br /&gt;
		convergence_velocity = ,   -- closing speed in m/s&lt;br /&gt;
		mach = ,                   -- M number&lt;br /&gt;
		delta_psi = ,              -- aspect angle rad&lt;br /&gt;
		fim = ,                    -- viewing angle horizontal (in your body axis) rad&lt;br /&gt;
		fin = ,                    -- viewing angle vertical   (in your body axis) rad&lt;br /&gt;
		flags = ,				   -- field with constants detemining  method of the tracking &lt;br /&gt;
									--	whTargetRadarView		= 0x0002;	-- Radar review (BVR) &lt;br /&gt;
									--	whTargetEOSView			= 0x0004;	-- EOS   review (BVR)&lt;br /&gt;
									--	whTargetRadarLock		= 0x0008;	-- Radar lock (STT)  == whStaticObjectLock (pinpoint) (static objects,buildings lock)&lt;br /&gt;
									--	whTargetEOSLock			= 0x0010;	-- EOS   lock (STT)  == whWorldObjectLock (pinpoint)  (ground units lock)&lt;br /&gt;
									--	whTargetRadarTrack		= 0x0020;	-- Radar lock (TWS)&lt;br /&gt;
									--	whTargetEOSTrack		= 0x0040;	-- Radar lock (TWS)  == whImpactPointTrack (pinpoint) (ground point track)&lt;br /&gt;
									--	whTargetNetHumanPlane	= 0x0200;	-- net HumanPlane&lt;br /&gt;
									--	whTargetAutoLockOn  	= 0x0400;	-- EasyRadar  autolockon&lt;br /&gt;
									--	whTargetLockOnJammer  	= 0x0800;	-- HOJ   mode&lt;br /&gt;
&lt;br /&gt;
		reflection = ,             -- target cross section square meters&lt;br /&gt;
		course = ,                 -- target course rad&lt;br /&gt;
		isjamming = ,              -- target ECM on or not&lt;br /&gt;
		start_of_lock = ,          -- time of the beginning of lock&lt;br /&gt;
		forces = { x,y,z},         -- vector of the acceleration units &lt;br /&gt;
		updates_number = ,         -- number of the radar updates&lt;br /&gt;
		&lt;br /&gt;
		jammer_burned = true/false -- indicates that jammer are burned&lt;br /&gt;
	}&lt;br /&gt;
	LoGetSightingSystemInfo() -- sight system info&lt;br /&gt;
	{&lt;br /&gt;
		Manufacturer  = &amp;quot;RUS&amp;quot;/&amp;quot;USA&amp;quot;&lt;br /&gt;
		LaunchAuthorized  = true/false&lt;br /&gt;
		ScanZone =&lt;br /&gt;
			{&lt;br /&gt;
					position&lt;br /&gt;
					{&lt;br /&gt;
						azimuth&lt;br /&gt;
						elevation&lt;br /&gt;
						if Manufacturer  == &amp;quot;RUS&amp;quot; then&lt;br /&gt;
								distance_manual&lt;br /&gt;
							exceeding_manual&lt;br /&gt;
						end&lt;br /&gt;
					}&lt;br /&gt;
					coverage_H&lt;br /&gt;
					{&lt;br /&gt;
						min&lt;br /&gt;
						max&lt;br /&gt;
					}&lt;br /&gt;
					size&lt;br /&gt;
					{&lt;br /&gt;
						azimuth&lt;br /&gt;
						elevation&lt;br /&gt;
					}&lt;br /&gt;
			}&lt;br /&gt;
			scale&lt;br /&gt;
			{&lt;br /&gt;
				distance					&lt;br /&gt;
				azimuth&lt;br /&gt;
			}&lt;br /&gt;
			TDC &lt;br /&gt;
			{&lt;br /&gt;
					x&lt;br /&gt;
					y&lt;br /&gt;
			}&lt;br /&gt;
		&lt;br /&gt;
			radar_on   = true/false&lt;br /&gt;
			optical_system_on= true/false&lt;br /&gt;
			ECM_on= true/false&lt;br /&gt;
			laser_on= true/false&lt;br /&gt;
			&lt;br /&gt;
			PRF = &lt;br /&gt;
			{&lt;br /&gt;
				current ,    -- current PRF value ( changed in ILV mode ) , values are &amp;quot;MED&amp;quot; or &amp;quot;HI&amp;quot;&lt;br /&gt;
				selection ,  -- selection value can be  &amp;quot;MED&amp;quot;  &amp;quot;HI&amp;quot; or &amp;quot;ILV&amp;quot;&lt;br /&gt;
			}&lt;br /&gt;
&lt;br /&gt;
	}&lt;br /&gt;
	LoGetTWSInfo() -- return Threat Warning System status (result  the table )&lt;br /&gt;
	result_of_LoGetTWSInfo =&lt;br /&gt;
	{&lt;br /&gt;
		Mode = , -- current mode (0 - all ,1 - lock only,2 - launch only&lt;br /&gt;
		Emitters = {table of emitters}&lt;br /&gt;
	}&lt;br /&gt;
	emitter_table =&lt;br /&gt;
	{&lt;br /&gt;
		ID =, -- world ID&lt;br /&gt;
		Type = {level1,level2,level3,level4}, -- world database classification of emitter&lt;br /&gt;
		Power =, -- power of signal&lt;br /&gt;
		Azimuth =,&lt;br /&gt;
		Priority =,-- priority of emitter (int)&lt;br /&gt;
		SignalType =, -- string with vlues: &amp;quot;scan&amp;quot; ,&amp;quot;lock&amp;quot;, &amp;quot;missile_radio_guided&amp;quot;,&amp;quot;track_while_scan&amp;quot;;&lt;br /&gt;
	}&lt;br /&gt;
	LoGetPayloadInfo() -- return weapon stations&lt;br /&gt;
	result_of_LoGetPayloadInfo &lt;br /&gt;
	{&lt;br /&gt;
		CurrentStation = , -- number of current station (0 if no station selected)&lt;br /&gt;
		Stations = {},-- table of stations&lt;br /&gt;
		Cannon =&lt;br /&gt;
		{&lt;br /&gt;
			shells -- current shells count &lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	station &lt;br /&gt;
	{&lt;br /&gt;
		container = true/false , -- is station container&lt;br /&gt;
		weapon    = {level1,level2,level3,level4} , -- world database classification of weapon&lt;br /&gt;
		count = ,&lt;br /&gt;
	}&lt;br /&gt;
	LoGetMechInfo() -- mechanization info&lt;br /&gt;
	result_is =&lt;br /&gt;
	{&lt;br /&gt;
		gear          = {status,value,main = {left = {rod},right = {rod},nose =  {rod}}}&lt;br /&gt;
		flaps		  = {status,value}  &lt;br /&gt;
		speedbrakes   = {status,value}&lt;br /&gt;
		refuelingboom = {status,value}&lt;br /&gt;
		airintake     = {status,value}&lt;br /&gt;
		noseflap      = {status,value}&lt;br /&gt;
		parachute     = {status,value}&lt;br /&gt;
		wheelbrakes   = {status,value}&lt;br /&gt;
		hook          = {status,value}&lt;br /&gt;
		wing          = {status,value}&lt;br /&gt;
		canopy        = {status,value}&lt;br /&gt;
		controlsurfaces = {elevator = {left,right},eleron = {left,right},rudder = {left,right}} -- relative vlues (-1,1) (min /max) (sorry:(&lt;br /&gt;
	} &lt;br /&gt;
&lt;br /&gt;
	LoGetRadioBeaconsStatus() -- beacons lock&lt;br /&gt;
	{&lt;br /&gt;
		airfield_near	,&lt;br /&gt;
		airfield_far,&lt;br /&gt;
		course_deviation_beacon_lock	,&lt;br /&gt;
		glideslope_deviation_beacon_lock&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	LoGetWingInfo() -- your wingmens info result is vector of wingmens with value:&lt;br /&gt;
	wingmen_is =&lt;br /&gt;
	{&lt;br /&gt;
		wingmen_id   -- world id of wingmen&lt;br /&gt;
		wingmen_position -- world position {x = {x,y,z},   -- orientation X ort  &lt;br /&gt;
											y = {x,y,z},   -- orientation Y ort&lt;br /&gt;
											z = {x,y,z},   -- orientation Z ort&lt;br /&gt;
											p = {x,y,z}}   -- position of the center  &lt;br /&gt;
		current_target -- world id of target&lt;br /&gt;
		ordered_target -- world id of target &lt;br /&gt;
		current_task   -- name of task&lt;br /&gt;
		ordered_task   -- name of task &lt;br /&gt;
		--[=[&lt;br /&gt;
		name can be :&lt;br /&gt;
				&amp;quot;NOTHING&amp;quot;&lt;br /&gt;
				&amp;quot;ROUTE&amp;quot;&lt;br /&gt;
				&amp;quot;DEPARTURE&amp;quot;&lt;br /&gt;
				&amp;quot;ARRIVAL&amp;quot;&lt;br /&gt;
				&amp;quot;REFUELING&amp;quot;&lt;br /&gt;
				&amp;quot;SOS&amp;quot;    -- Save Soul of your Wingmen :) &lt;br /&gt;
				&amp;quot;ROUTE&amp;quot;&lt;br /&gt;
				&amp;quot;INTERCEPT&amp;quot;&lt;br /&gt;
				&amp;quot;PATROL&amp;quot;&lt;br /&gt;
				&amp;quot;AIR_ATTACK&amp;quot;&lt;br /&gt;
				&amp;quot;REFUELING&amp;quot;&lt;br /&gt;
				&amp;quot;AWACS&amp;quot;&lt;br /&gt;
				&amp;quot;RECON&amp;quot;&lt;br /&gt;
				&amp;quot;ESCORT&amp;quot;&lt;br /&gt;
				&amp;quot;PINPOINT&amp;quot;&lt;br /&gt;
				&amp;quot;CAS&amp;quot;&lt;br /&gt;
				&amp;quot;MISSILE_EVASION&amp;quot;&lt;br /&gt;
				&amp;quot;ENEMY_EVASION&amp;quot;&lt;br /&gt;
				&amp;quot;SEAD&amp;quot;&lt;br /&gt;
				&amp;quot;ANTISHIP&amp;quot;&lt;br /&gt;
				&amp;quot;RUNWAY_ATTACK&amp;quot;&lt;br /&gt;
				&amp;quot;TRANSPORT&amp;quot;&lt;br /&gt;
				&amp;quot;LANDING&amp;quot;&lt;br /&gt;
				&amp;quot;TAKEOFF&amp;quot;&lt;br /&gt;
				&amp;quot;TAXIING&amp;quot;&lt;br /&gt;
		--]=]&lt;br /&gt;
&lt;br /&gt;
	}&lt;br /&gt;
&lt;br /&gt;
	Coordinates convertion :&lt;br /&gt;
	{x,y,z}				  = LoGeoCoordinatesToLoCoordinates(longitude_degrees,latitude_degrees)&lt;br /&gt;
	{latitude,longitude}  = LoLoCoordinatesToGeoCoordinates(x,z);&lt;br /&gt;
&lt;br /&gt;
	LoGetVectorVelocity		  =  {x,y,z} -- vector of self velocity (world axis)&lt;br /&gt;
	LoGetAngularVelocity	  =  {x,y,z} -- angular velocity euler angles , rad per sec &lt;br /&gt;
	LoGetVectorWindVelocity   =  {x,y,z} -- vector of wind velocity (world axis)&lt;br /&gt;
	LoGetWingTargets		  =   table of {x,y,z}&lt;br /&gt;
	LoGetSnares               =   {chaff,flare}&lt;br /&gt;
	Input:&lt;br /&gt;
	LoSetCameraPosition(pos) -- (args - 1: view camera current position table, results - 0)&lt;br /&gt;
		pos table structure: &lt;br /&gt;
		{&lt;br /&gt;
			x = {x = ..., y = ..., z = ...},	-- orientation x-vector&lt;br /&gt;
			y = (x = ..., y = ..., z = ...},	-- orientation y-vector&lt;br /&gt;
			z = {x = ..., y = ..., z = ...},	-- orientation z-vector&lt;br /&gt;
			p = {x = ..., y = ..., z = ...}		-- point vector &lt;br /&gt;
		}&lt;br /&gt;
		all coordinates are in meters. You can use Vector class for position vectors.&lt;br /&gt;
&lt;br /&gt;
	LoSetCommand(command, value) -- (args - 2, results - 0)&lt;br /&gt;
	-1.0 &amp;lt;= value &amp;lt;= 1.0&lt;br /&gt;
&lt;br /&gt;
	Some analogous joystick/mouse input commands:&lt;br /&gt;
	command = 2001 - joystick pitch&lt;br /&gt;
	command = 2002 - joystick roll&lt;br /&gt;
	command = 2003 - joystick rudder&lt;br /&gt;
	-- Thrust values are inverted for some internal reasons, sorry.&lt;br /&gt;
	command = 2004 - joystick thrust (both engines)&lt;br /&gt;
	command = 2005 - joystick left engine thrust&lt;br /&gt;
	command = 2006 - joystick right engine thrust&lt;br /&gt;
	command = 2007 - mouse camera rotate left/right  &lt;br /&gt;
	command = 2008 - mouse camera rotate up/down&lt;br /&gt;
	command = 2009 - mouse camera zoom &lt;br /&gt;
	command = 2010 - joystick camera rotate left/right&lt;br /&gt;
	command = 2011 - joystick camera rotate up/down&lt;br /&gt;
	command = 2012 - joystick camera zoom &lt;br /&gt;
	command = 2013 - mouse pitch&lt;br /&gt;
	command = 2014 - mouse roll&lt;br /&gt;
	command = 2015 - mouse rudder&lt;br /&gt;
	-- Thrust values are inverted for some internal reasons, sorry.&lt;br /&gt;
	command = 2016 - mouse thrust (both engines)&lt;br /&gt;
	command = 2017 - mouse left engine thrust&lt;br /&gt;
	command = 2018 - mouse right engine thrust&lt;br /&gt;
	command = 2019 - mouse trim pitch&lt;br /&gt;
	command = 2020 - mouse trim roll&lt;br /&gt;
	command = 2021 - mouse trim rudder&lt;br /&gt;
	command = 2022 - joystick trim pitch&lt;br /&gt;
	command = 2023 - joystick trim roll&lt;br /&gt;
	command = 2024 - trim rudder&lt;br /&gt;
	command = 2025 - mouse rotate radar antenna left/right&lt;br /&gt;
	command = 2026 - mouse rotate radar antenna up/down&lt;br /&gt;
	command = 2027 - joystick rotate radar antenna left/right&lt;br /&gt;
	command = 2028 - joystick rotate radar antenna up/down&lt;br /&gt;
	command = 2029 - mouse MFD zoom&lt;br /&gt;
	command = 2030 - joystick MFD zoom&lt;br /&gt;
	command = 2031 - mouse move selecter left/right&lt;br /&gt;
	command = 2032 - mouse move selecter up/down&lt;br /&gt;
	command = 2033 - joystick move selecter left/right&lt;br /&gt;
	command = 2034 - joystick move selecter up/down&lt;br /&gt;
&lt;br /&gt;
	Some discrete keyboard input commands (value is absent):&lt;br /&gt;
	command = 7	-- Cockpit view				&lt;br /&gt;
	command = 8	-- External view						&lt;br /&gt;
	command = 9	-- Fly-by view						&lt;br /&gt;
	command = 10 -- Ground units view				&lt;br /&gt;
	command = 11 -- Civilian transport view 						&lt;br /&gt;
	command = 12 -- Chase view						&lt;br /&gt;
	command = 13 -- Navy view						&lt;br /&gt;
	command = 14 -- Close air combat view						&lt;br /&gt;
	command = 15 -- Theater view						&lt;br /&gt;
	command = 16 -- Airfield (free camera) view						&lt;br /&gt;
	command = 17 --	Instruments panel view on				&lt;br /&gt;
	command = 18 -- Instruments panel view off				&lt;br /&gt;
	command = 19 -- Padlock toggle						&lt;br /&gt;
	command = 20 --	Stop padlock (in cockpit only)				&lt;br /&gt;
	command = 21 --	External view for my plane 							&lt;br /&gt;
	command = 22 --	Automatic chase mode for launched weapon						&lt;br /&gt;
	command = 23 --	View allies only filter 					&lt;br /&gt;
	command = 24 --	View enemies only filter 				&lt;br /&gt;
	command = 26 -- View allies &amp;amp; enemies filter 					&lt;br /&gt;
	command = 28 -- Rotate the camera left fast 						&lt;br /&gt;
	command = 29 -- Rotate the camera right fast 						&lt;br /&gt;
	command = 30 -- Rotate the camera up fast 					&lt;br /&gt;
	command = 31 -- Rotate the camera down fast 						&lt;br /&gt;
	command = 32 -- Rotate the camera left slow 					&lt;br /&gt;
	command = 33 -- Rotate the camera right slow 					&lt;br /&gt;
	command = 34 -- Rotate the camera up slow						&lt;br /&gt;
	command = 35 -- Rotate the camera down slow					&lt;br /&gt;
	command = 36 -- Return the camera to default position 						&lt;br /&gt;
	command = 37 --	View zoom in fast 					&lt;br /&gt;
	command = 38 -- View zoom out fast 						&lt;br /&gt;
	command = 39 -- View zoom in slow 				&lt;br /&gt;
	command = 40 -- View zoom out slow				&lt;br /&gt;
	command = 41 -- Pan the camera left 					&lt;br /&gt;
	command = 42 -- Pan the camera right 				&lt;br /&gt;
	command = 43 -- Pan the camera up 					&lt;br /&gt;
	command = 44 -- Pan the camera down 					&lt;br /&gt;
	command = 45 -- Pan the camera left slow 				&lt;br /&gt;
	command = 46 -- Pan the camera right slow 			&lt;br /&gt;
	command = 47 -- Pan the camera up slow 				&lt;br /&gt;
	command = 48 -- Pan the camera down slow 				&lt;br /&gt;
	command = 49 -- Disable panning the camera 				&lt;br /&gt;
	command = 50 -- Allies chat 				&lt;br /&gt;
	command = 51 -- Mission quit 							&lt;br /&gt;
	command = 52 -- Suspend/resume model time 						&lt;br /&gt;
	command = 53 -- Accelerate model time 						&lt;br /&gt;
	command = 54 -- Step by step simulation when model time is suspended 						&lt;br /&gt;
	command = 55 --	Take control in the track 					&lt;br /&gt;
	command = 57 -- Common chat						&lt;br /&gt;
	command = 59 -- Altitude stabilization 			&lt;br /&gt;
	command = 62 -- Autopilot 					&lt;br /&gt;
	command = 63 -- Auto-thrust 					&lt;br /&gt;
	command = 64 -- Power up 				&lt;br /&gt;
	command = 65 -- Power down 			&lt;br /&gt;
	command = 68 -- Gear 					&lt;br /&gt;
	command = 69 -- Hook 						&lt;br /&gt;
	command = 70 -- Pack wings				&lt;br /&gt;
	command = 71 -- Canopy 						&lt;br /&gt;
	command = 72 -- Flaps 						&lt;br /&gt;
	command = 73 -- Air brake 					&lt;br /&gt;
	command = 74 -- Wheel brakes on 				&lt;br /&gt;
	command = 75 -- Wheel brakes off 				&lt;br /&gt;
	command = 76 -- Release drogue chute 					&lt;br /&gt;
	command = 77 -- Drop snar 					&lt;br /&gt;
	command = 78 -- Wingtip smoke 			&lt;br /&gt;
	command = 79 -- Refuel on 					&lt;br /&gt;
	command = 80 -- Refuel off 				&lt;br /&gt;
	command = 81 -- Salvo 				&lt;br /&gt;
	command = 82 -- Jettison weapons 			&lt;br /&gt;
	command = 83 -- Eject 						&lt;br /&gt;
	command = 84 -- Fire on 						&lt;br /&gt;
	command = 85 -- Fire off 					&lt;br /&gt;
	command = 86 -- Radar 				&lt;br /&gt;
	command = 87 -- EOS 					&lt;br /&gt;
	command = 88 -- Rotate the radar antenna left 					&lt;br /&gt;
	command = 89 -- Rotate the radar antenna right 				&lt;br /&gt;
	command = 90 -- Rotate the radar antenna up 				&lt;br /&gt;
	command = 91 -- Rotate the radar antenna down 					&lt;br /&gt;
	command = 92 -- Center the radar antenna 				&lt;br /&gt;
	command = 93 -- Trim left 					&lt;br /&gt;
	command = 94 -- Trim right 					&lt;br /&gt;
	command = 95 -- Trim up 					&lt;br /&gt;
	command = 96 -- Trim down 					&lt;br /&gt;
	command = 97 -- Cancel trimming 				&lt;br /&gt;
	command = 98 -- Trim the rudder left 			&lt;br /&gt;
	command = 99 -- Trim the rudder right 			&lt;br /&gt;
	command = 100 -- Lock the target 			&lt;br /&gt;
	command = 101 -- Change weapon 				&lt;br /&gt;
	command = 102 -- Change target 				&lt;br /&gt;
	command = 103 -- MFD zoom in 					&lt;br /&gt;
	command = 104 -- MFD zoom out 					&lt;br /&gt;
	command = 105 -- Navigation mode   (value 1, 2, 3, 4 for navmode_none, navmode_route, navmode_arrival ,navmode_landing	)&lt;br /&gt;
	command = 106 -- BVR mode 					&lt;br /&gt;
	command = 107 -- VS	mode 					&lt;br /&gt;
	command = 108 -- Bore mode 					&lt;br /&gt;
	command = 109 -- Helmet mode 				&lt;br /&gt;
	command = 110 -- FI0 mode 				&lt;br /&gt;
	command = 111 -- A2G mode 				&lt;br /&gt;
	command = 112 -- Grid mode 					&lt;br /&gt;
	command = 113 -- Cannon 				&lt;br /&gt;
	command = 114 -- Dispatch wingman - complete mission and RTB					&lt;br /&gt;
	command = 115 -- Dispatch wingman - complete mission and rejoin 					&lt;br /&gt;
	command = 116 -- Dispatch wingman - toggle formation 					&lt;br /&gt;
	command = 117 -- Dispatch wingman - join up formation 					&lt;br /&gt;
	command = 118 -- Dispatch wingman - attack my target 			&lt;br /&gt;
	command = 119 -- Dispatch wingman - cover my six 				&lt;br /&gt;
	command = 120 -- Take off from ship			&lt;br /&gt;
	command = 121 -- Cobra 						&lt;br /&gt;
	command = 122 -- Sound on/off                      &lt;br /&gt;
	command = 123 -- Sound recording on 						&lt;br /&gt;
	command = 124 -- Sound recording off 					&lt;br /&gt;
	command = 125 -- View right mirror on 				&lt;br /&gt;
	command = 126 -- View right mirror off 				&lt;br /&gt;
	command = 127 -- View left mirror on 				&lt;br /&gt;
	command = 128 -- View left mirror off 				&lt;br /&gt;
	command = 129 -- Natural head movement view		&lt;br /&gt;
	command = 131 -- LSO view			&lt;br /&gt;
	command = 135 -- Weapon to target view 		&lt;br /&gt;
	command = 136 -- Active jamming &lt;br /&gt;
	command = 137 -- Increase details level 			&lt;br /&gt;
	command = 138 -- Decrease details level 			&lt;br /&gt;
	command = 139 -- Scan zone left 				    &lt;br /&gt;
	command = 140 -- Scan zone right 			&lt;br /&gt;
	command = 141 -- Scan zone up 					    &lt;br /&gt;
	command = 142 -- Scan zone down 					&lt;br /&gt;
	command = 143 -- Unlock target 						&lt;br /&gt;
	command = 144 -- Reset master warning &lt;br /&gt;
	command = 145 -- Flaps on &lt;br /&gt;
	command = 146 -- Flaps off &lt;br /&gt;
	command = 147 -- Air brake on &lt;br /&gt;
	command = 148 -- Air brake off &lt;br /&gt;
	command = 149 -- Weapons view 				&lt;br /&gt;
	command = 150 -- Static objects view			&lt;br /&gt;
	command = 151 -- Mission targets view 				&lt;br /&gt;
	command = 152 -- Info bar details 				&lt;br /&gt;
	command = 155 -- Refueling boom 			&lt;br /&gt;
	command = 156 -- HUD color selection			&lt;br /&gt;
	command = 158 -- Jump to terrain view 			&lt;br /&gt;
	command = 159 -- Starts moving F11 camera forward 				&lt;br /&gt;
	command = 160 -- Starts moving F11 camera backward			&lt;br /&gt;
	command = 161 -- Power up left engine &lt;br /&gt;
	command = 162 -- Power down left engine &lt;br /&gt;
	command = 163 -- Power up right engine &lt;br /&gt;
	command = 164 -- Power down right engine &lt;br /&gt;
	command = 169 -- Immortal mode 			&lt;br /&gt;
	command = 175 -- On-board lights 			&lt;br /&gt;
	command = 176 -- Drop snar once 			&lt;br /&gt;
	command = 177 -- Default cockpit angle of view 			&lt;br /&gt;
	command = 178 -- Jettison fuel tanks 		&lt;br /&gt;
	command = 179 -- Wingmen commands panel		&lt;br /&gt;
	command = 180 -- Reverse objects switching in views	&lt;br /&gt;
	command = 181 -- Forward objects switching in views 			&lt;br /&gt;
	command = 182 -- Ignore current object in views 			&lt;br /&gt;
	command = 183 -- View all ignored objects in views again 				&lt;br /&gt;
	command = 184 -- Padlock terrain point 			&lt;br /&gt;
	command = 185 -- Reverse the camera 					&lt;br /&gt;
	command = 186 -- Plane up 					&lt;br /&gt;
	command = 187 -- Plane down &lt;br /&gt;
	command = 188 -- Bank left &lt;br /&gt;
	command = 189 -- Bank right&lt;br /&gt;
	command = 190 -- Local camera rotation mode 			&lt;br /&gt;
	command = 191 -- Decelerate model time 					&lt;br /&gt;
	command = 192 -- Jump into the other plane       			&lt;br /&gt;
	command = 193 -- Nose down &lt;br /&gt;
	command = 194 -- Nose down end &lt;br /&gt;
	command = 195 -- Nose up &lt;br /&gt;
	command = 196 -- Nose up end &lt;br /&gt;
	command = 197 -- Bank left &lt;br /&gt;
	command = 198 -- Bank left end &lt;br /&gt;
	command = 199 -- Bank right &lt;br /&gt;
	command = 200 -- Bank right end &lt;br /&gt;
	command = 201 -- Rudder left &lt;br /&gt;
	command = 202 -- Rudder left end &lt;br /&gt;
	command = 203 -- Rudder right &lt;br /&gt;
	command = 204 -- Rudder right end &lt;br /&gt;
	command = 205 -- View up right 					&lt;br /&gt;
	command = 206 -- View down right 					&lt;br /&gt;
	command = 207 -- View down left 					&lt;br /&gt;
	command = 208 -- View up left 						&lt;br /&gt;
	command = 209 -- View stop 						&lt;br /&gt;
	command = 210 -- View up right slow 			&lt;br /&gt;
	command = 211 -- View down right slow 				&lt;br /&gt;
	command = 212 -- View down left slow 				&lt;br /&gt;
	command = 213 -- View up left slow 					&lt;br /&gt;
	command = 214 -- View stop slow 					&lt;br /&gt;
	command = 215 -- Stop trimming &lt;br /&gt;
	command = 226 -- Scan zone up right&lt;br /&gt;
	command = 227 -- Scan zone down right &lt;br /&gt;
	command = 228 -- Scan zone down left &lt;br /&gt;
	command = 229 -- Scan zone up left &lt;br /&gt;
	command = 230 -- Scan zone stop &lt;br /&gt;
	command = 231 -- Radar antenna up right &lt;br /&gt;
	command = 232 -- Radar antenna down right&lt;br /&gt;
	command = 233 -- Radar antenna down left &lt;br /&gt;
	command = 234 -- Radar antenna up left&lt;br /&gt;
	command = 235 -- Radar antenna stop&lt;br /&gt;
	command = 236 -- Save snap view angles 				&lt;br /&gt;
	command = 237 -- Cockpit panel view toggle 	&lt;br /&gt;
	command = 245 -- Coordinates units toggle&lt;br /&gt;
	command = 246 -- Disable model time acceleration 			&lt;br /&gt;
	command = 252 -- Automatic spin recovery &lt;br /&gt;
	command = 253 -- Speed retention &lt;br /&gt;
	command = 254 -- Easy landing &lt;br /&gt;
	command = 258 -- Threat missile padlock &lt;br /&gt;
	command = 259 -- All missiles padlock&lt;br /&gt;
	command = 261 -- Marker state 				&lt;br /&gt;
	command = 262 -- Decrease radar scan area &lt;br /&gt;
	command = 263 -- Increase radar scan area &lt;br /&gt;
	command = 264 -- Marker state plane 				&lt;br /&gt;
	command = 265 -- Marker state rocket 				&lt;br /&gt;
	command = 266 -- Marker state plane ship 				&lt;br /&gt;
	command = 267 -- Ask AWACS home airbase &lt;br /&gt;
	command = 268 -- Ask AWACS available tanker&lt;br /&gt;
	command = 269 -- Ask AWACS nearest target &lt;br /&gt;
	command = 270 -- Ask AWACS declare target &lt;br /&gt;
	command = 271 -- Easy radar &lt;br /&gt;
	command = 272 -- Auto lock on nearest aircraft &lt;br /&gt;
	command = 273 -- Auto lock on center aircraft &lt;br /&gt;
	command = 274 -- Auto lock on next aircraft &lt;br /&gt;
	command = 275 -- Auto lock on previous aircraft &lt;br /&gt;
	command = 276 -- Auto lock on nearest surface target &lt;br /&gt;
	command = 277 -- Auto lock on center surface target &lt;br /&gt;
	command = 278 -- Auto lock on next surface target &lt;br /&gt;
	command = 279 -- Auto lock on previous surface target &lt;br /&gt;
	command = 280 -- Change cannon rate of fire&lt;br /&gt;
	command = 281 -- Change ripple quantity &lt;br /&gt;
	command = 282 -- Change ripple interval &lt;br /&gt;
	command = 283 -- Switch master arm &lt;br /&gt;
	command = 284 -- Change release mode &lt;br /&gt;
	command = 285 -- Change radar mode RWS/TWS &lt;br /&gt;
	command = 286 -- Change RWR/SPO mode&lt;br /&gt;
	command = 288 -- Flight clock reset &lt;br /&gt;
	command = 289 -- Zoom in slow stop 			&lt;br /&gt;
	command = 290 -- Zoom out slow stop			&lt;br /&gt;
	command = 291 -- Zoom in stop 				&lt;br /&gt;
	command = 292 -- Zoom out stop 					&lt;br /&gt;
	command = 295 -- View horizontal stop 					&lt;br /&gt;
	command = 296 -- View vertical stop 				&lt;br /&gt;
	command = 298 -- Jump to fly-by view 			&lt;br /&gt;
	command = 299 -- Camera jiggle 				&lt;br /&gt;
	command = 300 -- Cockpit illumination &lt;br /&gt;
	command = 308 -- Change ripple interval down 		&lt;br /&gt;
	command = 309 -- Engines start 				&lt;br /&gt;
	command = 310 -- Engines stop 			&lt;br /&gt;
	command = 311 -- Left engine start 			&lt;br /&gt;
	command = 312 -- Right engine start 			&lt;br /&gt;
	command = 313 -- Left engine stop 				&lt;br /&gt;
	command = 314 -- Right engine stop 			&lt;br /&gt;
	command = 315 -- Power on/off 					&lt;br /&gt;
	command = 316 -- Altimeter pressure increase 	&lt;br /&gt;
	command = 317 -- Altimeter pressure decrease 	&lt;br /&gt;
	command = 318 -- Altimeter pressure stop &lt;br /&gt;
	command = 321 -- Fast mouse in views 				&lt;br /&gt;
	command = 322 -- Slow mouse in views				&lt;br /&gt;
	command = 323 -- Normal mouse in views 			&lt;br /&gt;
	command = 326 -- HUD only view 			&lt;br /&gt;
	command = 327 -- Recover my plane 				&lt;br /&gt;
	command = 328 -- Toggle gear light Near/Far/Off 		&lt;br /&gt;
	command = 331 -- Fast keyboard in views			&lt;br /&gt;
	command = 332 -- Slow keyboard in views 			&lt;br /&gt;
	command = 333 -- Normal keyboard in views 			&lt;br /&gt;
	command = 334 -- Zoom in for external views 			&lt;br /&gt;
	command = 335 -- Stop zoom in for external views &lt;br /&gt;
	command = 336 -- Zoom out for external views &lt;br /&gt;
	command = 337 -- Stop zoom out for external views &lt;br /&gt;
	command = 338 -- Default zoom in external views &lt;br /&gt;
	command = 341 -- A2G combat view 			&lt;br /&gt;
	command = 342 -- Camera view up-left			&lt;br /&gt;
	command = 343 -- Camera view up-right			&lt;br /&gt;
	command = 344 -- Camera view down-left		&lt;br /&gt;
	command = 345 -- Camera view down right	&lt;br /&gt;
	command = 346 -- Camera pan mode toggle				&lt;br /&gt;
	command = 347 -- Return the camera			&lt;br /&gt;
	command = 348 -- Trains/cars toggle		&lt;br /&gt;
	command = 349 -- Launch permission override	&lt;br /&gt;
	command = 350 -- Release weapon		&lt;br /&gt;
	command = 351 -- Stop release weapon&lt;br /&gt;
	command = 352 -- Return camera base		&lt;br /&gt;
	command = 353 -- Camera view up-left slow		&lt;br /&gt;
	command = 354 -- Camera view up-right slow	&lt;br /&gt;
	command = 355 -- Camera view down-left slow		&lt;br /&gt;
	command = 356 -- Camera view down-right slow	&lt;br /&gt;
	command = 357 -- Drop flare once			&lt;br /&gt;
	command = 358 -- Drop chaff once			&lt;br /&gt;
	command = 359 -- Rear view					&lt;br /&gt;
	command = 360 -- Scores window&lt;br /&gt;
	command = 386 -- PlaneStabPitchBank&lt;br /&gt;
	command = 387 -- PlaneStabHbarBank&lt;br /&gt;
	command = 388 -- PlaneStabHorizont&lt;br /&gt;
	command = 389 -- PlaneStabHbar&lt;br /&gt;
	command = 390 -- PlaneStabHrad&lt;br /&gt;
	command = 391 -- Active IR jamming on/off&lt;br /&gt;
	command = 392 -- Laser range-finder on/off&lt;br /&gt;
	command = 393 -- Night TV on/off(IR or LLTV) &lt;br /&gt;
	command = 394 -- Change radar PRF       &lt;br /&gt;
	command = 395 -- Keep F11 camera altitude over terrain&lt;br /&gt;
	command = 396 -- SnapView0&lt;br /&gt;
	command = 397 -- SnapView1&lt;br /&gt;
	command = 398 -- SnapView2&lt;br /&gt;
	command = 399 -- SnapView3&lt;br /&gt;
	command = 400 -- SnapView4&lt;br /&gt;
	command = 401 -- SnapView5&lt;br /&gt;
	command = 402 -- SnapView6&lt;br /&gt;
	command = 403 -- SnapView7&lt;br /&gt;
	command = 404 -- SnapView8&lt;br /&gt;
	command = 405 -- SnapView9&lt;br /&gt;
	command = 406 -- SnapViewStop&lt;br /&gt;
	command = 407 -- F11 view binocular mode&lt;br /&gt;
	command = 408 -- PlaneStabCancel&lt;br /&gt;
	command = 409 -- ThreatWarnSoundVolumeDown&lt;br /&gt;
	command = 410 -- ThreatWarnSoundVolumeUp&lt;br /&gt;
	command = 411 -- F11 binocular view laser range-finder on/off&lt;br /&gt;
	command = 412 -- PlaneIncreaseBase_Distance&lt;br /&gt;
	command = 413 -- PlaneDecreaseBase_Distance&lt;br /&gt;
	command = 414 -- PlaneStopBase_Distance&lt;br /&gt;
	command = 425 -- F11 binocular view IR mode on/off&lt;br /&gt;
	command = 426 -- F8 view player targets / all targets&lt;br /&gt;
	command = 427 -- Plane autopilot override on&lt;br /&gt;
	command = 428 -- Plane autopilot override off&lt;br /&gt;
	command = 429 -- Plane route autopilot on/off&lt;br /&gt;
	command = 430 -- Gear up&lt;br /&gt;
	command = 431 -- Gear down&lt;br /&gt;
&lt;br /&gt;
	To be continued...&lt;br /&gt;
	--]]&lt;br /&gt;
&lt;br /&gt;
	--	LoEnableExternalFlightModel()   call one time in start&lt;br /&gt;
	--	LoUpdateExternalFlightModel(binary_data)   update function&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	--LoGetHelicopterFMData()&lt;br /&gt;
	-- return table with fm data &lt;br /&gt;
	--{&lt;br /&gt;
	--G_factor = {x,y,z }    in cockpit&lt;br /&gt;
	--speed = {x,y,z}   center of mass ,body axis &lt;br /&gt;
	--acceleration= {x,y,z}   center of mass ,body axis &lt;br /&gt;
	--angular_speed= {x,y,z}   rad/s&lt;br /&gt;
	--angular_acceleration= {x,y,z}   rad/s^2&lt;br /&gt;
	--yaw    radians&lt;br /&gt;
	--pitch    radians&lt;br /&gt;
	--roll    radians&lt;br /&gt;
	--}&lt;br /&gt;
&lt;br /&gt;
	--#ifndef  _EXTERNAL_FM_DATA_H&lt;br /&gt;
	--#define  _EXTERNAL_FM_DATA_H&lt;br /&gt;
&lt;br /&gt;
	--struct external_FM_data  &lt;br /&gt;
	--{&lt;br /&gt;
	--	double orientation_X[3];&lt;br /&gt;
	--	double orientation_Y[3];&lt;br /&gt;
	--	double orientation_Z[3];&lt;br /&gt;
	--	double pos[3];&lt;br /&gt;
&lt;br /&gt;
	--	//&lt;br /&gt;
&lt;br /&gt;
	--	double velocity[3];&lt;br /&gt;
	--	double acceleration[3];&lt;br /&gt;
	--	double omega[3];&lt;br /&gt;
	--};&lt;br /&gt;
	-- #endif  _EXTERNAL_FM_DATA_H&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
	-- you can export render targets via shared memory interface &lt;br /&gt;
	-- using next functions  &lt;br /&gt;
	--        LoSetSharedTexture(name)          -- register texture with name &amp;quot;name&amp;quot;  to export&lt;br /&gt;
	--        LoRemoveSharedTexture(name)   -- copy texture with name &amp;quot;name&amp;quot;  to named shared memory area &amp;quot;name&amp;quot;&lt;br /&gt;
	--        LoUpdateSharedTexture(name)    -- unregister texture&lt;br /&gt;
	--       texture exported like Windows BMP file &lt;br /&gt;
	--      --------------------------------&lt;br /&gt;
	--      |BITMAPFILEHEADER   |&lt;br /&gt;
	--      |BITMAPINFOHEADER |&lt;br /&gt;
	--      |bits                                  |&lt;br /&gt;
	--      --------------------------------&lt;br /&gt;
	--      sample textures   :  &amp;quot;mfd0&amp;quot;    -  full  SHKVAL screen&lt;br /&gt;
	--                                      &amp;quot;mfd1&amp;quot;     -  ABRIS map screen&lt;br /&gt;
	--                                      &amp;quot;mfd2&amp;quot;    - not used&lt;br /&gt;
	--                                      &amp;quot;mfd3&amp;quot;    - not used&lt;br /&gt;
	--                                      &amp;quot;mirrors&amp;quot; - mirrors&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_export&amp;diff=7581</id>
		<title>DCS export</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_export&amp;diff=7581"/>
				<updated>2018-06-01T18:46:28Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: /* Available Functions */&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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DCS allows for the export of data within the game world to be used by a wide variety of applications. Example include tacview, simple radio, and physical cockpits. &lt;br /&gt;
&lt;br /&gt;
==Luasocket==&lt;br /&gt;
DCS supplies LuaSocket 2.0 Beta files in the Scripts\LuaSocket folder and in the DCS installation folder. You can use LuaSocket to establish standard network connection between the Export.lua script and your local or remote program. &lt;br /&gt;
Look into the Scripts\LuaSocket folder and find Listener.lua and Talker.lua files. You can use them as stand alone examples for Lua script networking. &lt;br /&gt;
&lt;br /&gt;
==Export.lua==&lt;br /&gt;
===Initialization===&lt;br /&gt;
At the top of Export.lua, there's some comments about it's use&lt;br /&gt;
 -- Data export scripts &lt;br /&gt;
 -- Copyright (C) 2004, Eagle Dynamics.&lt;br /&gt;
 -- …&lt;br /&gt;
 The Lua language use two sequential dashes &amp;quot;--&amp;quot; to start the single-line comment to the end of line. If you need to comment several lines then use &amp;quot;--[[&amp;quot; and &amp;quot;--]]&amp;quot; brackets:&lt;br /&gt;
 &lt;br /&gt;
 -- Uncomment this function to enable data export!&lt;br /&gt;
 --[[ &lt;br /&gt;
 function LuaExportStart()&lt;br /&gt;
 -- Works once just before mission start.&lt;br /&gt;
 &lt;br /&gt;
 -- Make initializations of your files or connections here.&lt;br /&gt;
 -- For example:&lt;br /&gt;
 -- 1) File&lt;br /&gt;
 --	local file = io.open(&amp;quot;./Temp/Export.log&amp;quot;, &amp;quot;w&amp;quot;)&lt;br /&gt;
 --	if file then&lt;br /&gt;
 --	io.output(file)&lt;br /&gt;
 --	end&lt;br /&gt;
 -- 2) Socket&lt;br /&gt;
 -- dofile &amp;quot;lua.lua&amp;quot;&lt;br /&gt;
 -- socket = require(&amp;quot;socket&amp;quot;)&lt;br /&gt;
 -- host = host or &amp;quot;localhost&amp;quot;&lt;br /&gt;
 -- port = port or 8080&lt;br /&gt;
 -- c = socket.try(socket.connect(host, port)) -- connect to the listener socket&lt;br /&gt;
 -- c:setoption(&amp;quot;tcp-nodelay&amp;quot;,true) -- set immediate transmission mode &lt;br /&gt;
 &lt;br /&gt;
 end&lt;br /&gt;
 --]]&lt;br /&gt;
&lt;br /&gt;
DCS activates the Config\Export\Export.lua script at every mission start. You need to uncomment the function LuaExportStart to activate it and to activate all other functions. For that add the single &amp;quot;-&amp;quot; just before &amp;quot;--[[&amp;quot; opening multi-line comment to convert it to the single-line comment &amp;quot;---[[&amp;quot;. So the closing multi-line comment bracket without opening one becomes the single-line comment too. If you want to disable exporting features then remove additional third dash to make the comment multi-line again.&lt;br /&gt;
&lt;br /&gt;
DCS also prints to the Error.log file all other Lua error messages for the Export.lua script.&lt;br /&gt;
&lt;br /&gt;
===LuaExportStart and LuaExportStop===&lt;br /&gt;
DCS calls script functions for every mission simulation. It calls the LuaExportStart function just before mission start to make user script initializations. For example, to open a log file:&lt;br /&gt;
&lt;br /&gt;
 local file = io.open(&amp;quot;./Temp/Export.log&amp;quot;, &amp;quot;w&amp;quot;)&lt;br /&gt;
 if file then&lt;br /&gt;
 io.output(file)&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
or to establish a network connection:&lt;br /&gt;
&lt;br /&gt;
 dofile &amp;quot;lua.lua&amp;quot;&lt;br /&gt;
 socket = require(&amp;quot;socket&amp;quot;)&lt;br /&gt;
 host = host or &amp;quot;localhost&amp;quot;&lt;br /&gt;
 port = port or 8080&lt;br /&gt;
 c = socket.try(socket.connect(host, port)) -- connect to the listener socket&lt;br /&gt;
 c:setoption(&amp;quot;tcp-nodelay&amp;quot;,true) -- set immediate transmission mode&lt;br /&gt;
&lt;br /&gt;
DCS calls the LuaExportStop function just after mission quit to make user finishing actions.&lt;br /&gt;
For example, to close the log file:&lt;br /&gt;
&lt;br /&gt;
 io.close()&lt;br /&gt;
 or to unlink the network connection:&lt;br /&gt;
 &lt;br /&gt;
 socket.try(c:send(&amp;quot;quit&amp;quot;)) -- to close the listener socket&lt;br /&gt;
 c:close()&lt;br /&gt;
&lt;br /&gt;
===LuaExportBeforeNextFrame===&lt;br /&gt;
DCS calls the function LuaExportBeforeNextFrame just before every simulation frame. So if you want to set some input control commands then you can do it here. For example:&lt;br /&gt;
&lt;br /&gt;
 LoSetCommand(3, 0.25) -- rudder 0.25 right &lt;br /&gt;
 LoSetCommand(64) -- increase thrust&lt;br /&gt;
&lt;br /&gt;
There are discrete and analogous input control commands. The discrete command has code only:&lt;br /&gt;
&lt;br /&gt;
 LoSetCommand(64) -- increase thrust&lt;br /&gt;
&lt;br /&gt;
The analogous command has code and value:&lt;br /&gt;
&lt;br /&gt;
 LoSetCommand(3, 0.25) -- rudder 0.25 right&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===LuaExportAfterNextFrame===&lt;br /&gt;
DCS calls the function LuaExportAfterNextFrame every time the simulation frame finishes. So you need to code here your actions to get frame simulations results. For example:&lt;br /&gt;
&lt;br /&gt;
 local t = LoGetModelTime()&lt;br /&gt;
 local name = LoGetPilotName()&lt;br /&gt;
 local altBar = LoGetAltitudeAboveSeaLevel()&lt;br /&gt;
 local altRad = LoGetAltitudeAboveGroundLevel()&lt;br /&gt;
 local pitch, bank, yaw = LoGetADIPitchBankYaw()&lt;br /&gt;
&lt;br /&gt;
Then you can send data to your file:&lt;br /&gt;
&lt;br /&gt;
 io.write(string.format(&amp;quot;t = %.2f, name = %s, altBar = %.2f, altRad = %.2f, pitch = %.2f, bank = %.2f, yaw = &lt;br /&gt;
 %.2f\n&amp;quot;, t, name, altBar, altRad, pitch, bank, yaw))&lt;br /&gt;
&lt;br /&gt;
or to your receiving network program:&lt;br /&gt;
&lt;br /&gt;
 socket.try(c:send(string.format(&amp;quot;t = %.2f, name = %s, altBar = %.2f, alrRad = %.2f, pitch = %.2f, bank = %.2f, &lt;br /&gt;
 yaw = %.2f\n&amp;quot;, t, name, altRad, altBar, pitch, bank, yaw)))&lt;br /&gt;
&lt;br /&gt;
===Reducing Network Traffic===&lt;br /&gt;
To reduce network traffic you may need to get data not after every frame but at some model time moments. You can use the LuaExportActivityNextEvent function to program the model time moment tNext of your next exporting event. The parameter t of this functions stands for current model time. If tNext doesn't increase it's value then the LuaExportActivityNextEvent function will not be called further in current simulation. For example, let's get objects data every simulation second and output them to our file:&lt;br /&gt;
&lt;br /&gt;
 local tNext = t &lt;br /&gt;
 local o = LoGetWorldObjects()&lt;br /&gt;
 for k,v in pairs(o) do&lt;br /&gt;
 io.write(string.format(&amp;quot;t = %.2f, ID = %d, name = %s, country = %s(%s), LatLongAlt = (%f, %f, %f), heading = %f\n&amp;quot;, t, k, v.Name, &lt;br /&gt;
 v.Country, v.Coalition, v.LatLongAlt.Lat, v.LatLongAlt.Long, v.LatLongAlt.Alt, v.Heading))&lt;br /&gt;
 end&lt;br /&gt;
 tNext = tNext + 1.0&lt;br /&gt;
 return tNext&lt;br /&gt;
&lt;br /&gt;
or to our network socket:&lt;br /&gt;
&lt;br /&gt;
 local tNext = t &lt;br /&gt;
 local o = LoGetWorldObjects()&lt;br /&gt;
 for k,v in pairs(o) do&lt;br /&gt;
 socket.try(c:send(string.format(&amp;quot;t = %.2f, ID = %d, name = %s, country = %s(%s), LatLongAlt = (%f, %f, %f), heading = %f\n&amp;quot;, t, k, &lt;br /&gt;
 v.Name, v.Country, v.Coalition, v.LatLongAlt.x, v.LatLongAlt.Long, v.LatLongAlt.Alt, v.Heading)))&lt;br /&gt;
 end&lt;br /&gt;
 tNext = tNext + 1.0&lt;br /&gt;
 return tNext&lt;br /&gt;
&lt;br /&gt;
===Available Functions===&lt;br /&gt;
You can use registered DCS [[DCS Export Script|internal data exporting functions]] in this script and in your scripts called from this script. All returned values are Lua numbers if other type is not pointed.&lt;br /&gt;
&lt;br /&gt;
===Coroutines===&lt;br /&gt;
DCS supports Lua coroutines using internal function LoCreateCoroutineActivity() available from the exporting lua_State and using scripted function CoroutineResume() defined in the Config/Export/Export.lua file. Following are fragments from that file related to coroutines support:&lt;br /&gt;
&lt;br /&gt;
Global coroutine table:&lt;br /&gt;
&lt;br /&gt;
 Coroutines = {}&lt;br /&gt;
&lt;br /&gt;
Global last created coroutine index:&lt;br /&gt;
&lt;br /&gt;
 CoroutineIndex = 0&lt;br /&gt;
&lt;br /&gt;
This function will be called by DCS model timer to resume coriutine and to get its status:&lt;br /&gt;
&lt;br /&gt;
 function CoroutineResume(index, tCurrent) coroutine.resume(Coroutines[index], tCurrent) return coroutine.status(Coroutines[index]) ~= &lt;br /&gt;
 &amp;quot;dead&amp;quot; end&lt;br /&gt;
&lt;br /&gt;
Coroutine function sample using&lt;br /&gt;
&lt;br /&gt;
 coroutine.yield()&lt;br /&gt;
to suspend execution and for getting current model time value.&lt;br /&gt;
&lt;br /&gt;
 function f(t) local tNext = t local file = io.open(&amp;quot;./Temp/Coroutine.log&amp;quot;, &amp;quot;w&amp;quot;) io.output(file) io.write(string.format(&amp;quot;t = %f, &lt;br /&gt;
 started\n&amp;quot;, tNext)) tNext = coroutine.yield() for i = 1,10 do io.write(string.format(&amp;quot;t = %f, continued\n&amp;quot;, tNext)) tNext = &lt;br /&gt;
 coroutine.yield() end io.write(string.format(&amp;quot;t = %f, finished\n&amp;quot;, tNext)) io.close() end&lt;br /&gt;
&lt;br /&gt;
Create coroutine and save it in the coroutines table with corresponding index:&lt;br /&gt;
&lt;br /&gt;
 CoroutineIndex = CoroutineIndex + 1&lt;br /&gt;
 Coroutines[CoroutineIndex] = coroutine.create(f)&lt;br /&gt;
&lt;br /&gt;
Plan coroutine execution starting from 1.0 second with following periodic resumption with 3.0 seconds period:&lt;br /&gt;
&lt;br /&gt;
 LoCreateCoroutineActivity(CoroutineIndex, 1.0, 3.0)&lt;br /&gt;
&lt;br /&gt;
Coroutine output results in the Temp/Coroutine.log file:&lt;br /&gt;
&lt;br /&gt;
 t = 1.000000, started&lt;br /&gt;
 t = 4.000000, continued&lt;br /&gt;
 t = 7.000000, continued&lt;br /&gt;
 t = 10.000000, continued&lt;br /&gt;
 t = 13.000000, continued&lt;br /&gt;
 t = 16.000000, continued&lt;br /&gt;
 t = 19.000000, continued&lt;br /&gt;
 t = 22.000000, continued&lt;br /&gt;
 t = 25.000000, continued&lt;br /&gt;
 t = 28.000000, continued&lt;br /&gt;
 t = 31.000000, continued&lt;br /&gt;
 t = 34.000000, finished&lt;br /&gt;
&lt;br /&gt;
So there is a possibility to use Lua scripts without visible stuttering specific for complex interpret programs. We can uniformly distribute Lua coroutine execution during simulation model time with given period.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
When playing the game in single player every command is available, however in multiplayer there are options to disable specific settings as desired by the server creator. There are three options as defined by the following: &lt;br /&gt;
&lt;br /&gt;
=== Object ===&lt;br /&gt;
Allows for all objects to be accessible. For example this is how tacview knows and returns where every single object in the game is at. &lt;br /&gt;
&lt;br /&gt;
  LoGetObjectById&lt;br /&gt;
  LoGetWorldObjects&lt;br /&gt;
=== Sensor ===&lt;br /&gt;
Exports sensor data from your aircraft. &lt;br /&gt;
&lt;br /&gt;
  LoGetTWSInfo&lt;br /&gt;
  LoGetTargetInformation&lt;br /&gt;
  LoGetLockedTargetInformation&lt;br /&gt;
  LoGetF15_TWS_Contacts&lt;br /&gt;
  LoGetSightingSystemInfo&lt;br /&gt;
  LoGetWingTargets&lt;br /&gt;
=== Ownship ===&lt;br /&gt;
Exports data about your own aircraft. For example simple radio uses one of these to get the players current location and radio information. &lt;br /&gt;
&lt;br /&gt;
  LoGetPlayerPlaneId&lt;br /&gt;
  LoGetIndicatedAirSpeed&lt;br /&gt;
  LoGetAngleOfAttack&lt;br /&gt;
  LoGetAngleOfSideSlip&lt;br /&gt;
  LoGetAccelerationUnits&lt;br /&gt;
  LoGetVerticalVelocity&lt;br /&gt;
  LoGetADIPitchBankYaw&lt;br /&gt;
  LoGetTrueAirSpeed&lt;br /&gt;
  LoGetAltitudeAboveSeaLevel&lt;br /&gt;
  LoGetAltitudeAboveGroundLevel&lt;br /&gt;
  LoGetMachNumber&lt;br /&gt;
  LoGetRadarAltimeter&lt;br /&gt;
  LoGetMagneticYaw&lt;br /&gt;
  LoGetGlideDeviation&lt;br /&gt;
  LoGetSideDeviation&lt;br /&gt;
  LoGetSlipBallPosition&lt;br /&gt;
  LoGetBasicAtmospherePressure&lt;br /&gt;
  LoGetControlPanel_HSI&lt;br /&gt;
  LoGetEngineInfo&lt;br /&gt;
  LoGetSelfData&lt;br /&gt;
  LoGetCameraPosition&lt;br /&gt;
  LoSetCameraPosition&lt;br /&gt;
  LoSetCommand&lt;br /&gt;
  LoGetMCPState&lt;br /&gt;
  LoGetRoute&lt;br /&gt;
  LoGetNavigationInfo&lt;br /&gt;
  LoGetPayloadInfo&lt;br /&gt;
  LoGetWingInfo&lt;br /&gt;
  LoGetMechInfo&lt;br /&gt;
  LoGetRadioBeaconsStatus&lt;br /&gt;
  LoGetVectorVelocity&lt;br /&gt;
  LoGetVectorWindVelocity&lt;br /&gt;
  LoGetSnares&lt;br /&gt;
  LoGetAngularVelocity&lt;br /&gt;
  LoGetHeightWithObjects&lt;br /&gt;
  LoGetFMData&lt;br /&gt;
&lt;br /&gt;
== Always ==&lt;br /&gt;
&lt;br /&gt;
  LoGetPilotName&lt;br /&gt;
  LoGetAltitude&lt;br /&gt;
  LoGetNameByType&lt;br /&gt;
  LoGeoCoordinatesToLoCoordinates&lt;br /&gt;
  LoCoordinatesToGeoCoordinates&lt;br /&gt;
  LoGetVersionInfo&lt;br /&gt;
  LoGetWindAtPoint&lt;br /&gt;
  LoGetModelTime&lt;br /&gt;
  LoGetMissionStartTime&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_export&amp;diff=7580</id>
		<title>DCS export</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_export&amp;diff=7580"/>
				<updated>2018-06-01T18:45:59Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: /* Available Functions */&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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DCS allows for the export of data within the game world to be used by a wide variety of applications. Example include tacview, simple radio, and physical cockpits. &lt;br /&gt;
&lt;br /&gt;
==Luasocket==&lt;br /&gt;
DCS supplies LuaSocket 2.0 Beta files in the Scripts\LuaSocket folder and in the DCS installation folder. You can use LuaSocket to establish standard network connection between the Export.lua script and your local or remote program. &lt;br /&gt;
Look into the Scripts\LuaSocket folder and find Listener.lua and Talker.lua files. You can use them as stand alone examples for Lua script networking. &lt;br /&gt;
&lt;br /&gt;
==Export.lua==&lt;br /&gt;
===Initialization===&lt;br /&gt;
At the top of Export.lua, there's some comments about it's use&lt;br /&gt;
 -- Data export scripts &lt;br /&gt;
 -- Copyright (C) 2004, Eagle Dynamics.&lt;br /&gt;
 -- …&lt;br /&gt;
 The Lua language use two sequential dashes &amp;quot;--&amp;quot; to start the single-line comment to the end of line. If you need to comment several lines then use &amp;quot;--[[&amp;quot; and &amp;quot;--]]&amp;quot; brackets:&lt;br /&gt;
 &lt;br /&gt;
 -- Uncomment this function to enable data export!&lt;br /&gt;
 --[[ &lt;br /&gt;
 function LuaExportStart()&lt;br /&gt;
 -- Works once just before mission start.&lt;br /&gt;
 &lt;br /&gt;
 -- Make initializations of your files or connections here.&lt;br /&gt;
 -- For example:&lt;br /&gt;
 -- 1) File&lt;br /&gt;
 --	local file = io.open(&amp;quot;./Temp/Export.log&amp;quot;, &amp;quot;w&amp;quot;)&lt;br /&gt;
 --	if file then&lt;br /&gt;
 --	io.output(file)&lt;br /&gt;
 --	end&lt;br /&gt;
 -- 2) Socket&lt;br /&gt;
 -- dofile &amp;quot;lua.lua&amp;quot;&lt;br /&gt;
 -- socket = require(&amp;quot;socket&amp;quot;)&lt;br /&gt;
 -- host = host or &amp;quot;localhost&amp;quot;&lt;br /&gt;
 -- port = port or 8080&lt;br /&gt;
 -- c = socket.try(socket.connect(host, port)) -- connect to the listener socket&lt;br /&gt;
 -- c:setoption(&amp;quot;tcp-nodelay&amp;quot;,true) -- set immediate transmission mode &lt;br /&gt;
 &lt;br /&gt;
 end&lt;br /&gt;
 --]]&lt;br /&gt;
&lt;br /&gt;
DCS activates the Config\Export\Export.lua script at every mission start. You need to uncomment the function LuaExportStart to activate it and to activate all other functions. For that add the single &amp;quot;-&amp;quot; just before &amp;quot;--[[&amp;quot; opening multi-line comment to convert it to the single-line comment &amp;quot;---[[&amp;quot;. So the closing multi-line comment bracket without opening one becomes the single-line comment too. If you want to disable exporting features then remove additional third dash to make the comment multi-line again.&lt;br /&gt;
&lt;br /&gt;
DCS also prints to the Error.log file all other Lua error messages for the Export.lua script.&lt;br /&gt;
&lt;br /&gt;
===LuaExportStart and LuaExportStop===&lt;br /&gt;
DCS calls script functions for every mission simulation. It calls the LuaExportStart function just before mission start to make user script initializations. For example, to open a log file:&lt;br /&gt;
&lt;br /&gt;
 local file = io.open(&amp;quot;./Temp/Export.log&amp;quot;, &amp;quot;w&amp;quot;)&lt;br /&gt;
 if file then&lt;br /&gt;
 io.output(file)&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
or to establish a network connection:&lt;br /&gt;
&lt;br /&gt;
 dofile &amp;quot;lua.lua&amp;quot;&lt;br /&gt;
 socket = require(&amp;quot;socket&amp;quot;)&lt;br /&gt;
 host = host or &amp;quot;localhost&amp;quot;&lt;br /&gt;
 port = port or 8080&lt;br /&gt;
 c = socket.try(socket.connect(host, port)) -- connect to the listener socket&lt;br /&gt;
 c:setoption(&amp;quot;tcp-nodelay&amp;quot;,true) -- set immediate transmission mode&lt;br /&gt;
&lt;br /&gt;
DCS calls the LuaExportStop function just after mission quit to make user finishing actions.&lt;br /&gt;
For example, to close the log file:&lt;br /&gt;
&lt;br /&gt;
 io.close()&lt;br /&gt;
 or to unlink the network connection:&lt;br /&gt;
 &lt;br /&gt;
 socket.try(c:send(&amp;quot;quit&amp;quot;)) -- to close the listener socket&lt;br /&gt;
 c:close()&lt;br /&gt;
&lt;br /&gt;
===LuaExportBeforeNextFrame===&lt;br /&gt;
DCS calls the function LuaExportBeforeNextFrame just before every simulation frame. So if you want to set some input control commands then you can do it here. For example:&lt;br /&gt;
&lt;br /&gt;
 LoSetCommand(3, 0.25) -- rudder 0.25 right &lt;br /&gt;
 LoSetCommand(64) -- increase thrust&lt;br /&gt;
&lt;br /&gt;
There are discrete and analogous input control commands. The discrete command has code only:&lt;br /&gt;
&lt;br /&gt;
 LoSetCommand(64) -- increase thrust&lt;br /&gt;
&lt;br /&gt;
The analogous command has code and value:&lt;br /&gt;
&lt;br /&gt;
 LoSetCommand(3, 0.25) -- rudder 0.25 right&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===LuaExportAfterNextFrame===&lt;br /&gt;
DCS calls the function LuaExportAfterNextFrame every time the simulation frame finishes. So you need to code here your actions to get frame simulations results. For example:&lt;br /&gt;
&lt;br /&gt;
 local t = LoGetModelTime()&lt;br /&gt;
 local name = LoGetPilotName()&lt;br /&gt;
 local altBar = LoGetAltitudeAboveSeaLevel()&lt;br /&gt;
 local altRad = LoGetAltitudeAboveGroundLevel()&lt;br /&gt;
 local pitch, bank, yaw = LoGetADIPitchBankYaw()&lt;br /&gt;
&lt;br /&gt;
Then you can send data to your file:&lt;br /&gt;
&lt;br /&gt;
 io.write(string.format(&amp;quot;t = %.2f, name = %s, altBar = %.2f, altRad = %.2f, pitch = %.2f, bank = %.2f, yaw = &lt;br /&gt;
 %.2f\n&amp;quot;, t, name, altBar, altRad, pitch, bank, yaw))&lt;br /&gt;
&lt;br /&gt;
or to your receiving network program:&lt;br /&gt;
&lt;br /&gt;
 socket.try(c:send(string.format(&amp;quot;t = %.2f, name = %s, altBar = %.2f, alrRad = %.2f, pitch = %.2f, bank = %.2f, &lt;br /&gt;
 yaw = %.2f\n&amp;quot;, t, name, altRad, altBar, pitch, bank, yaw)))&lt;br /&gt;
&lt;br /&gt;
===Reducing Network Traffic===&lt;br /&gt;
To reduce network traffic you may need to get data not after every frame but at some model time moments. You can use the LuaExportActivityNextEvent function to program the model time moment tNext of your next exporting event. The parameter t of this functions stands for current model time. If tNext doesn't increase it's value then the LuaExportActivityNextEvent function will not be called further in current simulation. For example, let's get objects data every simulation second and output them to our file:&lt;br /&gt;
&lt;br /&gt;
 local tNext = t &lt;br /&gt;
 local o = LoGetWorldObjects()&lt;br /&gt;
 for k,v in pairs(o) do&lt;br /&gt;
 io.write(string.format(&amp;quot;t = %.2f, ID = %d, name = %s, country = %s(%s), LatLongAlt = (%f, %f, %f), heading = %f\n&amp;quot;, t, k, v.Name, &lt;br /&gt;
 v.Country, v.Coalition, v.LatLongAlt.Lat, v.LatLongAlt.Long, v.LatLongAlt.Alt, v.Heading))&lt;br /&gt;
 end&lt;br /&gt;
 tNext = tNext + 1.0&lt;br /&gt;
 return tNext&lt;br /&gt;
&lt;br /&gt;
or to our network socket:&lt;br /&gt;
&lt;br /&gt;
 local tNext = t &lt;br /&gt;
 local o = LoGetWorldObjects()&lt;br /&gt;
 for k,v in pairs(o) do&lt;br /&gt;
 socket.try(c:send(string.format(&amp;quot;t = %.2f, ID = %d, name = %s, country = %s(%s), LatLongAlt = (%f, %f, %f), heading = %f\n&amp;quot;, t, k, &lt;br /&gt;
 v.Name, v.Country, v.Coalition, v.LatLongAlt.x, v.LatLongAlt.Long, v.LatLongAlt.Alt, v.Heading)))&lt;br /&gt;
 end&lt;br /&gt;
 tNext = tNext + 1.0&lt;br /&gt;
 return tNext&lt;br /&gt;
&lt;br /&gt;
===Available Functions===&lt;br /&gt;
You can use registered DCS [[Internal Data Exporting Functions|DCS Export Script]] in this script and in your scripts called from this script. All returned values are Lua numbers if other type is not pointed.&lt;br /&gt;
&lt;br /&gt;
===Coroutines===&lt;br /&gt;
DCS supports Lua coroutines using internal function LoCreateCoroutineActivity() available from the exporting lua_State and using scripted function CoroutineResume() defined in the Config/Export/Export.lua file. Following are fragments from that file related to coroutines support:&lt;br /&gt;
&lt;br /&gt;
Global coroutine table:&lt;br /&gt;
&lt;br /&gt;
 Coroutines = {}&lt;br /&gt;
&lt;br /&gt;
Global last created coroutine index:&lt;br /&gt;
&lt;br /&gt;
 CoroutineIndex = 0&lt;br /&gt;
&lt;br /&gt;
This function will be called by DCS model timer to resume coriutine and to get its status:&lt;br /&gt;
&lt;br /&gt;
 function CoroutineResume(index, tCurrent) coroutine.resume(Coroutines[index], tCurrent) return coroutine.status(Coroutines[index]) ~= &lt;br /&gt;
 &amp;quot;dead&amp;quot; end&lt;br /&gt;
&lt;br /&gt;
Coroutine function sample using&lt;br /&gt;
&lt;br /&gt;
 coroutine.yield()&lt;br /&gt;
to suspend execution and for getting current model time value.&lt;br /&gt;
&lt;br /&gt;
 function f(t) local tNext = t local file = io.open(&amp;quot;./Temp/Coroutine.log&amp;quot;, &amp;quot;w&amp;quot;) io.output(file) io.write(string.format(&amp;quot;t = %f, &lt;br /&gt;
 started\n&amp;quot;, tNext)) tNext = coroutine.yield() for i = 1,10 do io.write(string.format(&amp;quot;t = %f, continued\n&amp;quot;, tNext)) tNext = &lt;br /&gt;
 coroutine.yield() end io.write(string.format(&amp;quot;t = %f, finished\n&amp;quot;, tNext)) io.close() end&lt;br /&gt;
&lt;br /&gt;
Create coroutine and save it in the coroutines table with corresponding index:&lt;br /&gt;
&lt;br /&gt;
 CoroutineIndex = CoroutineIndex + 1&lt;br /&gt;
 Coroutines[CoroutineIndex] = coroutine.create(f)&lt;br /&gt;
&lt;br /&gt;
Plan coroutine execution starting from 1.0 second with following periodic resumption with 3.0 seconds period:&lt;br /&gt;
&lt;br /&gt;
 LoCreateCoroutineActivity(CoroutineIndex, 1.0, 3.0)&lt;br /&gt;
&lt;br /&gt;
Coroutine output results in the Temp/Coroutine.log file:&lt;br /&gt;
&lt;br /&gt;
 t = 1.000000, started&lt;br /&gt;
 t = 4.000000, continued&lt;br /&gt;
 t = 7.000000, continued&lt;br /&gt;
 t = 10.000000, continued&lt;br /&gt;
 t = 13.000000, continued&lt;br /&gt;
 t = 16.000000, continued&lt;br /&gt;
 t = 19.000000, continued&lt;br /&gt;
 t = 22.000000, continued&lt;br /&gt;
 t = 25.000000, continued&lt;br /&gt;
 t = 28.000000, continued&lt;br /&gt;
 t = 31.000000, continued&lt;br /&gt;
 t = 34.000000, finished&lt;br /&gt;
&lt;br /&gt;
So there is a possibility to use Lua scripts without visible stuttering specific for complex interpret programs. We can uniformly distribute Lua coroutine execution during simulation model time with given period.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
When playing the game in single player every command is available, however in multiplayer there are options to disable specific settings as desired by the server creator. There are three options as defined by the following: &lt;br /&gt;
&lt;br /&gt;
=== Object ===&lt;br /&gt;
Allows for all objects to be accessible. For example this is how tacview knows and returns where every single object in the game is at. &lt;br /&gt;
&lt;br /&gt;
  LoGetObjectById&lt;br /&gt;
  LoGetWorldObjects&lt;br /&gt;
=== Sensor ===&lt;br /&gt;
Exports sensor data from your aircraft. &lt;br /&gt;
&lt;br /&gt;
  LoGetTWSInfo&lt;br /&gt;
  LoGetTargetInformation&lt;br /&gt;
  LoGetLockedTargetInformation&lt;br /&gt;
  LoGetF15_TWS_Contacts&lt;br /&gt;
  LoGetSightingSystemInfo&lt;br /&gt;
  LoGetWingTargets&lt;br /&gt;
=== Ownship ===&lt;br /&gt;
Exports data about your own aircraft. For example simple radio uses one of these to get the players current location and radio information. &lt;br /&gt;
&lt;br /&gt;
  LoGetPlayerPlaneId&lt;br /&gt;
  LoGetIndicatedAirSpeed&lt;br /&gt;
  LoGetAngleOfAttack&lt;br /&gt;
  LoGetAngleOfSideSlip&lt;br /&gt;
  LoGetAccelerationUnits&lt;br /&gt;
  LoGetVerticalVelocity&lt;br /&gt;
  LoGetADIPitchBankYaw&lt;br /&gt;
  LoGetTrueAirSpeed&lt;br /&gt;
  LoGetAltitudeAboveSeaLevel&lt;br /&gt;
  LoGetAltitudeAboveGroundLevel&lt;br /&gt;
  LoGetMachNumber&lt;br /&gt;
  LoGetRadarAltimeter&lt;br /&gt;
  LoGetMagneticYaw&lt;br /&gt;
  LoGetGlideDeviation&lt;br /&gt;
  LoGetSideDeviation&lt;br /&gt;
  LoGetSlipBallPosition&lt;br /&gt;
  LoGetBasicAtmospherePressure&lt;br /&gt;
  LoGetControlPanel_HSI&lt;br /&gt;
  LoGetEngineInfo&lt;br /&gt;
  LoGetSelfData&lt;br /&gt;
  LoGetCameraPosition&lt;br /&gt;
  LoSetCameraPosition&lt;br /&gt;
  LoSetCommand&lt;br /&gt;
  LoGetMCPState&lt;br /&gt;
  LoGetRoute&lt;br /&gt;
  LoGetNavigationInfo&lt;br /&gt;
  LoGetPayloadInfo&lt;br /&gt;
  LoGetWingInfo&lt;br /&gt;
  LoGetMechInfo&lt;br /&gt;
  LoGetRadioBeaconsStatus&lt;br /&gt;
  LoGetVectorVelocity&lt;br /&gt;
  LoGetVectorWindVelocity&lt;br /&gt;
  LoGetSnares&lt;br /&gt;
  LoGetAngularVelocity&lt;br /&gt;
  LoGetHeightWithObjects&lt;br /&gt;
  LoGetFMData&lt;br /&gt;
&lt;br /&gt;
== Always ==&lt;br /&gt;
&lt;br /&gt;
  LoGetPilotName&lt;br /&gt;
  LoGetAltitude&lt;br /&gt;
  LoGetNameByType&lt;br /&gt;
  LoGeoCoordinatesToLoCoordinates&lt;br /&gt;
  LoCoordinatesToGeoCoordinates&lt;br /&gt;
  LoGetVersionInfo&lt;br /&gt;
  LoGetWindAtPoint&lt;br /&gt;
  LoGetModelTime&lt;br /&gt;
  LoGetMissionStartTime&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_export&amp;diff=7579</id>
		<title>DCS export</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_export&amp;diff=7579"/>
				<updated>2018-06-01T18:39:04Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DCS allows for the export of data within the game world to be used by a wide variety of applications. Example include tacview, simple radio, and physical cockpits. &lt;br /&gt;
&lt;br /&gt;
==Luasocket==&lt;br /&gt;
DCS supplies LuaSocket 2.0 Beta files in the Scripts\LuaSocket folder and in the DCS installation folder. You can use LuaSocket to establish standard network connection between the Export.lua script and your local or remote program. &lt;br /&gt;
Look into the Scripts\LuaSocket folder and find Listener.lua and Talker.lua files. You can use them as stand alone examples for Lua script networking. &lt;br /&gt;
&lt;br /&gt;
==Export.lua==&lt;br /&gt;
===Initialization===&lt;br /&gt;
At the top of Export.lua, there's some comments about it's use&lt;br /&gt;
 -- Data export scripts &lt;br /&gt;
 -- Copyright (C) 2004, Eagle Dynamics.&lt;br /&gt;
 -- …&lt;br /&gt;
 The Lua language use two sequential dashes &amp;quot;--&amp;quot; to start the single-line comment to the end of line. If you need to comment several lines then use &amp;quot;--[[&amp;quot; and &amp;quot;--]]&amp;quot; brackets:&lt;br /&gt;
 &lt;br /&gt;
 -- Uncomment this function to enable data export!&lt;br /&gt;
 --[[ &lt;br /&gt;
 function LuaExportStart()&lt;br /&gt;
 -- Works once just before mission start.&lt;br /&gt;
 &lt;br /&gt;
 -- Make initializations of your files or connections here.&lt;br /&gt;
 -- For example:&lt;br /&gt;
 -- 1) File&lt;br /&gt;
 --	local file = io.open(&amp;quot;./Temp/Export.log&amp;quot;, &amp;quot;w&amp;quot;)&lt;br /&gt;
 --	if file then&lt;br /&gt;
 --	io.output(file)&lt;br /&gt;
 --	end&lt;br /&gt;
 -- 2) Socket&lt;br /&gt;
 -- dofile &amp;quot;lua.lua&amp;quot;&lt;br /&gt;
 -- socket = require(&amp;quot;socket&amp;quot;)&lt;br /&gt;
 -- host = host or &amp;quot;localhost&amp;quot;&lt;br /&gt;
 -- port = port or 8080&lt;br /&gt;
 -- c = socket.try(socket.connect(host, port)) -- connect to the listener socket&lt;br /&gt;
 -- c:setoption(&amp;quot;tcp-nodelay&amp;quot;,true) -- set immediate transmission mode &lt;br /&gt;
 &lt;br /&gt;
 end&lt;br /&gt;
 --]]&lt;br /&gt;
&lt;br /&gt;
DCS activates the Config\Export\Export.lua script at every mission start. You need to uncomment the function LuaExportStart to activate it and to activate all other functions. For that add the single &amp;quot;-&amp;quot; just before &amp;quot;--[[&amp;quot; opening multi-line comment to convert it to the single-line comment &amp;quot;---[[&amp;quot;. So the closing multi-line comment bracket without opening one becomes the single-line comment too. If you want to disable exporting features then remove additional third dash to make the comment multi-line again.&lt;br /&gt;
&lt;br /&gt;
DCS also prints to the Error.log file all other Lua error messages for the Export.lua script.&lt;br /&gt;
&lt;br /&gt;
===LuaExportStart and LuaExportStop===&lt;br /&gt;
DCS calls script functions for every mission simulation. It calls the LuaExportStart function just before mission start to make user script initializations. For example, to open a log file:&lt;br /&gt;
&lt;br /&gt;
 local file = io.open(&amp;quot;./Temp/Export.log&amp;quot;, &amp;quot;w&amp;quot;)&lt;br /&gt;
 if file then&lt;br /&gt;
 io.output(file)&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
or to establish a network connection:&lt;br /&gt;
&lt;br /&gt;
 dofile &amp;quot;lua.lua&amp;quot;&lt;br /&gt;
 socket = require(&amp;quot;socket&amp;quot;)&lt;br /&gt;
 host = host or &amp;quot;localhost&amp;quot;&lt;br /&gt;
 port = port or 8080&lt;br /&gt;
 c = socket.try(socket.connect(host, port)) -- connect to the listener socket&lt;br /&gt;
 c:setoption(&amp;quot;tcp-nodelay&amp;quot;,true) -- set immediate transmission mode&lt;br /&gt;
&lt;br /&gt;
DCS calls the LuaExportStop function just after mission quit to make user finishing actions.&lt;br /&gt;
For example, to close the log file:&lt;br /&gt;
&lt;br /&gt;
 io.close()&lt;br /&gt;
 or to unlink the network connection:&lt;br /&gt;
 &lt;br /&gt;
 socket.try(c:send(&amp;quot;quit&amp;quot;)) -- to close the listener socket&lt;br /&gt;
 c:close()&lt;br /&gt;
&lt;br /&gt;
===LuaExportBeforeNextFrame===&lt;br /&gt;
DCS calls the function LuaExportBeforeNextFrame just before every simulation frame. So if you want to set some input control commands then you can do it here. For example:&lt;br /&gt;
&lt;br /&gt;
 LoSetCommand(3, 0.25) -- rudder 0.25 right &lt;br /&gt;
 LoSetCommand(64) -- increase thrust&lt;br /&gt;
&lt;br /&gt;
There are discrete and analogous input control commands. The discrete command has code only:&lt;br /&gt;
&lt;br /&gt;
 LoSetCommand(64) -- increase thrust&lt;br /&gt;
&lt;br /&gt;
The analogous command has code and value:&lt;br /&gt;
&lt;br /&gt;
 LoSetCommand(3, 0.25) -- rudder 0.25 right&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===LuaExportAfterNextFrame===&lt;br /&gt;
DCS calls the function LuaExportAfterNextFrame every time the simulation frame finishes. So you need to code here your actions to get frame simulations results. For example:&lt;br /&gt;
&lt;br /&gt;
 local t = LoGetModelTime()&lt;br /&gt;
 local name = LoGetPilotName()&lt;br /&gt;
 local altBar = LoGetAltitudeAboveSeaLevel()&lt;br /&gt;
 local altRad = LoGetAltitudeAboveGroundLevel()&lt;br /&gt;
 local pitch, bank, yaw = LoGetADIPitchBankYaw()&lt;br /&gt;
&lt;br /&gt;
Then you can send data to your file:&lt;br /&gt;
&lt;br /&gt;
 io.write(string.format(&amp;quot;t = %.2f, name = %s, altBar = %.2f, altRad = %.2f, pitch = %.2f, bank = %.2f, yaw = &lt;br /&gt;
 %.2f\n&amp;quot;, t, name, altBar, altRad, pitch, bank, yaw))&lt;br /&gt;
&lt;br /&gt;
or to your receiving network program:&lt;br /&gt;
&lt;br /&gt;
 socket.try(c:send(string.format(&amp;quot;t = %.2f, name = %s, altBar = %.2f, alrRad = %.2f, pitch = %.2f, bank = %.2f, &lt;br /&gt;
 yaw = %.2f\n&amp;quot;, t, name, altRad, altBar, pitch, bank, yaw)))&lt;br /&gt;
&lt;br /&gt;
===Reducing Network Traffic===&lt;br /&gt;
To reduce network traffic you may need to get data not after every frame but at some model time moments. You can use the LuaExportActivityNextEvent function to program the model time moment tNext of your next exporting event. The parameter t of this functions stands for current model time. If tNext doesn't increase it's value then the LuaExportActivityNextEvent function will not be called further in current simulation. For example, let's get objects data every simulation second and output them to our file:&lt;br /&gt;
&lt;br /&gt;
 local tNext = t &lt;br /&gt;
 local o = LoGetWorldObjects()&lt;br /&gt;
 for k,v in pairs(o) do&lt;br /&gt;
 io.write(string.format(&amp;quot;t = %.2f, ID = %d, name = %s, country = %s(%s), LatLongAlt = (%f, %f, %f), heading = %f\n&amp;quot;, t, k, v.Name, &lt;br /&gt;
 v.Country, v.Coalition, v.LatLongAlt.Lat, v.LatLongAlt.Long, v.LatLongAlt.Alt, v.Heading))&lt;br /&gt;
 end&lt;br /&gt;
 tNext = tNext + 1.0&lt;br /&gt;
 return tNext&lt;br /&gt;
&lt;br /&gt;
or to our network socket:&lt;br /&gt;
&lt;br /&gt;
 local tNext = t &lt;br /&gt;
 local o = LoGetWorldObjects()&lt;br /&gt;
 for k,v in pairs(o) do&lt;br /&gt;
 socket.try(c:send(string.format(&amp;quot;t = %.2f, ID = %d, name = %s, country = %s(%s), LatLongAlt = (%f, %f, %f), heading = %f\n&amp;quot;, t, k, &lt;br /&gt;
 v.Name, v.Country, v.Coalition, v.LatLongAlt.x, v.LatLongAlt.Long, v.LatLongAlt.Alt, v.Heading)))&lt;br /&gt;
 end&lt;br /&gt;
 tNext = tNext + 1.0&lt;br /&gt;
 return tNext&lt;br /&gt;
&lt;br /&gt;
===Available Functions===&lt;br /&gt;
You can use registered DCS [[Internal Data Exporting Functions]] in this script and in your scripts called from this script. All returned values are Lua numbers if other type is not pointed.&lt;br /&gt;
&lt;br /&gt;
===Coroutines===&lt;br /&gt;
DCS supports Lua coroutines using internal function LoCreateCoroutineActivity() available from the exporting lua_State and using scripted function CoroutineResume() defined in the Config/Export/Export.lua file. Following are fragments from that file related to coroutines support:&lt;br /&gt;
&lt;br /&gt;
Global coroutine table:&lt;br /&gt;
&lt;br /&gt;
 Coroutines = {}&lt;br /&gt;
&lt;br /&gt;
Global last created coroutine index:&lt;br /&gt;
&lt;br /&gt;
 CoroutineIndex = 0&lt;br /&gt;
&lt;br /&gt;
This function will be called by DCS model timer to resume coriutine and to get its status:&lt;br /&gt;
&lt;br /&gt;
 function CoroutineResume(index, tCurrent) coroutine.resume(Coroutines[index], tCurrent) return coroutine.status(Coroutines[index]) ~= &lt;br /&gt;
 &amp;quot;dead&amp;quot; end&lt;br /&gt;
&lt;br /&gt;
Coroutine function sample using&lt;br /&gt;
&lt;br /&gt;
 coroutine.yield()&lt;br /&gt;
to suspend execution and for getting current model time value.&lt;br /&gt;
&lt;br /&gt;
 function f(t) local tNext = t local file = io.open(&amp;quot;./Temp/Coroutine.log&amp;quot;, &amp;quot;w&amp;quot;) io.output(file) io.write(string.format(&amp;quot;t = %f, &lt;br /&gt;
 started\n&amp;quot;, tNext)) tNext = coroutine.yield() for i = 1,10 do io.write(string.format(&amp;quot;t = %f, continued\n&amp;quot;, tNext)) tNext = &lt;br /&gt;
 coroutine.yield() end io.write(string.format(&amp;quot;t = %f, finished\n&amp;quot;, tNext)) io.close() end&lt;br /&gt;
&lt;br /&gt;
Create coroutine and save it in the coroutines table with corresponding index:&lt;br /&gt;
&lt;br /&gt;
 CoroutineIndex = CoroutineIndex + 1&lt;br /&gt;
 Coroutines[CoroutineIndex] = coroutine.create(f)&lt;br /&gt;
&lt;br /&gt;
Plan coroutine execution starting from 1.0 second with following periodic resumption with 3.0 seconds period:&lt;br /&gt;
&lt;br /&gt;
 LoCreateCoroutineActivity(CoroutineIndex, 1.0, 3.0)&lt;br /&gt;
&lt;br /&gt;
Coroutine output results in the Temp/Coroutine.log file:&lt;br /&gt;
&lt;br /&gt;
 t = 1.000000, started&lt;br /&gt;
 t = 4.000000, continued&lt;br /&gt;
 t = 7.000000, continued&lt;br /&gt;
 t = 10.000000, continued&lt;br /&gt;
 t = 13.000000, continued&lt;br /&gt;
 t = 16.000000, continued&lt;br /&gt;
 t = 19.000000, continued&lt;br /&gt;
 t = 22.000000, continued&lt;br /&gt;
 t = 25.000000, continued&lt;br /&gt;
 t = 28.000000, continued&lt;br /&gt;
 t = 31.000000, continued&lt;br /&gt;
 t = 34.000000, finished&lt;br /&gt;
&lt;br /&gt;
So there is a possibility to use Lua scripts without visible stuttering specific for complex interpret programs. We can uniformly distribute Lua coroutine execution during simulation model time with given period.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
When playing the game in single player every command is available, however in multiplayer there are options to disable specific settings as desired by the server creator. There are three options as defined by the following: &lt;br /&gt;
&lt;br /&gt;
=== Object ===&lt;br /&gt;
Allows for all objects to be accessible. For example this is how tacview knows and returns where every single object in the game is at. &lt;br /&gt;
&lt;br /&gt;
  LoGetObjectById&lt;br /&gt;
  LoGetWorldObjects&lt;br /&gt;
=== Sensor ===&lt;br /&gt;
Exports sensor data from your aircraft. &lt;br /&gt;
&lt;br /&gt;
  LoGetTWSInfo&lt;br /&gt;
  LoGetTargetInformation&lt;br /&gt;
  LoGetLockedTargetInformation&lt;br /&gt;
  LoGetF15_TWS_Contacts&lt;br /&gt;
  LoGetSightingSystemInfo&lt;br /&gt;
  LoGetWingTargets&lt;br /&gt;
=== Ownship ===&lt;br /&gt;
Exports data about your own aircraft. For example simple radio uses one of these to get the players current location and radio information. &lt;br /&gt;
&lt;br /&gt;
  LoGetPlayerPlaneId&lt;br /&gt;
  LoGetIndicatedAirSpeed&lt;br /&gt;
  LoGetAngleOfAttack&lt;br /&gt;
  LoGetAngleOfSideSlip&lt;br /&gt;
  LoGetAccelerationUnits&lt;br /&gt;
  LoGetVerticalVelocity&lt;br /&gt;
  LoGetADIPitchBankYaw&lt;br /&gt;
  LoGetTrueAirSpeed&lt;br /&gt;
  LoGetAltitudeAboveSeaLevel&lt;br /&gt;
  LoGetAltitudeAboveGroundLevel&lt;br /&gt;
  LoGetMachNumber&lt;br /&gt;
  LoGetRadarAltimeter&lt;br /&gt;
  LoGetMagneticYaw&lt;br /&gt;
  LoGetGlideDeviation&lt;br /&gt;
  LoGetSideDeviation&lt;br /&gt;
  LoGetSlipBallPosition&lt;br /&gt;
  LoGetBasicAtmospherePressure&lt;br /&gt;
  LoGetControlPanel_HSI&lt;br /&gt;
  LoGetEngineInfo&lt;br /&gt;
  LoGetSelfData&lt;br /&gt;
  LoGetCameraPosition&lt;br /&gt;
  LoSetCameraPosition&lt;br /&gt;
  LoSetCommand&lt;br /&gt;
  LoGetMCPState&lt;br /&gt;
  LoGetRoute&lt;br /&gt;
  LoGetNavigationInfo&lt;br /&gt;
  LoGetPayloadInfo&lt;br /&gt;
  LoGetWingInfo&lt;br /&gt;
  LoGetMechInfo&lt;br /&gt;
  LoGetRadioBeaconsStatus&lt;br /&gt;
  LoGetVectorVelocity&lt;br /&gt;
  LoGetVectorWindVelocity&lt;br /&gt;
  LoGetSnares&lt;br /&gt;
  LoGetAngularVelocity&lt;br /&gt;
  LoGetHeightWithObjects&lt;br /&gt;
  LoGetFMData&lt;br /&gt;
&lt;br /&gt;
== Always ==&lt;br /&gt;
&lt;br /&gt;
  LoGetPilotName&lt;br /&gt;
  LoGetAltitude&lt;br /&gt;
  LoGetNameByType&lt;br /&gt;
  LoGeoCoordinatesToLoCoordinates&lt;br /&gt;
  LoCoordinatesToGeoCoordinates&lt;br /&gt;
  LoGetVersionInfo&lt;br /&gt;
  LoGetWindAtPoint&lt;br /&gt;
  LoGetModelTime&lt;br /&gt;
  LoGetMissionStartTime&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_export&amp;diff=7578</id>
		<title>DCS export</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_export&amp;diff=7578"/>
				<updated>2018-06-01T18:33:30Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &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;
|width = 728px&lt;br /&gt;
|height = 90px&lt;br /&gt;
}}&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DCS allows for the export of data within the game world to be used by a wide variety of applications. Example include tacview, simple radio, and physical cockpits. &lt;br /&gt;
&lt;br /&gt;
==Luasocket==&lt;br /&gt;
DCS supplies LuaSocket 2.0 Beta files in the Scripts\LuaSocket folder and in the DCS installation folder. You can use LuaSocket to establish standard network connection between the Export.lua script and your local or remote program. &lt;br /&gt;
Look into the Scripts\LuaSocket folder and find Listener.lua and Talker.lua files. You can use them as stand alone examples for Lua script networking. &lt;br /&gt;
&lt;br /&gt;
==Export.lua==&lt;br /&gt;
===Initialization===&lt;br /&gt;
At the top of Export.lua, there's some comments about it's use&lt;br /&gt;
 -- Data export scripts &lt;br /&gt;
 -- Copyright (C) 2004, Eagle Dynamics.&lt;br /&gt;
 -- …&lt;br /&gt;
 The Lua language use two sequential dashes &amp;quot;--&amp;quot; to start the single-line comment to the end of line. If you need to comment several lines then use &amp;quot;--[[&amp;quot; and &amp;quot;--]]&amp;quot; brackets:&lt;br /&gt;
 &lt;br /&gt;
 -- Uncomment this function to enable data export!&lt;br /&gt;
 --[[ &lt;br /&gt;
 function LuaExportStart()&lt;br /&gt;
 -- Works once just before mission start.&lt;br /&gt;
 &lt;br /&gt;
 -- Make initializations of your files or connections here.&lt;br /&gt;
 -- For example:&lt;br /&gt;
 -- 1) File&lt;br /&gt;
 --	local file = io.open(&amp;quot;./Temp/Export.log&amp;quot;, &amp;quot;w&amp;quot;)&lt;br /&gt;
 --	if file then&lt;br /&gt;
 --	io.output(file)&lt;br /&gt;
 --	end&lt;br /&gt;
 -- 2) Socket&lt;br /&gt;
 -- dofile &amp;quot;lua.lua&amp;quot;&lt;br /&gt;
 -- socket = require(&amp;quot;socket&amp;quot;)&lt;br /&gt;
 -- host = host or &amp;quot;localhost&amp;quot;&lt;br /&gt;
 -- port = port or 8080&lt;br /&gt;
 -- c = socket.try(socket.connect(host, port)) -- connect to the listener socket&lt;br /&gt;
 -- c:setoption(&amp;quot;tcp-nodelay&amp;quot;,true) -- set immediate transmission mode &lt;br /&gt;
 &lt;br /&gt;
 end&lt;br /&gt;
 --]]&lt;br /&gt;
&lt;br /&gt;
DCS activates the Config\Export\Export.lua script at every mission start. You need to uncomment the function LuaExportStart to activate it and to activate all other functions. For that add the single &amp;quot;-&amp;quot; just before &amp;quot;--[[&amp;quot; opening multi-line comment to convert it to the single-line comment &amp;quot;---[[&amp;quot;. So the closing multi-line comment bracket without opening one becomes the single-line comment too. If you want to disable exporting features then remove additional third dash to make the comment multi-line again.&lt;br /&gt;
&lt;br /&gt;
DCS also prints to the Error.log file all other Lua error messages for the Export.lua script.&lt;br /&gt;
&lt;br /&gt;
===LuaExportStart and LuaExportStop===&lt;br /&gt;
DCS calls script functions for every mission simulation. It calls the LuaExportStart function just before mission start to make user script initializations. For example, to open a log file:&lt;br /&gt;
&lt;br /&gt;
 local file = io.open(&amp;quot;./Temp/Export.log&amp;quot;, &amp;quot;w&amp;quot;)&lt;br /&gt;
 if file then&lt;br /&gt;
 io.output(file)&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
or to establish a network connection:&lt;br /&gt;
&lt;br /&gt;
 dofile &amp;quot;lua.lua&amp;quot;&lt;br /&gt;
 socket = require(&amp;quot;socket&amp;quot;)&lt;br /&gt;
 host = host or &amp;quot;localhost&amp;quot;&lt;br /&gt;
 port = port or 8080&lt;br /&gt;
 c = socket.try(socket.connect(host, port)) -- connect to the listener socket&lt;br /&gt;
 c:setoption(&amp;quot;tcp-nodelay&amp;quot;,true) -- set immediate transmission mode&lt;br /&gt;
&lt;br /&gt;
DCS calls the LuaExportStop function just after mission quit to make user finishing actions.&lt;br /&gt;
For example, to close the log file:&lt;br /&gt;
&lt;br /&gt;
 io.close()&lt;br /&gt;
 or to unlink the network connection:&lt;br /&gt;
 &lt;br /&gt;
 socket.try(c:send(&amp;quot;quit&amp;quot;)) -- to close the listener socket&lt;br /&gt;
 c:close()&lt;br /&gt;
&lt;br /&gt;
===LuaExportBeforeNextFrame===&lt;br /&gt;
DCS calls the function LuaExportBeforeNextFrame just before every simulation frame. So if you want to set some input control commands then you can do it here. For example:&lt;br /&gt;
&lt;br /&gt;
 LoSetCommand(3, 0.25) -- rudder 0.25 right &lt;br /&gt;
 LoSetCommand(64) -- increase thrust&lt;br /&gt;
&lt;br /&gt;
There are discrete and analogous input control commands. The discrete command has code only:&lt;br /&gt;
&lt;br /&gt;
 LoSetCommand(64) -- increase thrust&lt;br /&gt;
&lt;br /&gt;
The analogous command has code and value:&lt;br /&gt;
&lt;br /&gt;
 LoSetCommand(3, 0.25) -- rudder 0.25 right&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===LuaExportAfterNextFrame===&lt;br /&gt;
DCS calls the function LuaExportAfterNextFrame every time the simulation frame finishes. So you need to code here your actions to get frame simulations results. For example:&lt;br /&gt;
&lt;br /&gt;
 local t = LoGetModelTime()&lt;br /&gt;
 local name = LoGetPilotName()&lt;br /&gt;
 local altBar = LoGetAltitudeAboveSeaLevel()&lt;br /&gt;
 local altRad = LoGetAltitudeAboveGroundLevel()&lt;br /&gt;
 local pitch, bank, yaw = LoGetADIPitchBankYaw()&lt;br /&gt;
&lt;br /&gt;
Then you can send data to your file:&lt;br /&gt;
&lt;br /&gt;
 io.write(string.format(&amp;quot;t = %.2f, name = %s, altBar = %.2f, altRad = %.2f, pitch = %.2f, bank = %.2f, yaw = &lt;br /&gt;
 %.2f\n&amp;quot;, t, name, altBar, altRad, pitch, bank, yaw))&lt;br /&gt;
&lt;br /&gt;
or to your receiving network program:&lt;br /&gt;
&lt;br /&gt;
 socket.try(c:send(string.format(&amp;quot;t = %.2f, name = %s, altBar = %.2f, alrRad = %.2f, pitch = %.2f, bank = %.2f, &lt;br /&gt;
 yaw = %.2f\n&amp;quot;, t, name, altRad, altBar, pitch, bank, yaw)))&lt;br /&gt;
&lt;br /&gt;
===Reducing Network Traffic===&lt;br /&gt;
To reduce network traffic you may need to get data not after every frame but at some model time moments. You can use the LuaExportActivityNextEvent function to program the model time moment tNext of your next exporting event. The parameter t of this functions stands for current model time. If tNext doesn't increase it's value then the LuaExportActivityNextEvent function will not be called further in current simulation. For example, let's get objects data every simulation second and output them to our file:&lt;br /&gt;
&lt;br /&gt;
 local tNext = t &lt;br /&gt;
 local o = LoGetWorldObjects()&lt;br /&gt;
 for k,v in pairs(o) do&lt;br /&gt;
 io.write(string.format(&amp;quot;t = %.2f, ID = %d, name = %s, country = %s(%s), LatLongAlt = (%f, %f, %f), heading = %f\n&amp;quot;, t, k, v.Name, &lt;br /&gt;
 v.Country, v.Coalition, v.LatLongAlt.Lat, v.LatLongAlt.Long, v.LatLongAlt.Alt, v.Heading))&lt;br /&gt;
 end&lt;br /&gt;
 tNext = tNext + 1.0&lt;br /&gt;
 return tNext&lt;br /&gt;
&lt;br /&gt;
or to our network socket:&lt;br /&gt;
&lt;br /&gt;
 local tNext = t &lt;br /&gt;
 local o = LoGetWorldObjects()&lt;br /&gt;
 for k,v in pairs(o) do&lt;br /&gt;
 socket.try(c:send(string.format(&amp;quot;t = %.2f, ID = %d, name = %s, country = %s(%s), LatLongAlt = (%f, %f, %f), heading = %f\n&amp;quot;, t, k, &lt;br /&gt;
 v.Name, v.Country, v.Coalition, v.LatLongAlt.x, v.LatLongAlt.Long, v.LatLongAlt.Alt, v.Heading)))&lt;br /&gt;
 end&lt;br /&gt;
 tNext = tNext + 1.0&lt;br /&gt;
 return tNext&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
When playing the game in single player every command is available, however in multiplayer there are options to disable specific settings as desired by the server creator. There are three options as defined by the following: &lt;br /&gt;
&lt;br /&gt;
=== Object ===&lt;br /&gt;
Allows for all objects to be accessible. For example this is how tacview knows and returns where every single object in the game is at. &lt;br /&gt;
&lt;br /&gt;
  LoGetObjectById&lt;br /&gt;
  LoGetWorldObjects&lt;br /&gt;
=== Sensor ===&lt;br /&gt;
Exports sensor data from your aircraft. &lt;br /&gt;
&lt;br /&gt;
  LoGetTWSInfo&lt;br /&gt;
  LoGetTargetInformation&lt;br /&gt;
  LoGetLockedTargetInformation&lt;br /&gt;
  LoGetF15_TWS_Contacts&lt;br /&gt;
  LoGetSightingSystemInfo&lt;br /&gt;
  LoGetWingTargets&lt;br /&gt;
=== Ownship ===&lt;br /&gt;
Exports data about your own aircraft. For example simple radio uses one of these to get the players current location and radio information. &lt;br /&gt;
&lt;br /&gt;
  LoGetPlayerPlaneId&lt;br /&gt;
  LoGetIndicatedAirSpeed&lt;br /&gt;
  LoGetAngleOfAttack&lt;br /&gt;
  LoGetAngleOfSideSlip&lt;br /&gt;
  LoGetAccelerationUnits&lt;br /&gt;
  LoGetVerticalVelocity&lt;br /&gt;
  LoGetADIPitchBankYaw&lt;br /&gt;
  LoGetTrueAirSpeed&lt;br /&gt;
  LoGetAltitudeAboveSeaLevel&lt;br /&gt;
  LoGetAltitudeAboveGroundLevel&lt;br /&gt;
  LoGetMachNumber&lt;br /&gt;
  LoGetRadarAltimeter&lt;br /&gt;
  LoGetMagneticYaw&lt;br /&gt;
  LoGetGlideDeviation&lt;br /&gt;
  LoGetSideDeviation&lt;br /&gt;
  LoGetSlipBallPosition&lt;br /&gt;
  LoGetBasicAtmospherePressure&lt;br /&gt;
  LoGetControlPanel_HSI&lt;br /&gt;
  LoGetEngineInfo&lt;br /&gt;
  LoGetSelfData&lt;br /&gt;
  LoGetCameraPosition&lt;br /&gt;
  LoSetCameraPosition&lt;br /&gt;
  LoSetCommand&lt;br /&gt;
  LoGetMCPState&lt;br /&gt;
  LoGetRoute&lt;br /&gt;
  LoGetNavigationInfo&lt;br /&gt;
  LoGetPayloadInfo&lt;br /&gt;
  LoGetWingInfo&lt;br /&gt;
  LoGetMechInfo&lt;br /&gt;
  LoGetRadioBeaconsStatus&lt;br /&gt;
  LoGetVectorVelocity&lt;br /&gt;
  LoGetVectorWindVelocity&lt;br /&gt;
  LoGetSnares&lt;br /&gt;
  LoGetAngularVelocity&lt;br /&gt;
  LoGetHeightWithObjects&lt;br /&gt;
  LoGetFMData&lt;br /&gt;
&lt;br /&gt;
== Always ==&lt;br /&gt;
&lt;br /&gt;
  LoGetPilotName&lt;br /&gt;
  LoGetAltitude&lt;br /&gt;
  LoGetNameByType&lt;br /&gt;
  LoGeoCoordinatesToLoCoordinates&lt;br /&gt;
  LoCoordinatesToGeoCoordinates&lt;br /&gt;
  LoGetVersionInfo&lt;br /&gt;
  LoGetWindAtPoint&lt;br /&gt;
  LoGetModelTime&lt;br /&gt;
  LoGetMissionStartTime&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_export&amp;diff=7577</id>
		<title>DCS export</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_export&amp;diff=7577"/>
				<updated>2018-06-01T18:24:21Z</updated>
		
		<summary type="html">&lt;p&gt;Jeremy Smitherman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;{{#widget:AdSense&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
DCS allows for the export of data within the game world to be used by a wide variety of applications. Example include tacview, simple radio, and physical cockpits. &lt;br /&gt;
&lt;br /&gt;
==Luasocket==&lt;br /&gt;
DCS supplies LuaSocket 2.0 Beta files in the Scripts\LuaSocket folder and in the DCS installation folder. You can use LuaSocket to establish standard network connection between the Export.lua script and your local or remote program. &lt;br /&gt;
Look into the Scripts\LuaSocket folder and find Listener.lua and Talker.lua files. You can use them as stand alone examples for Lua script networking. &lt;br /&gt;
&lt;br /&gt;
==Export.lua==&lt;br /&gt;
===Initialization===&lt;br /&gt;
At the top of Export.lua, there's some comments about it's use&lt;br /&gt;
 -- Data export scripts &lt;br /&gt;
 -- Copyright (C) 2004, Eagle Dynamics.&lt;br /&gt;
 -- …&lt;br /&gt;
 The Lua language use two sequential dashes &amp;quot;--&amp;quot; to start the single-line comment to the end of line. If you need to comment several lines then use &amp;quot;--[[&amp;quot; and &amp;quot;--]]&amp;quot; brackets:&lt;br /&gt;
 &lt;br /&gt;
 -- Uncomment this function to enable data export!&lt;br /&gt;
 --[[ &lt;br /&gt;
 function LuaExportStart()&lt;br /&gt;
 -- Works once just before mission start.&lt;br /&gt;
 &lt;br /&gt;
 -- Make initializations of your files or connections here.&lt;br /&gt;
 -- For example:&lt;br /&gt;
 -- 1) File&lt;br /&gt;
 --	local file = io.open(&amp;quot;./Temp/Export.log&amp;quot;, &amp;quot;w&amp;quot;)&lt;br /&gt;
 --	if file then&lt;br /&gt;
 --	io.output(file)&lt;br /&gt;
 --	end&lt;br /&gt;
 -- 2) Socket&lt;br /&gt;
 -- dofile &amp;quot;lua.lua&amp;quot;&lt;br /&gt;
 -- socket = require(&amp;quot;socket&amp;quot;)&lt;br /&gt;
 -- host = host or &amp;quot;localhost&amp;quot;&lt;br /&gt;
 -- port = port or 8080&lt;br /&gt;
 -- c = socket.try(socket.connect(host, port)) -- connect to the listener socket&lt;br /&gt;
 -- c:setoption(&amp;quot;tcp-nodelay&amp;quot;,true) -- set immediate transmission mode &lt;br /&gt;
 &lt;br /&gt;
 end&lt;br /&gt;
 --]]&lt;br /&gt;
&lt;br /&gt;
DCS activates the Config\Export\Export.lua script at every mission start. You need to uncomment the function LuaExportStart to activate it and to activate all other functions. For that add the single &amp;quot;-&amp;quot; just before &amp;quot;--[[&amp;quot; opening multi-line comment to convert it to the single-line comment &amp;quot;---[[&amp;quot;. So the closing multi-line comment bracket without opening one becomes the single-line comment too. If you want to disable exporting features then remove additional third dash to make the comment multi-line again.&lt;br /&gt;
&lt;br /&gt;
DCS also prints to the Error.log file all other Lua error messages for the Export.lua script.&lt;br /&gt;
&lt;br /&gt;
===LuaExportStart and LuaExportStop===&lt;br /&gt;
DCS calls script functions for every mission simulation. It calls the LuaExportStart function just before mission start to make user script initializations. For example, to open a log file:&lt;br /&gt;
&lt;br /&gt;
 local file = io.open(&amp;quot;./Temp/Export.log&amp;quot;, &amp;quot;w&amp;quot;)&lt;br /&gt;
 if file then&lt;br /&gt;
 io.output(file)&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
or to establish a network connection:&lt;br /&gt;
&lt;br /&gt;
 dofile &amp;quot;lua.lua&amp;quot;&lt;br /&gt;
 socket = require(&amp;quot;socket&amp;quot;)&lt;br /&gt;
 host = host or &amp;quot;localhost&amp;quot;&lt;br /&gt;
 port = port or 8080&lt;br /&gt;
 c = socket.try(socket.connect(host, port)) -- connect to the listener socket&lt;br /&gt;
 c:setoption(&amp;quot;tcp-nodelay&amp;quot;,true) -- set immediate transmission mode&lt;br /&gt;
&lt;br /&gt;
DCS calls the LuaExportStop function just after mission quit to make user finishing actions.&lt;br /&gt;
For example, to close the log file:&lt;br /&gt;
&lt;br /&gt;
 io.close()&lt;br /&gt;
 or to unlink the network connection:&lt;br /&gt;
 &lt;br /&gt;
 socket.try(c:send(&amp;quot;quit&amp;quot;)) -- to close the listener socket&lt;br /&gt;
 c:close()&lt;br /&gt;
&lt;br /&gt;
===LuaExportBeforeNextFrame===&lt;br /&gt;
DCS calls the function LuaExportBeforeNextFrame just before every simulation frame. So if you want to set some input control commands then you can do it here. For example:&lt;br /&gt;
&lt;br /&gt;
 LoSetCommand(3, 0.25) -- rudder 0.25 right &lt;br /&gt;
 LoSetCommand(64) -- increase thrust&lt;br /&gt;
&lt;br /&gt;
There are discrete and analogous input control commands. The discrete command has code only:&lt;br /&gt;
&lt;br /&gt;
 LoSetCommand(64) -- increase thrust&lt;br /&gt;
&lt;br /&gt;
The analogous command has code and value:&lt;br /&gt;
&lt;br /&gt;
 LoSetCommand(3, 0.25) -- rudder 0.25 right&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===LuaExportAfterNextFrame===&lt;br /&gt;
DCS calls the function LuaExportAfterNextFrame every time the simulation frame finishes. So you need to code here your actions to get frame simulations results. For example:&lt;br /&gt;
&lt;br /&gt;
 local t = LoGetModelTime()&lt;br /&gt;
 local name = LoGetPilotName()&lt;br /&gt;
 local altBar = LoGetAltitudeAboveSeaLevel()&lt;br /&gt;
 local altRad = LoGetAltitudeAboveGroundLevel()&lt;br /&gt;
 local pitch, bank, yaw = LoGetADIPitchBankYaw()&lt;br /&gt;
&lt;br /&gt;
Then you can send data to your file:&lt;br /&gt;
&lt;br /&gt;
 io.write(string.format(&amp;quot;t = %.2f, name = %s, altBar = %.2f, altRad = %.2f, pitch = %.2f, bank = %.2f, yaw = &lt;br /&gt;
 %.2f\n&amp;quot;, t, name, altBar, altRad, pitch, bank, yaw))&lt;br /&gt;
&lt;br /&gt;
or to your receiving network program:&lt;br /&gt;
&lt;br /&gt;
 socket.try(c:send(string.format(&amp;quot;t = %.2f, name = %s, altBar = %.2f, alrRad = %.2f, pitch = %.2f, bank = %.2f, &lt;br /&gt;
 yaw = %.2f\n&amp;quot;, t, name, altRad, altBar, pitch, bank, yaw)))&lt;br /&gt;
&lt;br /&gt;
==Multiplayer==&lt;br /&gt;
&lt;br /&gt;
When playing the game in single player every command is available, however in multiplayer there are options to disable specific settings as desired by the server creator. There are three options as defined by the following: &lt;br /&gt;
&lt;br /&gt;
=== Object ===&lt;br /&gt;
Allows for all objects to be accessible. For example this is how tacview knows and returns where every single object in the game is at. &lt;br /&gt;
&lt;br /&gt;
  LoGetObjectById&lt;br /&gt;
  LoGetWorldObjects&lt;br /&gt;
=== Sensor ===&lt;br /&gt;
Exports sensor data from your aircraft. &lt;br /&gt;
&lt;br /&gt;
  LoGetTWSInfo&lt;br /&gt;
  LoGetTargetInformation&lt;br /&gt;
  LoGetLockedTargetInformation&lt;br /&gt;
  LoGetF15_TWS_Contacts&lt;br /&gt;
  LoGetSightingSystemInfo&lt;br /&gt;
  LoGetWingTargets&lt;br /&gt;
=== Ownship ===&lt;br /&gt;
Exports data about your own aircraft. For example simple radio uses one of these to get the players current location and radio information. &lt;br /&gt;
&lt;br /&gt;
  LoGetPlayerPlaneId&lt;br /&gt;
  LoGetIndicatedAirSpeed&lt;br /&gt;
  LoGetAngleOfAttack&lt;br /&gt;
  LoGetAngleOfSideSlip&lt;br /&gt;
  LoGetAccelerationUnits&lt;br /&gt;
  LoGetVerticalVelocity&lt;br /&gt;
  LoGetADIPitchBankYaw&lt;br /&gt;
  LoGetTrueAirSpeed&lt;br /&gt;
  LoGetAltitudeAboveSeaLevel&lt;br /&gt;
  LoGetAltitudeAboveGroundLevel&lt;br /&gt;
  LoGetMachNumber&lt;br /&gt;
  LoGetRadarAltimeter&lt;br /&gt;
  LoGetMagneticYaw&lt;br /&gt;
  LoGetGlideDeviation&lt;br /&gt;
  LoGetSideDeviation&lt;br /&gt;
  LoGetSlipBallPosition&lt;br /&gt;
  LoGetBasicAtmospherePressure&lt;br /&gt;
  LoGetControlPanel_HSI&lt;br /&gt;
  LoGetEngineInfo&lt;br /&gt;
  LoGetSelfData&lt;br /&gt;
  LoGetCameraPosition&lt;br /&gt;
  LoSetCameraPosition&lt;br /&gt;
  LoSetCommand&lt;br /&gt;
  LoGetMCPState&lt;br /&gt;
  LoGetRoute&lt;br /&gt;
  LoGetNavigationInfo&lt;br /&gt;
  LoGetPayloadInfo&lt;br /&gt;
  LoGetWingInfo&lt;br /&gt;
  LoGetMechInfo&lt;br /&gt;
  LoGetRadioBeaconsStatus&lt;br /&gt;
  LoGetVectorVelocity&lt;br /&gt;
  LoGetVectorWindVelocity&lt;br /&gt;
  LoGetSnares&lt;br /&gt;
  LoGetAngularVelocity&lt;br /&gt;
  LoGetHeightWithObjects&lt;br /&gt;
  LoGetFMData&lt;br /&gt;
&lt;br /&gt;
== Always ==&lt;br /&gt;
&lt;br /&gt;
  LoGetPilotName&lt;br /&gt;
  LoGetAltitude&lt;br /&gt;
  LoGetNameByType&lt;br /&gt;
  LoGeoCoordinatesToLoCoordinates&lt;br /&gt;
  LoCoordinatesToGeoCoordinates&lt;br /&gt;
  LoGetVersionInfo&lt;br /&gt;
  LoGetWindAtPoint&lt;br /&gt;
  LoGetModelTime&lt;br /&gt;
  LoGetMissionStartTime&lt;/div&gt;</summary>
		<author><name>Jeremy Smitherman</name></author>	</entry>

	</feed>