recursal/Fanatic-Fandom huggingface dataset:
Aerial Refueling

Aerial refueling is the process of refueling an aircraft without landing. This can be useful for sustaining long-range missions or when taking off with minimal fuel to facilitate the usage of heavier loadouts. There are two vehicles in the game that can facilitate aerial refueling:

* KC-49 Tanker: A converted airliner fitted with a ventral refueling boom. Includes a set of Pilot Directional Indicator (PDI) lights for assistance with position guidance.
* MQ-31: A carrier-launchable drone equipped with a refueling boom like the KC-49. Arguably more difficult to refuel from due to the lack of a PDI light system and a lower boom gimbal range.

## Guide

Aerial refueling is generally a difficult task for untrained pilots. It involves knowing how to move relative to another aircraft and being able to hold a specific position for extended time periods with very little room for error. As such, practice and patience are key to being able to make a successful refuel in the air.

Your first priority is going to be to know where your aircraft's refueling port is located:

* AV-42C: The port is located above the cockpit. Somewhat tricky to refuel with, as it can be difficult to know where to place the aircraft while in flight.
* F/A-26B: The port is located in front of the cockpit. Generally the easiest to refuel, and an excellent aircraft for starting out with.
* F-45A: The port is located to the right side of the cockpit. Arguably the hardest to refuel due to the added complication of having to place your aircraft slightly to the left of the tanker.
* T-55: The port is located right behind the instructor seat. It is generally pretty hard to refuel since you can't look behind you too often.

From there, follow these instructions to refuel with the most stable approach:

1. Flip your Fuel Port switch.
2. Move to ~50 meters behind the refueling aircraft.
3. Adjust your speed until your distance to the aircraft remains constant for at least 3 seconds.
4. Slowly increase your speed to meet up with the tanker. **The slower your approach is, the better. Do not rush unless you are at critically-low fuel levels.**
5. Assume a position just underneath and behind the tanker. If your fuel port is open, the boom will automatically connect to your aircraft.
6. (KC-49 ONLY) Follow the PDI guide lights underneath the tanker to hold a more stable position. If both lights are green, you're in an optimal position.
7. Hold position, adjusting throttle and angle as needed, until your desired fuel level is reached. Ensure you do not overcorrect with your maneuvers.
Draft:Radar (Mechanic)

Radar is one of several target detection, acquisition, and tracking methods in VTOL VR. It works by sending out pulses and registering the 'echos' they send back to the radar source upon bouncing off of another object. In the context of VTOL VR, most radars are primarily intended for acquiring air targets, including jets and missiles.

Two main factors play into radar detection of units in VTOL VR: the radar source's power and the detectable object's Radar Cross-Section (RCS). Every radar source in VTOL VR will have a certain distance at which transmitted radio waves have little to no chance of providing any meaningful returns for the search radar. An object's RCS determines how much of a radar's radio waves are reflected back to the radar source, and is mainly dependent on the relative surface area that the radar in question can see. An object is considered 'detected' by a radar source if two criteria are fulfilled:

1. The object is hit by the propagating radio waves.
2. Enough of the radio waves reflect off the object and back to the searching radar to be registered by the radar system's AI.

For example, a fighter jet flying with its dorsal or ventral aspect facing directly towards a radar will give off a significantly higher RCS than if only its front is facing the radar, making it more visible to the radar from longer ranges.

In general, an aircraft with more flat edges across its frame--such as the F/A-26B--will be much more visible to a radar than other aircraft due to its geometry causing more radio waves to reflect back to the radar source. Conversely, aircraft like the F-45A will reflect fewer radio waves back to a radar source due to its more curved design; as such, it will be harder for radars to detect and start tracking an F-45A from range than something like an F/A-26B.
AH-94/Hardpoints

This page goes over all of the AH-94's weapons and equipment and shows the equipment capabilities of each pylon. Each pylon below is ordered as seen in the Equipment display.

### E0

* GAU-94 (x1200 Rounds)
* M230 Chain Gun (x1200 Rounds)

### E2/E3

* Hydra 70 (x7, x16, x19, or x57 rockets per pylon)
* AGM-114 (x4 missiles per rack)
* AGM-145 (x4 missiles per rack)
* AGM-27 (x7 or x19 missiles per pod)
* GBU-39ER (x4 bombs per rack)
* External Fuel Tanks (870L fuel per tank)

### E1/E4

* Hydra 70 (x7, x16, or x19 rockets per pylon)
* AGM-114 (x4 missiles per rack)
* AGM-145 (x4 missiles per rack)
* AGM-27 (x7 or x19 missiles per pod)
* GBU-39ER (x4 bombs per rack)
MAD-4 Radar

**This page is a stub.**

*This page is very short and could benefit from the addition of further information.*

### *"The radar component of the Mobile Air Defense system. It can only move while Engage Enemies is unchecked (radar components will fold). The MAD-4 system features super long-range radar and missile technology on a mobile platform." -- Mission Editor description*

This ground vehicle is one half of the MAD-4 mobile radar defense system. Its radar activates when its Engage Enemies property is enabled in the mission editor and it functions similarly to the SAM S/A Radar. It cannot move and have its radar active at the same time.

The MAD-4 radar is notorious for being a very powerful radar system, capable of detecting, tracking, and locking onto targets from super long-range, similarly to the NMSS Cruiser's long-range radar. It is recommended to pair this with an MAD-4 Launcher to better compliment its sheer range and mobility. This radar also works exceptionally well with the SAM Launcher's BSM-66LR and FLKM-100 missile configurations, allowing them to better capitalize on their sheer range for more efficient target destruction.

The MAD-4 Radar can be identified as *4* on the RWR.
SAAW

### *"Self propelled anti-air weapon. Armed with short-range radar guided missiles and twin anti-air cannons." -- Mission Editor description*

The Self-propelled Anti-Air Weapon (SAAW) is a ground vehicle designed with short-range air defense in mind. It is essentially a superior version of the IRAPC with short-range radar-guided missiles instead of heat-seekers and a small cannon. It can load up to 8 missiles at a time and will engage enemies with its cannon at ~1 km (0.5nm) and with its missiles at ~6km (3.2nm). The missiles on the SAAW are technically semi-active radar-guided SAMs; as such, they are incapable of "going pitbull" on enemy air targets. It is identifiable on the Radar Warning Receiver (RWR) as *SA.*

## Trivia

* The SAAW uses the same body model as the MBT2-E Tank.
Mk. 82 Bomb

A rack of three Mk. 82 bombs on a pylon.

### *"Standard un-guided[sic] 500lb bomb." -- In-Game Description*

The Mk. 82 Bomb is a generic free-fall bomb available for all playable aircraft except the AH-94. Its simplicity of use makes it effective for tactics such as carpet bombing. When active, it shows a vertical line across the HUD. The marker showing where the bomb will hit is at the bottom of this line, commonly referred to as the CCIP pipper. The entire system is referred to as the Constantly Computed Impact Point, or CCIP. The Mk. 82 has three main deployment techniques available:

* CCIP Dive-Bombing: This mode makes use of the Mk. 82's CCIP HUD pipper for a direct attack method. To do this, fly to ~5,000 feet above your target, immediately dive down towards them, and pull the trigger to release a bomb once the CCIP marker is over them.
* TGP-Assisted Bombing: This mode is useful for hitting stationary targets in close proximity to one another, or for improving the accuracy of carpet-bombing runs. To do this, open up the TGP panel on one of your MFDs and set its mode to 'PIP' (Predicted Impact Point) to track the bomb's impact point more precisely. Line up with your target(s) and pull the trigger once your TGP's crosshair is over your desired target. TGP bombing is useful when diving is impractical.
* CCRP (Constantly-Calculated Release Point) Bombing: This mode is the most sophisticated deployment method for unguided bombs, allowing for strong accuracy against targets, stationary or otherwise. To use this mode, ensure that the Mk. 82's CCRP functionality is enabled in your aircraft's EQUIP MFCD page beforehand. Open up the TGP page and click the SOI button so you can slew the targeting crosshair over a desired ground target. This will create a dotted line on your HUD (the CCRP line); this is your steering cue. Line up the Mk. 82's CCIP reticle as closely with the CCRP line as closely as possible and hold your aircraft steady on your approach. As the CCIP marker nears the target, a diamond icon will crawl down the CCRP line towards two carats. Once the diamond is in between the carats, the CCIP is over the target (or at least within appropriate launch distance from them); pull the trigger once everything is lined up for an accurate bomb drop. CCRP bombing is a valuable tactic if one wishes to deploy unguided bombs against moving ground targets, such as convoys or naval ships, as the calculations account for the target's movement. Using AUTO CCRP allows you to hold the trigger in advance, with the computer releasing the bomb at the perfect moment. This mode works well for precise bombing runs against single targets, but if absolute precision against multiple targets is more necessary to your tactics, you may wish to opt to use a GBU-38 instead.

## See also

* Mk. 82AIR High Drag Bomb
* Mk. 83 Bomb
Conformal Fuel Tank (CFT)

The Conformal Fuel Tanks (CFTs) are an addon available for the F/A-26B, applied in the same way its external TGP would be. Like the TGP addon, the CFTs cannot be jettisoned. The CFTs allow the F/A-26B to hold an extra 6400 total liters of fuel for flight. This has the main benefit of being able to greatly increase its maximum flight range without taking up its extra fuel tank ports. This gives the pilot an advantage in armament for super long-range or otherwise long-term missions. On the other hand, this brings about a very heavy penalty to your Thrust to Weight Ratio with greater amounts of fuel being loaded in. This can make maneuvering in short order a great challenge, and may necessitate a fighter escort in missions where hostile fighters and/or interceptors are a threat. Even so, the CFTs can make for a fair addon in roles where maneuvering isn't much of a problem.
CAGM-6 Cluster Missile

**This page is a stub.**

*This page is very short and could benefit from the addition of further information.*

## CAGM-6 Cluster Missile

### Description

"An optically guided 'fire and forget' missile. Deploys 6 sub-munitions that independently seek targets in the field of view."

## Technical Specifications

### Max Torque

0.5

The CAGM-6 is a Cluster Air-to-Ground Missile available to the AV-42C and the F/A-26B. It releases 6 smaller missiles [sub-munitions] once close to the initial target point. These missiles act like smaller independently homing AGMs. Players can only aim the cluster missile, not the sub munitions. The sub munitions deploy 2.2 kilometers away from the target and will find targets inside of a 1 kilometer cone. Aiming and deployment of the CAGM is done similarly to the AGM-65.

Like the CBU-97, players should allow adequate time for the weapon to disperse. It is possible for the cluster missile to disperse the sub-munitions immediately upon launching. However, the submunitions may not have enough time to find and navigate to their targets.

It is typically useful against groups of hostiles in close formation, such as convoys and smaller enemy bases.

## Gallery

A CAGM-6 Cluster Missile mounted on a pylon.
Music Player

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{\displaystyle The\ Fandom\ wiki\ is\ outdated\ and\ abandoned.\ Please\ use\ the\ correct\ one,\ ending\ in\ .gg\ and\ starting\ with\ vtolvr.wiki.Do\ not\ edit\ this\ one.}

**This page is a stub.**

*This page is very short and could benefit from the addition of further information.*

The music player is a panel in an aircraft's cockpit that allows the player to play mp3 files from a dedicated music folder. The folder itself is located at the following file path within the Steam folder:

***.../steamapps/common/VTOL VR/RadioMusic***

There are 3 songs included in the music folder by default:

* djijiji.mp3
* song3.mp3
* vtOrch.mp3

It is possible to add new song files to the folder to play them in-game via the music player. Bear in mind that only **.mp3** files are supported.

## Media Links

The default songs can be found on Soundcloud under BahamutoD's name:

* djijiji1
* song3
* vtOrch
SAM Launcher P

**This page is a stub.**

*This page is very short and could benefit from the addition of further information.*

### *"Stationary radar guided surface-to-air missile launcher. Capable of loading 16 missiles." -- Mission Editor description*

The **SAM Launcher P** is a stationary surface-to-air missile launcher that fires active-guided missiles. It can fire 16 missiles before having to reload.

## Armament

The SAM Launcher P has an EQUIPS tab in the Mission Editor, but has only one missile equipment option available at the moment:

* PAC-3 - "Radar-guided surface-to-air defense missile."
Bích Dao

Con gái của Tông chủ Quỷ Vương Tông ma giáo, vẻ mặt như hoa, dung mạo kinh nhân, thích mặc lục y, tính cách hoạt bát phóng khoáng, dễ dàng xúc động. Bởi được Ma giáo giáo dục nên có thành kiến rất sâu sắc với chính đạo, nhưng tâm địa lại thiện lương. Pháp bảo: Thương Tâm Kỳ Hoa.

Từng gặp mặt Trương Tiểu Phàm một lần ở Hà Dương Thành, sau dưới Tử Linh Uyên bên bờ Vô Tình Hải gặp phải tập kích của thượng cổ ma thú Hắc Thủy Huyền Xà, cùng Trương Tiểu Phàm mắc kẹt trong Tích Huyết Động, thấy được bằng chứng về chuyện xưa của tiền bối Ma giáo, ngẫu nhiên có được chí bảo của Hợp Hoan Phái là Hợp Hoan Linh. Trong tuyệt cảnh, cùng Trương Tiểu Phàm chung sinh tử, thổ lộ với hắn chuyện hồi nhỏ của mình, cũng một lòng hướng về hắn, nhờ vậy mà hóa giải được trở ngại ngăn cách nàng và phụ thân đã nhiều năm. Sau đó nàng cùng Trương Tiểu Phàm trừ yêu, trong quá trình đó, ở ngoài Hắc Thạch Động Trương Tiểu Phàm nhìn xuống giếng Mãn Nguyệt trong truyền thuyết nhìn thấy thân ảnh của Bích Dao.

Trong khi Trương Tiểu Phàm bị Thanh Vân Môn hoài nghi, tiếp nhận thẩm vấn tại Ngọc Thanh Điện trên Thông Thiên Phong, Bích Dao thương tiếc Tiểu Phàm, muốn kéo hắn rời khỏi nơi thương tâm ấy, không ngờ lúc này Đạo Huyền phát động Tru Tiên Kiếm Trận muốn giết chết Tiểu Phàm, Bích Dao đẩy Trương Tiểu Phàm ra, niệm ra Si Tình Chú, lấy ra ba hồn bảy vía và tinh huyết của bản thân hóa thành huyết bích, vì Trương Tiểu Phàm mà đỡ chủ kiếm Tru Tiên to lớn, xả thân cứu Trương Tiểu Phàm. May mắn được Hợp Hoan Linh giữ lại một hồn, thân thể không bị tan mất, sau đó Tứ Linh Huyết Trận đại công cáo thành dẫn đến Hồ Kỳ Sơn sụp đổ, lúc đó thân thể mất tích, chỉ để lại một mảnh xiêm y màu xanh lục.
AIM-9E

**This page is a stub.**

*This page is very short and could benefit from the addition of further information.*

## Technical Specifications

### Max Torque

7

The **AIM-9E** is a rear-aspect heat-seeking missile available for the AV-42C, F/A-26B and T-55 to use. Unlike the standard AIM-9 missiles, the AIM-9E requires a lock specifically on the target's engines for locking, and the IR seeker moves in a circular fashion. Additionally, the AIM-9E can only be fired in **Uncaged** mode and uses a double action release function, once you hear a tone, a pull of the trigger focuses the IR seeker onto your target, finally press the weapon select button to release the missile.
Sessão Western

foi uma sessão de filmes na Rede Globo na década de 80

## 1988

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* 02/04 - **[última exibição]**

## 1987

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## 1985

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## 1983

* 01/01 - Os Renegados
* 08/01 - E Agora
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## 1981

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Targeting Pod (TGP)

**This page is a stub.**

*This page is very short and could benefit from the addition of further information.*

The targeting pod is a controllable camera available for all playable aircraft. It is a crucial part in target acquisition and fire control for air-to-ground weapons, such as the GBU-12 or the AGM-65.

* AV-42C: Built-in targeting pod.
* F/A-26B: Targeting pod addon available.
* F-45A: Built-in targeting pod. Known as the Electro-Optical Targeting System (EOTS).
* AH-94: Built-in targeting pod. Known as the Targeting Acquisition and Designation Sight (TADS).
* T-55: Targeting pod addon available.

* **WPT**: Slews the TGP to the current waypoint.
* **SOI** : Sets the TGP as the sensor of interest for control with the flight stick's thumb controls. While SOI you can go into **HEAD** mode (more info below) by pressing and holding the flight stick's thumb stick.
* **Zoom (+/-)**: increases or decreases the zoom.
* **GPS-S**: Uses the location of the ground or target at the cross-hair to create a GPS point on the GPS page.
* **GPS-A**: Slews the TGP to the currently-highlighted GPS point.
* **PWR**: Toggles TGP power on/off.
* **HEAD**: Allows the TGP to be controlled through your fighter's Head-Mounted Cueing System (HMCS) functionality. The image is projected onto the visor when it is down. There are additional control mappings available in this mode:
	+ Zoom is mapped to the controller's directional up and down controls.
	+ Center press saves the center location or target to tracking, and exits HEAD mode.
* **SENS**: Cycles the sensor mode.
	+ **DAY**: normal IR sensor sensitivity.
	+ **NIGHT**: extra IR sensor sensitivity for low light conditions.
	+ **COLOR**: visible light spectrum sensor.
* **MODE**: Cycles TGP Modes.
	+ **TGT**: The TGP snaps to and tracks units or stabilizes about a point on the ground. This is the TGP's default mode and will activate automatically when it's pointed at the ground. Remember to take laser distance into account.
	+ **PIP**: The TGP's crosshairs are centered on the current weapon's predicted impact point.
	+ **FWD**: Centers the TGP forward parallel to the aircraft's nose as indicated on the "W" in the HUD.
* **LIM**: Toggles the camera movement limit and position marking. Camera movement limit is represented by a white outline and the camera position relative to the aircraft is represented as a white dot.
* **MARK**: Toggles the laser that can be visible with NVGs on at night. It can help with targeting laser guided munitions such as the AGM-114.

The aircraft roll orientation is indicated at the bottom left corner of the TGP/EOTS screen.
GAV-25 Bullshark

### *"A STOVL/VTOL ground attack jet" - in game description*

The GAV-25 Bullshark is the main VTOL aircraft for the enemy faction in the game. This unit specializes in Air-to-Ground combat; its sheer potential firepower makes it a formidable asset in Close Air Support tactics. It has no radar, falls short in terms of speed, and is only capable of equipping heat-seeking missiles, making it somewhat vulnerable to hostile interceptor aircraft.

## Armament

These are the weapons the GAV-25 can equip, as listed in the Mission Editor.

* 1x Internal slot
	+ CG-25 Twin Chaingun - "A fixed 25mm dual-barreled chaingun."
* 8x External pylons
	+ GMA-6 x2 - "A medium range optically guided 'fire-and-forget' anti-tank missile."
	+ GMA-14 x3 - "A rack of 3 laser-guided anti-tank missiles."
	+ WR-25 Rocket Pod - "A hexagonal pod carrying 25 unguided rockets."
	+ ASF-SRM x1 - "A standard heat-seeking anti-air missile."
	+ ASF-SRM x2 - "A rack of two standard heat-seeking anti-air missiles."
	+ ASF-SRM x3 - "A rack of three standard heat-seeking anti-air missiles."
	+ SB-1 Bomb x3 - "Standard unguided 500lb bombs."
	+ ASF-SRM-RA x1 - "An older rear-aspect heat-seeking anti-air missile."
	+ ASF-SRM-RA x2 - "A rack of two older rear-aspect heat-seeking anti-air missiles."
	+ ASF-SRM-RA x3 - "A rack of three older rear-aspect heat-seeking anti-air missiles."

## Trivia

* Though the GAV-25 cannot be loaded with passengers in the Mission Editor like with the AV-42C, one of these fighters did play a transportation role in mission 7 (*Striking Oil*) of the F/A-26B's campaign. In the second phase of the mission, if the player takes too long to destroy the VIP's convoy, then it will stop at a checkpoint and the VIP (and presumably their guards) will board a GAV-25, which will attempt to extract them from the map.

## Gallery

A GAV-25 firing a GMA-6 at a distant ground target.A GAV-25 performing a vertical takeoff. Footage manually sped-up.A GAV-25 firing its CG-25 Twin Chaingun at a ground target.Top profileSide profileFrontal profile
AGM-188 MARM

The AGM-188 is an Anti-Radiation Missile available to the AV-42C. Although having a shorter range than the **AGM-88**, it is unique from other Anti-Radiation Missiles due to its unique top-down attack angle in the terminal homing phase. This technique exploits the inability of many SAM fire control radars to target contacts straight above them, making for a highly aggressive and effective SEAD implement.

## Usage

The AGM-188 is used through the ARAD page in an aircraft's MFCD. From here it is recommended to use the HUD option with their visor on the ARAD display to enable visualization of the enemy SAM radars. Once on the ARAD screen, use the SOI button to select the ARAD screen for thumb stick control. You can then use the thumbstick to slew the targeting reticle to the desired radar source and click once to lock it. From there, simply enter the firing arc and range of the locked target. The orange launch authorization lights will illuminate once you are within range and arc. After firing, you should be free to break for evasive maneuvers if needed.

## Gallery

A single AGM-188 nounted on a pylon.An AGM-188 in flight with its wings deployed.An AGM-188 entering its top-down phase and homing in on its target.
SAM Radar (Disambigulation)

**This article is a disambiguation page for SAM Radar (Disambigulation)**

The following is a list of links to pages that might share the same title.

Please follow one of the disambiguation links below or search to find the page you were looking for if it is not listed. If an internal link led you here, you may wish to change the link to point directly to the intended article.

* SAM Fire Control Radar (SAM FCR-P)
* SAM S/A Radar
	+ Allied
	+ Enemy
Livery Editor

**This page is a work in progress.**

*This page is currently unfinished and should be filled out as soon as possible. Please remove this Notice when complete.*

**This page is a stub.**

*This page is very short and could benefit from the addition of further information.*

The **Livery Editor** is a tool in VTOL VR used for making aircraft skins.
Mission Editor/Global Values

**This page is a stub.**

*This page is very short and could benefit from the addition of further information.*

Global Values are a way of forming advanced Scenario flow behavior. They are often used for coding in more advanced conditions for Events using a variety of different inputs. Global Values can be changed through Event Actions and checked by the Conditional Editor's Global Value Node.

## Configuration

Global Values can be set up through the Global Values screen in the Toolbar (Edit - Global Values). The Global Values screen allows new Global Values to be added or existing ones to be changed or deleted as desired. They can be given a name, a description, and an initial value through the GUI.
IRAPC

**This page is a stub.**

*This page is very short and could benefit from the addition of further information.*

## Technical Specifications

### *"Armored personnel carrier with heat seeking anti-air missile turret." -- Mission Editor description*

The IRAPC is a hostile ground unit with a heat-seeking anti-air missile launcher attached on top.

Its missiles have an engagement range of ~4km (2.1nm).

## Trivia

* The IRAPC seems to have four countermeasure dispensers attached to it, but it never deploys any in-game.
AGM-65

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{\displaystyle The\ Fandom\ wiki\ is\ outdated\ and\ abandoned.\ Please\ use\ the\ correct\ one,\ ending\ in\ .gg\ and\ starting\ with\ vtolvr.wiki.Do\ not\ edit\ this\ one.}

## AGM-65

### Description

"[The AGM-65] is a medium range laser/optically guided anti-tank missile."

## Technical Specifications

### Max Torque

5

The **AGM-65** is a strategic Air-to-Ground Missile available to the AV-42C, F/A-26B and T-55. Unlike the AV-42C's AGM-114, the AGM-65 is a fire-and-forget weapon, meaning attacking aircraft can easily fire at other targets in quick succession or even break off and duck into cover to avoid hostile air defenses. It is also very useful in SEAD (Suppression of Enemy Air Defences) tactics and naval combat; its range and optical-tracking capabilities make it a great asset for things like destroying ship radars from afar and hitting them up close with simpler weapons like Hydra 70s afterwards to sink them. Be wary of any CIWS turrets near your target, though, as the missile is still vulnerable to being shot down.

The AGM-65 works based on a built-in optical-tracking guidance system, meaning that it's not only fire-and-forget-capable, but it can also automatically adjust to hit moving targets as well, even when TGP lock is lost. The missile will make automatic flight corrections towards both stationary and moving targets. In comparison, GBU-38s and GBU-39s can steer towards a GPS point, but do not have sensors to identify and track a target.

The AGM-65 can destroy bunkers.

## Deployment

1. Select a target by turning on the TGP and setting it to SOI.
2. While holding the flight stick, use the *thumb stick to* slew the reticle over the desired target. The reticle will snap to a unit.
3. Trigger Uncage Mode (Double Action): Hold the *trigger* down with the aircraft pointed towards the target to uncage the sensor. A circle in the HUD will slew onto the target and the weapon engagement zone bar will appear. If you are within range, the range launch authorization lights will come on. While continuing to squeezing the trigger, press the *change weapon* button and the missile will launch. The AGM-65 is an Air-to-Ground Missile and thus "Rifle" is announced on the radio when the missile is fired.
4. Single Action: The previously described trigger hold behavior is now always on. Instead, the trigger is now used to fire the weapon.
5. After launch you are free to break away if needed or fire on other targets.

## Gallery

An AGM-65 gliding to its target after its booster phase.
Radar Warning Receiver (RWR)

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{\displaystyle The\ Fandom\ wiki\ is\ outdated\ and\ abandoned.\ Please\ use\ the\ correct\ one,\ ending\ in\ .gg\ and\ starting\ with\ vtolvr.wiki.Do\ not\ edit\ this\ one.}

The RWR (Radar Warning Receiver) displays and identifies sources of radar emissions. Initialisms identify the radar platform, while symbols help the user prioritize and respond to threats. The display updates a source every time a radar ping hits the aircraft.

**NOTE:** *No Allied radar sources are displayed on the RWR in singleplayer, except for that of the E-4 Overlord.*

## Example Scenario (Surface to Air Threat)

This is a brief example of what the RWR panel of a defending aircraft shows when a hostile SAM S/A Radar (DS) is detected, locks on and fires/guides a semi-active BSM-66 to its target.

## Acronyms

The RWR can also identify a radar source and display an abbreviation denoting the type of unit whose radar is detected. The known abbreviations are as follows:

The following RWR acronyms are only seen in Multiplayer:

## Sounds

**MWS**

 Indicates a missile was launched nearby.

 Indicates an incoming missile on intercept trajectory.

**RWR**

 Indicates a new radar source appearing.

 Indicates an incoming radar search ping. Plays at a faster rate when being tracked.

 Indicates an incoming hard radar lock.

 Indicates an incoming hard radar lock that is supporting a SARH missile.

 Indicates an incoming radar lock from an ARH missile.
Quick Flight Missions

Each playable aircraft has a set of associated quick missions available, showcasing the functionality of the available fighters. Unlike with campaign missions, quick flight missions are not sequentially-unlocked; each mission is immediately available to players. Completion has no affect on other missions.

## AV-42C

There are currently 5 quick play missions available for the AV-42C:

* Free Flight
* Free Flight 2
* Target Practice
* Aerial Refueling Practice
* Naval Landing Practice

## F/A-26B

There are currently 6 quick play missions available for the F/A-26B:

* Free Flight
* Free Flight 2
* Target Practice
* Aerial Refueling Practice
* Carrier Landing Practice
* 2v2 Air Combat
* Difficult Mission

## F-45A

There are currently 5 quick play missions available to the F-45A:

* Free Flight
* Stealth Strike
* Bay Assault
* Counter Bomber
* Carrier Landing Practice

## AH-94

* Target Practice
* Flight Practice
* Small Arms
* Surprise Attack
* Arctic Assault
Bunker A

**This page is a stub.**

*This page is very short and could benefit from the addition of further information.*

### "A hardened bunker manned with machine gunners." -- In-Game Description

   The Bunker is a stationary ground defense emplacement in VTOL VR. It will fire at units coming near with rifles, similar to what Infantry use. The most notable aspect of the Bunker is how hard it is to destroy. Cannons are unable to harm bunkers, as well as most AGMs. Bunkers can be destroyed using bombs, or any of the following AGMs:

* AGM-65
* AGM-161
AV-42C/Hardpoints

This page pertains to all the weapons/equipment available to the AV-42C and which pylons they can be equipped on. Each pylon below is ordered logically and is named according to how it appears in the image to the right.

### E0

* GAU-8 (x800 rounds)
* M230 Chain Gun (x1200 rounds)

### E2/E3

* Hydra 70 (x7, x16, or x19 rockets per pod)
* Mk-82 (x1, x2, or x3 bombs per rack)
* Mk-82AIR (x1, x2, or x3 bombs per rack)
* AGM-89 (x1 missile per rack)
* GBU-38 (x1, x2, or x3 bombs per rack)
* GBU-39 (x4 bombs per rack)
* CBU-97 (x1 bomb per rack)
* AGM-114 (x4 missiles per rack)
* AGM-65 (x1, x3 missiles per rack)
* CAGM-6 (x1 missile per rack)
* AIM-9 (x1, x2, or x3 missiles per rack)
* AIRS-T (x1, x2, or x3 missiles per rack)
* AGM-188 (x1 missile per rack)
* AGM-126 (x1, x2, or x3 missiles per rack)

### E4/E1

* Hydra 70 (x7, x16, or x19 rockets per pod)
* Mk-82 (x1, x2, or x3 bombs per rack)
* Mk-82AIR (x1, x2, or x3 bombs per rack)
* AGM-89 (x1 missile per rack)
* GBU-38 (x1, x2, or x3 bombs per rack)
* GBU-39 (x4 bombs per rack)
* CBU-97 (x1 bomb per rack)
* AGM-114 (x4 missiles per rack)
* AGM-65 (x1 missile per rack)
* CAGM-6 (x1 missile per rack)
* AIM-9 (x1, x2, or x3 missiles per rack)
* AIRS-T (x1, x2, or x3 missiles per rack)
* AGM-188 (x1 missile per rack)
* AGM-126 (x1, x2, or x3 missiles per rack)

### E5/E6

* Mk-82 (x1, x2, or x3 bombs per rack)
* Mk-82AIR (x1, x2, or x3 bombs per rack)
* AGM-89 (x1 missile per rack)
* GBU-38 (x1, x2, or x3 bombs per rack)
* GBU-39 (x4 bombs per rack)
* CBU-97 (x1 bomb per rack)
* AGM-188 (x1 missile per rack)
AGM-114

**This page is a stub.**

*This page is very short and could benefit from the addition of further information.*

## Technical Specifications

### Max Torque

2

The **AGM-114** is a weapon available to the AV-42C and AH-94. It is a versatile laser-guided Air-to-Ground Missile designed with Close Air Support tactics in mind. One rack contains four missiles each, making it easy to bring many of these missiles into battle, and is much lighter than a rack of AGM-65s.

## Usage

The missile is not a fire-and-forget weapon system. A target must be designated by the deploying aircraft's TGP and kept on target until impact. Maneuvering too unpredictably could cause the TGP to reach its gimbal limit during flight; this will divert the missile's course elsewhere and cause it to miss its target. This restriction makes it nonviable for use in areas with heavy air defenses, but it is still useful against other ground targets, especially when one's deployment budget is an issue. Note that the target can be changed while the AGM-114 is in flight if the TGP is set to a different target before impact; remember to take the missile's maneuverability into account and do not attempt this late in the missile's flight path. During the night time, with NVGs active, the MARK button on the TGP will allow you to visualize the laser, giving you a way to track where the missile will impact. Bear in mind that enemies will also be able to see this laser if they have NVGs on, though.
SRAD

**This page is a stub.**

*This page is very short and could benefit from the addition of further information.*

### *"Short-Range Air Defense truck mounted with heat-seeking anti-air missiles and a small cannon." -- Mission Editor description*

The SRAD is a ground vehicle belonging to the allied faction. It's roughly similar to the IRAPC in its functions, but unlike the IRAPC, the SRAD includes a cannon for better air defense capabilities. Its mobility and strength make it apt for escorting convoys.
Rocket Boat

Rocket Boat

### *"A small unmanned boat carrying a large rocket launcher and a basic gun turret." -- Mission Editor description*

The Rocket Boat is a variant of the enemy navy's Gun Boat with an unguided medium-range rocket launcher turret located in the back. It is designed with naval superiority tactics in mind. Though it is easily destroyed like its sibling, its added rocket launcher makes it a significant threat nonetheless, especially to other naval ships. Though not its main priority, the Rocket Boat is also capable of firing rockets at ground targets as well. The rockets seem to function similarly in application to the rockets launched by Rocket Artillery Trucks. The Rocket Boat is incapable of performing actual artillery fire missions, so the rockets are fired at enemies within a range of ~8 km, similarly to the "Engage Enemies" functionality of the artillery truck.

The Rocket Boat is most widely-known for its role in mission 7 of The Island, the vanilla campaign for the AV-42C. After clearing out the airbase, a group of five of these Rocket Boats is spotted moving towards the carrier fleet. Left unchecked for long enough, they could easily down the whole fleet from afar within minutes.

## Armament

* 1x Double-Barrelled CIWS Turret; located at the bow of the ship.
* 1x Heavy unguided rocket launcher, 11 rockets loaded; located on a raised platform at the stern of the ship. Launches rockets at hostile ships from afar and can even down a distant Allied Cruiser with 1-2 good shots.
DMS Cruiser

DMS Cruiser

### *"A medium sized drone ship armed with SAMs and basic gun turrets." -- Mission Editor Description*

The DMS Cruiser is a common ship in the enemy navy, designed for mid-range air defense. It has five SAM launchers on its bow for targeting hostile aircraft in the area, complementing its own Vertical Launch System well for better air superiority. It also has three double-barrelled CIWS turrets located near its bridge for defending against missiles, bombs, and other aircraft at close range.

There is also another variant of the DMS Cruiser available: the Drone Carrier. Instead of five SAM turrets on its bow, it has an extra CIWS turret and 10 rocket-catapults capable of deploying numerous Manta UCAVs into the air.

## Armament

### Weapons

* 3x Double-Barrel CIWS turrets; one in front of the bridge, two at the stern.
* 5x SAM turrets; all located at the bow, equipped with BSM-66 SAMs.
* 1x Vertical Launch System; located at the stern, near the two CIWS turrets.

### Radar

* 1x Dorsal rotating radar; identifiable as *DM* on the Radar Warning Receiver (RWR).
Aircraft Combat Roles

There are several different roles a fighter can play in the battlefield, depending on what they are assigned to do. Those such roles will be listed on this page.

## Loadout Roles

* Fighter - A term applying to fighters configured for air-to-air attack roles. Generally implies a setup consisting mainly of Radar and Heat-Seeking missiles for dispatching enemy aircraft.
* Striker - A term applying to fighters configured for general air-to-surface roles. Typically implies a setup oriented around the use of AGMs (air to ground missiles).
* Bomber - A term applying to fighters or jets configured for bombing runs. It generally implies the deployment of B-11s or HB-106s into battle, but it could also apply to existing ships with loadouts consisting mainly of (un)guided bombs.

### Ground Assault

Fighters in this role, generally strikers, are expected to arm for combat against hostile ground units, such as tanks and anti-air installations. Fighters in this role will generally focus on the use of AGMs and bombs to strike various targets on the ground. The AV-42C is generally suitable for close combat or close air support (supporting ground troops), while the F/A-26B and F-45A have better long-range weaponry for more dangerous ground assault tasks, such as destroying command centers or other units that tend to shoot back.

### SEAD

SEAD stands for Suppression of Enemy Air Defenses, and is a role that encompasses combat against hostile radar setups. This is a somewhat dangerous role for fighters, as it encompasses the diversion and evasion of hostile radar missiles. Fighters in this role will generally equip Anti-Radiation Missiles (ARMs) and/or AGM-161 Standoff missiles to hit hostile radars from long range. This can also be accomplished by using stealth techniques to get closer than normally possible.

### Naval Assault

This role encompasses the task of assaulting hostile naval ships, generally with the goal of their complete destruction. Fighters in this role will commonly equip ARMs to deal with hostile radars and AGM-89 Anti-ship Cruise Missiles for long-range ship destruction. Alternatively, Hydra 70s can also fill the role of ship destruction, as a few well-placed rockets to an enemy bridge will usually sink the ship on their own.

### Combat Air Patrol

Combat Air Patrol, or CAP, is simple: fly around and attack hostile fighter squadrons on sight. Fighters taking on CAP roles should generally focus on air-to-air-oriented loadouts composed of Radar missiles and Heat-Seeking missiles. Fighters in these roles should generally bring more Radar missiles than Heat-Seekers because fighters will generally be farther away from their targets more often.
Airbases

Airbases are the main implement for housing and deploying aircraft when needed. They consist of a long runway, a command area with an Air Traffic Control (ATC) tower, and multiple tents and hangar bays for storing incoming aircraft. Fighters can take off from airbases as well as land there to rearm and refuel.

Airbases are added into maps as static objects in the Map Editor and their default names can be configured by changing the object's name. Placing an airbase down will automatically flatten the terrain underneath it to give it flat ground to work with. When a map is loaded into the Mission Editor, its airbases can be configured through the Bases tab. This allows two main properties to be adjusted: the airbase's displayed name and its allegiance. By default, an airbase will have the name denoted in the Map Editor and its allegiance will be allied. The allegiance of an airbase determines who gets to use it for rearming and refueling. AI units will never land at an airbase whose allegiance aligns with an enemy faction. The allegiance property can be changed mid-game via Event Actions, allowing scenarios of airbases being taken over to be created.

Airbases have fully-functional ATC towers which can be communicated with to request takeoff and landing clearance. Although this is not an enforced requirement for taking off or landing, it can help players avoid traffic conflicts, such as other aircraft on the runway or disrupting an AI aircraft's taxi path, by placing them within a queue to allow them to maneuver in a controlled, non-disruptive fashion. This can be facilitated through the COMMS MFCD page or with the voice command system.

There is only one uniquely designed airbase in the game, that being the airbase at Akutan. The map was custom-modeled (having been created well before the Map Editor existed), so the airbase there has two runways and a somewhat unorganized layout of tents and helipads. ATC functionality is unchanged aside from the possibility of being assigned the left or right runway for takeoffs and landings.
NMSS Cruiser

NMSS Cruiser

### *"Large missile cruiser equipped with a vertical launching system, large forward launch tubes, close air defense cannons" -- Mission Editor description*

The NMSS cruiser is a hostile battleship designed with long-range air defense in mind. Its most notable features include a unique grid of long-range missile tubes on its forward deck and its two radars located on top of the ship. This ship is designed for long-range air superiority and taking heavy beatings before collapsing, making it an excellent ship to lead a fleet into battle with. The missiles stored in its forward launch tubes have a much longer booster phase than standard Surface-to-Air Missiles launched from a regular VLS or stationary SAM Launcher, making them much more accurate and more difficult to evade than standard SAMs. This allows the NMSS cruiser an incredible amount of versatility in both offensive and defensive contexts. It can easily pin down airbases and carriers from afar, making it dangerous for them to scramble their fighters. To better facilitate its greater variety of functions, the NMSS Cruiser has two radars. One controls its forward launch tubes, identifying as "LR" on the Radar Warning Receiver (RWR) while the other handles its own VLS for mid-range air defense, identifying as "MC" on the RWR.

It is notable for its roles in the AV-42C and F/A-26B's campaigns, The Island and Desert Cobra. In *The Island,* an NMSS Cruiser serves as the flagship of the enemy fleet sent to take over Akutan while the allied faction's main fleet was diverted. The player is tasked with using an AGM-89 Anti-ship Cruise Missile to destroy it in mission 6, *Darkness.* In *Desert Cobra,* two NMSS Cruisers are docked at the lake in mission 3, *Strike At Naval Test Lake,* and the player is tasked with performing SEAD operations while another squadron dispatches the docked ships, including dispatching the radars of the docked ships themselves.

## Trivia

* The NMSS Cruiser is one of the few ships in the enemy navy that is not canonically autonomous, the other being the NFP Carrier.
* The missiles launched by the NMSS Cruiser's forward launch tubes have an inscription on them: "SUPERKA300M".

## Gallery

VTOL VR Unit Demonstration- The NMSS CruiserThe NMSS Cruiser and NFP Carrier as seen in Mission 3 of Operation: Desert Cobra.