recursal/Fanatic-Fandom huggingface dataset:
Microsoft Anna

**Microsoft Anna** is a text-to-speech voice found in Windows Vista and Windows 7. Even though she's considered part of the The Craziest Adventures of ROFLica, she doesn't make an appearance due to LittleRainySeasons using Windows 8.

Because of this, LittleRainySeasons jokingly said that she was banished to Nowheretopia due to the people actually hating her voice.

Like Sam, she mispronounce words. However this "disorder" is much severe than him.
Bad Drivers of Utah

Bad Drivers of Utah is a YouTube channel containing compilations of bad drivers in Utah.[1]

## History

Bad Drivers of Utah uploaded its first video and episode of the dash cam series, *Bad Drivers of Utah*, on May 25, 2014.[2] The channel started another series on August 9, 2014 called, *Scenic Drive*, which features road trips from the eye of a dash cam.[3] Then another series, *Bad Drivers of Pennsylvania*, started on December 5, 2015.[4]

## Content

* Bad Drivers of Utah (Series)
* Bad Drivers of Pennsylvania (Series)
* Scenic Drive (Series)
* Various dash cam clips
Bad Drivers of Alabama

Bad Drivers of Alabama[1] is a channel focused on the bad drivers compilation genre.

## History

On August 17, 2014, Bad Drivers of Alabama featured its first video and series, *Bad Drivers of Alabama*[2]. Then a new series, *Bad Drivers of North Georgia*[3], was introduced on September 10, 2014. The channel featured a bad drivers compilation called, *Bad Drivers of Northern Mississippi, Memphis, TN; and West Memphis, AR*[4], filmed during a road trip to Memphis. Another series, *Bad Drivers of Middle Tennessee*[5], was uploaded on November 1, 2015.

## Content

* *Bad Drivers of Alabama* (Series) [6]
* *Bad Drivers of North Georgia* (Series) [7]
* *Bad Drivers of Northern Mississippi, Memphis, TN; and West Memphis, AR*
* *Bad Drivers of Tennessee* (Series)
The DJM Channel

The DJM Channel was created by Phineas1and1Ferb as a substitute for the PMG Network in case the channel itself went on hiatus.

The channel was planned around late July, 2015 and made its debut on August 6, with the first episode of The Craziest Adventures of ROFLica being its first episode, shortly followed by the Star Talk pilot.

The DJM Channel first started as a complete PMG-based channel, but as the months go by, it started to have their own style.

Aside from having its own shows, it also sometimes promote PMG or make some references about it.
Louisiana Dashcam

Louisiana Dashcam is a Bad Drivers Compilation channel based on YouTube.[1]

## History

Louisiana Dashcam started uploading its first dash cam series, Bad Drivers of Louisiana, on October 12, 2014.[2] Since then the channel has grown to include several other series. At the start of 2015, Bad Drivers of Louisiana was discontinued and replaced with a new series called Bad Drivers of Acadiana.

## Content

* Bad Drivers of Louisiana (Discountinued)[3]
* Bad Drivers of Acadiana (Series) [4]
* Worst Driving in Acadiana (Series) [5]
* Time Lapse (Series) [6]
* Close Calls (Inactive Series)[7]
* QnA (Series) [8]

## Trivia

* First content creator to start a dash cam series in Louisiana.
Star Talk (S3E2)

This is the second episode of Star Talk Season 3. Here Miggy finds himself in a weird and freaky nightmare in Star Talk.

## Cast

LittleRainySeasons as Star Butterfly, Stahr

Miggy7215 as Himself, Bill Cipher

## Trivia

* The episode was based on Miggy7215's dream where he actually got interviewed by Star.
* First episode written by LittleRainySeasons.
* The Star plush was actually Miggy7215's plush. LittleRainySeasons just requested a few pics of it for this episode.
* According to LittleRainySeasons, she found the idea funny that she can't help but laugh.
Star Talk (S1E1)

This is the very first episode of the Star Talk series. It is more commonly referred as *Microsoft Sam Interview*.

## Cast

Phineas1and1Ferb as Star Butterfly

Microsoft Sam arranged in Balabolka

## Trivia

* Star Talk's pilot episode.
* The whole episode was created as a protest but not to trash how Miggy7215 ended the series in trade of Star.
* The first episode with "complex" animation.
* This episode parallels to the pilot episode of Gumball Central Season 2, both having complex animations.
PopBeat Mixers

Rachel Crumbs

Alice Mix

**PopBeat Mixers** is an American Indie band formed by Bobbie Blitz, Penelope Rock, Rachel Crumbs, and Alice Mix back in 2015. They were known for their upbeat songs about candies and sweets as well extremely dark lyrics.

## History

Despite the claims that they started the band because of the Buggs, they actually form much earlier as them
The Buggs conspiracy theory

The conspiracy theory arose after the disappearance of the Buggs and the new fame of the PopBeat Mixers. Many stated that the PopBeat Mixers were actually the Buggs taking a whole new identity, although the girls denied this claim. Some argued that they are really different people.

According to fans, there are a lot of hints that they could be the Buggs:

* The height of both girls are almost exactly the same.
* Similar music styles
* They both play instruments
* Their voices are similar
* Also came from Maryland

* The Star Talk episode of them gave away a lot of hints. Bobbie's green hair, Penelope's blue one shoulder top, Rachel's red vest, and Alice's pink striped armwarmer are some of the hints. Also, the design on Alice's top could be a hint that she's River Keys.

Aside from that, there are also some reasons that they are a different band. Here's the listed reasons:

* PopBeat Mixers focuses more on lyrics related to candies and sweets. Plus their songs also have a slight 80's feel.
* Their singing voices are a lot different and usually rendered in a high pitch.
* Their age are very different. Penelope is the eldest while Bobbie being the youngest.
* They dress a lot modern.
DJM News

**DJM News** is a series currently airing in DJM Channel. It stars Gumball and Star as the regular news-anchors and Darwin as the weather reporter. Pretty much like guests of Star Talk, all the headlines there are random.

## Overview

Gumball and Star are news-anchors and usually random and (sometimes) weird happenings going around different dimensions. Aside from delivering the news, the two news-anchors sometimes chat with each other and their conversations are usually funny. Most of the time, a laugh track is added after a funny line. Sometimes there's a segment of Darwin telling the weather forecast or reporting about something else. Pretty much like Star Talk, there are sometimes guests news-anchors who appear in the show.

Even though the episodes can be really funny, there are times they quite deliver the news quite seriously.

## Production

Phineas1and1Ferb got the idea of the show after she watched Anchorman: The Legend of Ron Burgundy. According to her, she somewhat found the movie interesting and she felt like doing a show about news. Since the show was slightly based on the movie, the set of DJM News looked a bit like a old-styled newsroom.

## List of Characters

Gumball Watterson (current news-anchor)

Star Butterfly (current news-anchor)

Darwin Watterson (current weather reporter)

Uncha (guest news-anchor)

Bill Cipher (guest news-anchor)

Usgra (guest weather reporter)
Star Butterfly

Star as how she appears in SvtFoE

Mascot

Host

Newsanchor

## Behind the Scenes Information

### Voice

Eden Sher (Star vs. the Forces of Evil)Phineas1and1Ferb (PMG/DJM)GirlCP (voice replacement, PMG)StarLeeter (voice replacement, PMG/DJM)

### First Appearance

Star Talk (S1E1)

Star Butterfly is a character from Star vs. the Forces of Evil. She's a princess from the Kingdom of Mewni who got sent to Earth by her family in order to learn how to use her wand.

## Role in DJM/PMG

In the DJM, she is the official mascot of the channel, being Gumball Watterson as the second (in PMG, this is somewhat reversed). She frequently hosts in her show, Star Talk and co-stars in DJM News. She also has her own HOTD show called HairStarz.

   It was also evidenced in Star Talk, that she already has been to different dimensions, and learning how to understand the languages of those people.

In HairStarz, it was shown that she's very creative when it comes to HOTDs (Hair of the Day).

In PMG, she made her debut appearance in the Valentines' short, Marco Ready For Valentines. She frequently appears in the channel, at least making three guests appearances in Gumball Central, starring in PMG Bloopers, and having her own OOTD Update.

Her major role in the channel was in Star Butterfly Plush Adventures where she appears as a plush character. Instead living in the Diaz household, she instead lives with Miggy7215 in the plush series. There she participates in everyday activities.

In both PMG and DJM, there's a running gag where she says "Useless!" This first occurred in the first episode of Star Butterfly Plush Adventures. She began saying this ever since that episode aired. Although she says it, the word "useless" doesn't occur in DJM much.
PAC-3 Intercept Missile

The **PAC-3 Intercept Missile** is a medium range, high-speed radar-guided surface-to-air missile. It is normally launched from a Patriot turret.

The missile is semi-active radar homing, meaning the target needs to be kept locked by a tracking radar at all times.

Breaking the lock (due to hard maneuvers and/or ECM) will defeat the missile.
The DJMpedia - Your Guide to the DJM! Wikia

## Welcome to the The DJMpedia - Your Guide to the DJM! Wikia

Welcome to DJMpedia, your guide to the DJM Channel. Here you can see the characters, episode infos, and much more!

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
SVG Heraldry Components Wikia

A collection of SVG heraldry components that I have found and created along the way, as well as the armory that they have been used to create.

Nicholas de Estleche, Coteswold Herault (SCA)

## Charges

Astronomical

Crosses

Environmental

Man-made Objects

Miscellaneous

Mythical Animals

Plants

Real Animals

## Armorial

SCA Groups

SCA People

Real World

## Other Sources

Images for Heralds
A few of the images here started on this site and were adjusted for my own aesthetics.

Traceable Heraldic Art
The Book of Traceable Heraldic Art is a compilation of armorial illustrations intended to facilitate SCA device and badge design.
How to fire missiles with ease

To fire missiles, you need at least the following:

1. Kerbal Space Program (obviously)

2. BD Armoury mod

3. A flying vehicle (built in the Spaceplane Hangar or Vehicle Assembly Building, or use a pre-existing craft. Preferably an airplane).

## Instructions

Step 1. Build or load your aircraft into VAB/SPH.

Step 2. Place an "Adjustable Missile Rail" on the vehicle (preferably on the wings).

Step 3. Place a missile of your choice on the rail.

Step 4. Place a "Weapons Manager" module on your vehicle. It doesn't matter where.

Step 5. Go to the "action groups" tab on the top, middle part of the screen (it looks like a hammer and wrench cross).

Step 6. Once there, click on the weapons manager. The weapons manager will turn blue, and a bunch of options will appear on the action group bar on the right hand side.

Step 7. Once you do this, locate the "Next weapon" button near the bottom of the options in the action group bar (but don't click on it). It should have a thin orange bar below the button.

Step 8. Once you locate it, click the "Custom 01" button on the left hand side of the action groups bar ("Custom 01" corresponds with the "1" key on your keyboard. Same with "Custom 2" and so on). Then click the "Next weapon" button on the right hand side.

Step 9. This should move the "Next weapon" button to the left hand side of the action group bar. Once this happens, close the action groups bar.

Step 10. Launch the aircraft. Once launched, tap the "BD" button on the top right hand side.

Step 11. Click the "trigger is disarmed" button. It should go green and say "trigger is ARMED"

Step 12. Press the "1" key, and it should select the weapon you attached to the aircraft.

Step 13. Click and hold anywhere on the screen. This should launch the missile loaded on the rail.

Optional (Step 11 and 12):

Set action group (for example Custom 02) to "Fire Missile", so you don`t need to arm trigger, just activate action group.

Optional step:

If you want to fire missiles rapidly in quick succession, click the "Ripple" button, and drag the slider left or right, depending on how rapid you want the missiles fired (i.e. The further left, the slower the succession. The further right, the faster the succession).

## Notes

Each weapon has different special requirements for optimum efficiency. For instance, an AIM 120 AMRAAM missile requires a radar guidance, while an AGM 114 Hellfire missile requires a Targeting Pod/Ball. Each missile is different. The page on guidance types is called Targeting methods.
Oswald

**Oswald** è uno degli assistenti di Fran Madaraki.

## Aspetto

Ha numerosi spuntoni lungo tutto il corpo, zampe anteriori più grandi di quelle posteriori e due grandi occhi ai lati della testa.

## Carattere

Sembra essere fedele e rispettoso nei confronti di Fran.

## Abilità

È in grado di captare le frequenze elettro-magnetiche, abilità che sfrutta per tenere al sicuro la tenuta Madaraki dallo spionaggio.

## Storia

Un giorno percepì delle frequenze estranee nell'area della tenuta Madaraki e lo comunicò a Fran.

Quando gli scarafaggi isolarono il laboratorio Oswald fece da tramite tra loro e Fran per stabilire un trattato di pace.

Quando Veronica Madaraki si infiltrò nella tenuta Madaraki ed uccise Alsam Oswald mostrò la registrazione a Fran.

Quando Fran si divise in due metà una di esse fuggì dalla tenuta Madaraki approfittando del blocco temporaneo della sorveglianza ed Oswald lo comunicò all'altra metà.

## Note

questa pagina è stata revisionata l'ultima volta il giorno 29-09-20191. ↑ Capitolo 1
2. ↑ Capitolo 10
3. ↑ Capitolo 14
4. ↑ Capitolo 60
RBS-15 Cruise Missile

The **RBS-15 Cruise Missile** is a long distance, multi-platform, high-speed cruise missile.

Unlike the AGM-86C, this cruise missile carries two rocket boosters in addition to its internal engine, meaning the RBS-15 can be launched from a stationary vessel. The boosters automatically detach when their fuel is expended. The rocket boosters make the RBS-15 more suitable to ground-based launch systems.

It has the same slider options in the SPH as other missiles, but you can also set its cruise altitude – from 30 to 2500 meters. This capability gives the RBS-15 the ability to strike targets at different altitudes or from different attack angles depending on the user's settings.

See also the tutorial for targeting a cruise missile.
.50cal Turret

The **.50cal Turret** is a dual barrel fifty caliber machine gun turret. Once activated, the turret proper rises from its fixed cradle. It then gain a surprisingly high pitch range, from -8 up to 85 degrees, as well as a 360 degree yaw range. It carries no internal ammunition, and thus requires crates of ammo elsewhere on the vehicle to fire.

## Trivia

* It is the first and the oldest weapon in the mod.
* Originally, the .50cal turret emitted a "pew" sound. This was later changed to a bang sound on July 8, 2014.
Goodbye Forever

**Goodbye Forever** was a song composed by LittleRainySeasons. It was sung in her Marceline impression and the first rendition was featured in the extra segment in the fifth episode of PMG Bloopers Season 3.

## Lyrics

Today's the day we meet again

I remember you ever since I was ten

I remember when I got mad

Ever since then it makes me sad

It's been a long time since we saw each other

It's been a long time since we bond together

I haven't seen your face once in a while

You make me laugh and you make me smile

Remember the time we rode our bike

I still can see you holding Spike

I still can see you looking at me

Those are the good days I still see

It's been a long time since we saw each other

It's been a long time since we bond together

But I guess this is goodbye forever

We shall bond until the end of September

It's really sad to say goodbye

But it has to be done for a while

I'll miss your smile, I'll miss your laughter

Goodbye forever!

Goodbye forever

I will miss everything we've done.

Goodbye forever

It's really sad that you're gone.

Goodbye forever

I guess this is goodbye forever.

## Trivia

* According to LittleRainySeasons, the story of the song was about a girl who has a best friend that has cancer and he will live until September. Throughout the song, she was reminiscing their happy moments when they were kids. Towards the end of the song, it was implied her best friend already passed away.
USAF Airborne Laser

The **USAF Airborne Laser** is a high powered laser turret made for setting things on fire. It takes 350 units of energy per second to maintain the continuous laser beam.

When in use, the laser generates a tremendous amount of internal heat. Firing for more than roughly 4 seconds at a time will cause it to overheat, before cooling down for a few seconds.

## How to use

The USAF Airborne Laser is primarily a defensive unit. It is best for shooting down missiles and bombs in flight. The USAF Airborne Laser is often mistaken as an offensive/assault weapon. The damage output is fairly low and decreases with range. It also requires a reasonable battery bank (which may be heavy) for common use. The USAF Airborne Laser is best for large aircraft and ground units that need absolute protection from few enemy targets/projectiles. However, defensive turrets may be a better option in both cases as ammunition is lighter and turrets do not overheat as quickly. See CIWS Goalkeeper for common ground unit defense. However, you can also use it against small aircraft as it has high accuracy(so it can't be outmanuevered) and the damage output is enough for disabling most fighters.

## Bahamuto Dynamics in Real Life

Only one model of this laser was created for use against missiles. Tested by the USAF multiple times, it was found to be too costly and scrapped in 2012.
AGM-65 Maverick Missile

The **AGM-65 Maverick** is a medium yield laser-guided air-to-ground missile. It will home in on a laser point inside its own field of view. The laser must emitted by a Targeting Pod, but this does not have to be attached to the same vehicle which is launching the missile.

## Bahamuto Dynamics in Real Life

After 6 years of development, the Maverick entered military service in 1972. Since then it has been used in most major conflicts (with many different variants), and by many nations across the globe.
AGM-86C Cruise Missile

The **AGM-86C Cruise Missile** is a long distance, sub-sonic, air-launched GPS-guided cruise missile. It has the same slider options in the SPH as other missiles, but you can also set its cruise altitude – from 30 to 2500 meters.

Unlike the RBS-15, this cruise missile only carries its own internal engine, and does not come equipped with rocket boosters to assist in launching it. For this reason, the missile must be launched from an airborne vessel at cruising speed.

See also the tutorial for targeting a cruise missile.
Alsam

**Alsam** era uno degli assistenti di Fran Madaraki.

## Aspetto

Era alto, corpulento e peloso, con molti capelli lungo la schiena ed un solo occhio. Indossava una maschera bianca con un foro a croce da cui si vedeva il suo occhio.

### Armi

Brandiva un'ascia, ma non si conosce la sua abilità nell'adoperarla.

## Storia

Un giorno Veronica Madaraki si infiltrò nella tenuta Madaraki ed uccise Alsam.

## Note

questa pagina è stata revisionata l'ultima volta il giorno 17-06-20231. ↑ Capitolo 14
AN/APG-63 Radome

The **AN/APG-63 Radome** is a forward facing, aerodynamically housed radar. It can scan and lock targets within a 120 degree field of view.

This nosecone model is available in both a short rounded and much longer pointed versions. An inline model of medium length, with identical specifications, is also available.

When tracking a target with the AN/APG-63 models, your craft will appear as an **F** on enemy Radar Warning Receivers.

Multiple Radomes (and other radars) can be used on the same craft at the same time. When one Radome is in use, the radar screen will show a perspective as if you were in the cockpit looking forwards. When more than one Radome is in use, it switches to a radar view from above your craft, where up is forward and down is backwards. You will see the Radomes scanning and their scanning limits on this view aswell.
Vessel Mover

Vessel Mover is a mod that allows you to move, spawn, and carefully position craft without having to use a mod like hyperedit. The interface is different, as you physically move the craft without typing in numbers.

To move the craft, press alt+p to take it off the ground and alt+p to place it down. To change the speed, press tab. there are 3 speed settings. green= normal, an average speed. orange/yellow= slow, for fine tuning the position.

Purple, on the other hand= LUDICROUS SPEED, you can easily circle a planet in a reasonable amount of time, and the speed increases the longer you hold down the trigger so you don't feel choppy or need a helmet when you stop.

Do not try to move the craft before it is loaded in, as this will cause the mod to malfunction and drop your craft instead of gently placing it down.
Targeting Pod

A targeting pod (TGP) is used to find and acquire grounded targets for turrets and laser or GPS guided missiles. If one is attached to your craft, it can be activated via the right-click menu, or on the Modules tab in the Weapon Manager. The window can be resized by dragging the tab on the bottom right corner.

## Parts

* AN/AAQ-28 Targeting Pod
* FLIR Targeting Ball

## Controls

The bottom panel of the TGP window contains all of the controls. These controls can also be bound to keys or joystick buttons in the Input Settings window.

### Tilt/Pan

The arrows on the left are used to tilt and pan (slew) the camera/reticle.

### Zoom

The camera can be zoomed in or out. The levels of magnification depend on type of TGP.

### Lock

If the camera is pointed at a suitable surface, it can be locked. The camera will be ground stabilized and the laser ranger/designator will be activated, which will allow laser guided missiles to lock on. The camera can still be slewed when it is ground stabilized.

### Send GPS

If the TGP is locked, the GPS coordinates can be sent to the GPS Coordinator to be used by GPS guided weapons.

### CoM Track

If CoM Track is enabled and the TGP is pointed at a vessel and ground stabilized, it will automatically lock onto that vessel's center of mass. This will also allow it to track moving vehicles to a certain extent.

### Turrets

Any active turret (gun, missile, rocket) will aim at what the TGP is pointing at.

### Reset

The TGP will be reset to default - it will unlock, zoom all the way out, and return to point forward.

### Radar

With radar mode enabled, the TGP will point to the active radar target, if one is available.

### To GPS

If a GPS target is selected in the GPS Coordinator, the TGP will point to and lock on that location.

### NV

With NV (night vision) mode enabled, vessels will be brightly illuminated.

## Display

### Targeting Reticle

The crosshairs in the center of the display show where the targeting laser will be pointing. A hollow square will appear if the TGP is ground stabilized.

### LR/NO LR

This indicates whether the TGP is maintaining successful laser ranging/designation on the target surface. (Technically, if the raycast is hitting a collider).

### Attitude

The indicator on the bottom left shows your vessel's pitch and roll relative to the horizon.

### Target Direction

The arrow on the bottom left shows the direction the TGP is pointing relative to your vessel in a top-down view.

## Using Multiple TGPs

Multiple targeting pods can be activated at once on a vessel, but only the last selected one is displayed in the window.
Modular Missile Guidance

The **Modular Missile Guidance** unit is an experimental part which functions as a guidance computer for a large missile. It comes with SAS functionality and carries 10 units of electric charge.

It can be configured for flight using the same steering controls as the AI Pilot Flight Computer, ie. Steer Factor, Limiter and Damping. In addition, it comes with three different guidance types which the missile it is attached to uses to reach its target:

Using the Module is quite simple once you work out how to use it. Arrange the stages on your rocket as you would want to happen. Then head into your action groups and set them accordingly, Action 1 = Stage 1, Action 2 = Stage 2. Once that's done right click on the Missile module and set the slider for how many stages to the correct number. The missile should now work.

### AAM

This is the AAM guidance type. (Air-Air)

The missile guidance predicts the position of target and flies in that direction.

### AGM/STS

This is the AGM/STS guidance type. (Air to Ground/ Surface to Surface)

Todo: How does it work?

### Cruise

This is the Cruise guidance type. Using this allows you to set a cruise altitude for the missile. See also the Cruise Missile targeting tutorial. Todo: How does this mode work?
Radar Warning Receiver

The **Radar Warning Receiver** (RWR) registers if you're being detected or tracked by a radar and can be used to target radar systems with anti-radiation missiles, like the AGM-88 HARM. It can be activated via the Modules tab in the Weapon Manager UI.

### Display

The display represents a top-down view of the area around your vessel, with the top being forward.

#### Symbols

There are a few different symbols that describe the radar signal being detected.

* **S** - Surface or SAM radar. It is usually a grounded radar that can scan and track targets, like the TWS Locking Radar.
* **D** - Detection or early warning radar. This is usually a long range radar that can only detect, such as the Large Detection Radar.
* **F** - Fighter. This is usually an airborne, fighter-style radar with a limited field of view, like the AN/APG-63.
* **A** - AWACS - This is an airborne detection radar.
* **M** - Missile - (Red) this shows a missile has been detected. A fast high pitched tone means a missile has just been launched, or a missile has engaged its active radar. A slower, lower pitched constant beeping means an active missile is tracking you.

Since BDAc 0.3.0 (Naval Combat Update) the radar & rwr displays are also used for sonar, thus adding new symbols to the RWR display:

* **So** - Sonar detection ping.
* **T** - Torpedo (similar to missile)

Please note that this part is not featured in the BDArmory Plus mod.
Oerlikon Millennium Cannon

The **Oerkilon Millenium Cannon** is an anti aircraft turret with full swivel range and a maximum pitch of 75 degrees, firing timed detonation explosive flak rounds. While it has a lower rate of fire than other anti-air guns, rounds from the Oerlikon will explode mid-air after traveling a pre-defined distance set in the weapon's setting pane.

It carries no internal ammunition, requiring a 30 mm ammo box elsewhere on the vehicle to work. Although in real life it is a 35 mm weapon, for now it uses the closest ammo type available, just like the 120 mm Abrams and 105 mm Howitzer.

It can fire approximately 25-30 rounds in continuous bursts before overheating and needing to cool down.

## Use in the battlefield

The Oerlikon Millennium Cannon (or Millennium Cannon for short) is a mid-range anti-aircraft defensive turret. It is similar to the Goalkeeper CIWS, but is more effective at longer range because of its more flak rounds. The bullets are shot to properly lead the target, but the flak rounds also explode when they are in approximate range of when they would hit the target. Larger planes incapable of outmaneuvering the Millennium Cannon will be hit by the projectiles and be damaged by lots of small explosions from the flak rounds. This will cause overheating to parts of the plane, such as the wings.
.50cal Ammunition Box

The **.50 cal Ammunition Box** is an ammo box that holds 1200 rounds of .50 caliber ammunition. It is suitable for light weapons with a high rate of fire, and is currently used by the Browning .50cal AN/M2 fixed machine gun and the .50cal Turret .

The ammo box itself weighs 0.1503 tons, while the rounds inside add another 0.14 tons when the box is fully loaded.
Jernas Missile Turret

The **Jernas Missile Turret** is a turret capable of holding up to 8 small to medium sized missiles. To use it, you must select the mounted missile you wish to fire from the Weapon Manager menu rather than the turret itself.

The Jernas Missile Turret has a built-in detection and tracking radar, making it highly autonomous, and capable of locking on to and engaging targets that move within its range automatically.

The turret is incapable of having parts surface mounted onto it, and although technically possible, it is highly inadvisable to mount anything but missiles to the turret's nodes.
S-8KOM Rocket Pod

The **S-8KOM Rocket Pod** is a light, aerodynamic rocket pod holding 23 unguided S-8KOM rockets. Each push of the trigger button will fire a single rocket; to fire a volley, enable the Ripple option in the Weapon Manager panel.

Weighing less than 0.1 tons, this weapon is much lighter than the similarly sized Hydra-70 Rocket Pod, which carries fewer but heavier rockets.
Capitolo 38

## Navigazione

Il **Capitolo 38** si intitola "Imaginary Self".

## Riassunto

Mario Sakaguchi si butta dal tetto della scuola ed atterra su Fran, che dopo avere curato le ferite di entrambi gli inietta delle proteine per farlo diventare più muscoloso. Nonostante ciò Mario continua ad essere preso di mira dai bulli e quindi Fran gli inietta delle cellule rigenerative onnipotenti che lo rendono in grado di trasformare il proprio corpo a seconda dei propri desideri.

Finalmente Mario riesce a studiare ed a vendicarsi dei bulli ma ancora non riesce a conquistare la sua amica Konoha, così si chiude nella sua stanza e si trasforma in un tunicato. Fran lo esamina e scopre che sul suo corpo cresce del muschio, così ne preleva un po' e lo usa per creare un profumo che poi dona a Konoha.

## Personaggi

* Mario Sakaguchi
* Konoha
20mm Ammunition Box

The **20mm Ammunition Box** is an ammo box that holds 650 rounds of 20mm ammunition. It is suitable for medium-sized weapons with a high rate of fire, and is currently used by the Vulcan Turret and the hidden, fixed Vulcan.

The ammo box itself weighs 0.1784 tons, while the rounds inside add another 0.17 tons when the box is fully loaded.
AIM-120 AMRAAM Missile

**AIM-120 AMRAAM Missile**  :: Medium range radar guided homing missile.

## How to use

The AIM-120 AMRAAM missile requires a radar lock. It can be launched from 7500 meters out and requires you to maintain a lock to guide it. Once inside 6000 meters, while launched, it should be able to achieve its own radar lock on the target, allowing you to safely break your lock with the target.
Settings Window

The settings window, which can be accessed via the Weapon Manager, or by pressing Alt-B contains a few options that can affect game-play or are just for debugging purposes.

### Toggles

* Instakill - (Default OFF) Every bullet has a 100% chance of destroying the part it hits, and every explosion instantly destroys every part within its blast radius.
* Infinite Ammo - (Default OFF) No ammo boxes required.
* Bullet Hits - (Default ON) Particle effects when bullets hit surfaces.
* Eject Shells - (Default ON) Guns will eject empty shell models when fired
* Aim Assist - (Default ON) Gun reticles will be adjusted to the CCIP (constantly calculated impact point)
* Draw Aimers - (Default ON) Active guns will display aiming reticles.
* Debug Lines - (Default OFF) Displays lines for debugging
* Debug Labels - (Default OFF) Displays information for debugging (**highly recommended to turn this on before reproducing an error situation and submitting a ksp.log to the BDAc team!**)
* Remote Firing - (Default OFF) The fire key will fire guns on all vessels, not just the one in focus
* Clearance Check - (Default ON) The weapon manager will stop missiles/bombs from firing if something is blocking the way
* Legacy Targeting - (Default OFF) The old method of locking targets by double clicking on them (UNSUPPORTED)
* Shell Collisions - (Default ON) Ejected shells will bounce off surfaces
* Peace Mode - (Default OFF) Guards will not attack enemies.

### Sliders

* Trigger Hold - The amount of time in seconds the fire key must be held down before firing missiles, bombs or rockets.
* UI Volume - Audio volume for sounds like weapon selection clicks, RWR tones, IR lock/scan tones, etc.
* Weapon Volume - Audio volume for guns, missiles, etc.

### ~~Physics Load Distance~~ - no longer exists since BDA 0.2.1, it is required to install the seperate mod "PhysicsRangeExtender"

~~Here, you can set the load distance for vessels. In stock KSP, the load distance for vessels varies depending on the vessel's situation. The stock unload distance for airborne vessels is 22.5km, but for landed vessels it is only ~300m, which is why you usually can't switch to a landed vehicle if you are flying a plane. The value set in this settings window will only override default values if the default is lower. There is an imposed limit of 10km for landed vessels, because at around this range, the terrain collider will not load, and vessels can fall through the surface of the planet (although this can be as close as ~5.5km, so there are still some risks to setting a higher physics load distance). I usually set this to 10km, though.~~

### Dogfight Competition

Set the distance and start a dogfight battle. More info on how to use this here.

### Edit Inputs

This takes you to the input settings page.
AI Pilot Flight Computer

The **AI Pilot Flight Computer** is a part which allows the AI to fly your craft for you. It has several settings for controlling the desired altitude, steering and speed which the AI should try to maintain.

It can be toggled through the settings pane by right-clicking the part itself, or through an action group. The Flight Computer will not function on units that do not have a Weapon Manager attached.

**Note:** AI Pilots can't turn on their own engines - this must be done manually.

## Altitude controls

### Default Alt.

The pilot will attempt to hold this altitude when it is orbiting, extending, or flying to a commanded position.

### Minimum Alt.

If the pilot is below this altitude, it will prioritize climbing to exceed it.

## Steering controls

   Every plane handles differently, so the control system of the AI Pilot must be tuned to handle the plane properly.

### Steer Factor

This is a constant that adjusts how much input the pilot should use to steer towards a target direction (proportional gain in PID control).

**Tips for tweaking:**

If the plane is over-correcting when trying to fly in a straight line, turn this value down. If the plane is not giving enough input to make a certain turn, turn this value up.

### Steer Limiter

This limits the pilot's inputs. For example, if you don't want the pilot to ever pull 100% on the stick, set it to a lower value.

### Steer Damping

This is a constant that adjusts how much input the pilot should use to counter rotational movement (derivative gain in PID control). It can help with reducing oscillations in the pilot's steering.

**Tips for tweaking:**

If the plane is steering well, but overshooting and oscillating once it reaches it's target direction, turn this value up.

If the plane is not giving full input when it should be (trying to turn, then reducing input too much when it starts to turn quickly), turn this value down.

## Speed Controls

### Max Speed

The maximum speed the pilot is allowed to go. If it exceeds this speed, it will always cut throttle and use brakes if necessary to drop to this speed.

### TakeOff Speed

When landed and accelerating for take-off, the pilot will wait until it has reached this speed before attempting to rotate and climb.

### MinCombatSpeed

If the pilot drops below this speed, it will prioritize re-gaining energy by aborting a turn and flying on a downward slope.

### Idle Speed

The pilot will hold this speed if there are no threats and its just orbiting.

### Max G

The maximum G-force the pilot will allow for when pitching. Set this lower to keep maneuverable aircraft from tearing apart when making sharp turns.

### Max AoA

The maximum angle of attack the pilot will allow for when pitching or yawing.

## Standby Mode

If you want to have a pilot sitting on the ground, waiting for enemies to be detected before taking off, you can set it on Standby Mode before enabling it.

## Activate Pilot

This button will activate the pilot. It will immediately attempt to take off if it has active engines and is not in standby mode.
Wing Command (module)

The WingCommander module lets you send commands the AI pilot of vessels on the same team as the one you currently have in focus.

It can be accessed via the modules tab in the Weapon Manager.

## Wingman List

The area at the top is a list of all loaded vessels that have AI Pilot modules and Weapon Managers on the same team as the active vessel. You can select/deselect vessels for sending commands to by clicking on them in the list. You can also select all of them with the Select All button.

The Command Self toggle lets you send commands to your own vessel, if it is equipped with an AI Pilot module as well, with the exception of the follow command (you cannot follow yourself).

## Commands

Once you have selected AI Pilots from the wingman list, you can start sending commands to them.

### Follow

This commands the wingmen to follow your plane in a V formation. The wingmen will still follow their own configured altitude and speed limits, and will prioritize gaining altitude over following the leader if they are below their minimum altitude.

The formation can be adjusted in the Formation Settings section (see below.)

### Fly To Pos

The fly-to-position command tells the selected wingmen to fly to and orbit a certain position. To set the position, click on Fly To Pos then click on a point on the ground you want them to orbit over. If they detect an enemy, they will be released from this command and return to the normal behavior (usually engaging the enemy). They will fly to this position at their configured "idle speed" (subject to change).

### Attack Pos

The attack-position command is the same as fly-to-position, except the wingmen will fly at their maximum speed until they reach the target orbit (subject to change).

### Action Group

The action group button will bring up a list of action groups. Clicking on an action group from this list will command the selected wingmen to use that action group.

### Take Off

This will command the selected wingmen to take off if they are landed. This command works whether or not the wingman's AI Pilot module is in standby mode or disabled.

### Release

This will release the selected wingmen from command, allowing them to return to their normal AI Pilot behavior - whether it be idly orbiting or engaging enemies.

## Formation Settings

Formation settings allows you to adjust the positions of wingmen using the Follow command.

### Spread

This is the distance in meters of spacing on the left-right axis the wingmen will try to maintain.

### Lag

This is the distance in meters of spacing on the forward-backward axis the wingmen will try to maintain.
M230 Chain Gun Turret

The **M230 Chain Gun Turret** is a single barreled automatic cannon barreled firing 30mm high explosive rounds. The cannon itself is mounted on a turret, allowing it to engage enemies in a 270 degree arc in front of it. The turret is also able to pitch from -17 to 50 degrees.

Unlike the Goalkeeper CIWS and Oerlikon Millennium Cannon, the explosive rounds from the M230 Chain Gun will simply explode on impact – not at a given range. This makes the weapon less useful as a flak battery, but is meanwhile by far the lightest and most compact 30mm weapon available.

## How to use

To use the M230 chain gun, all you need is the M230 chain gun and ammunition (30mm box of ammunition). Place them anywhere on the vehicle of your choice.

This is fairly simple, but another effective way to use the M230 chain gun is with a helicopter (using mods such as "KAX", "Firespitter" etc) that use propellers.

To use with a helicopter, place a Targeting Pod or Targeting Ball on the helicopter (preferably on the bottom) and launch the vehicle. While flying the helicopter, click on the "BD" button on the top right hand corner to open weapon manager. If the weapon manager menu doesn't appear, refer to here

if it does open, click "Modules" and then click the Targeting Pod or Targeting Ball. This should open another window, with a camera. Use the up, down, left, right buttons on the window (not on the keyboard) to pan the camera around while flying. Once you have picked a target to shoot, pan the camera around to aim at the target, and then lock onto the target. Once locked on, click "turrets", and then click anywhere to shoot. If done properly, the M230 turret will move with the Targeting Pod/Ball camera, so you can shoot extremely accurately.

## Bahamuto Dynamics in Real Life

After 14 years of development, the M230 entered service in 1986. It is most commonly used on gunships, and is also in development for ground vehicle use.
GPS Coordinator

The **GPS Coordinator** is where GPS targets are listed. It can be accessed via the modules tab in the Weapon Manager.

Currently, the GPS target database can only receive coordinates from targeting pods like the FLIR Targeting Ball or AN/AAQ-28 Targeting Pod.

Once a target coordinate is sent to the GPS database, it is shared between members of the same team, and the target's position in the world will be marked with a small green dot.

The GPS Coordinator window contains the following two sections:

#### Active Target

The area at the top shows the name and coordinates of the currently selected GPS target, if any. The position of the target is also marked with a green dot with crosshairs on its world position.

GPS guided weapons can home in on the active target. The X on the right deletes the current target.

#### Target List

Below the currently selected target is the GPS target database. Targets in the database can be renamed by clicking their current name, using the button on the left.

To mark a target as active, click on the coordinates in the middle. The X to the right of each entry removes it from the GPS target database.
AGM-114 Hellfire Missile

## How to use

The AGM-114 Hellfire Missile is an anti-ground missile. It requires a target to be "painted" (locked on with a FLIR laser targeting ball) to home in. If launched properly (launched pointing in the general direction of the target to pick up the laser) the missile should quickly accelerate towards the target. The laser must be maintained during the missile's flight. If the laser is moved, the missile will follow, or if the laser is shut off or unlocked from target, the missile will stop tracking and act as a dumb-fire missile.

Being a laser guided missile, ground units can use smoke screens to break laser readings. Ground units can use radar guided missiles to shoot down your Hellfire missile(s). And, finally, when firing at targets with defensive turrets such as the Goalkeeper CIWS, it may be best to launch two or more missiles at a target, a few seconds apart for each, to make it much harder for the turret to shoot down all three. Turrets can often shoot down at least one missile when it gets very close.

As a technical side note, this missile is the only missile in BDArmory with no cruise thrust, relying on boost thrust.

## Bahamuto Dynamics in Real Life

Invented in 1984, the Hellfire has seen consistent service as a air-to-ground missile. It is often used on helicopters, though has also found its way to unmanned drone use.
CBU-87 Cluster Bomb

The **CBU-87 Cluster Bomb** is a large unguided bomb. After dropping this weapon, it will fall freely until reaching the altitude defined in the weapon's settings pane, where it splits open to deploy a large number of small bomblets. These will then spread out across a wider area and explode on impact.

## How to use

The CBU-87 Cluster Bomb is obviously a bit different from normal bombs. With conventional bombs, it is best to drop them directly onto a target to completely annihilate it. The CBU does not need to be dropped directly onto a single target. The altitude at which the bomb deploys can be changed. This way, with some trial and error (or calculations), you can set the radius of impact, letting you blow up multiple enemy targets with just one bomb.

If you would like to hit more heavily armoured targets, the best thing to do is set the deploy altitude very low, so that the bomblets will have a higher scatter densdity and multiple of them will hit the target. For lightly armoured targets such as planes, the bomb should be set to a high deploy altirude, so that there is a higher chance of at least one bomb hitting the target.

## Bahamuto Dynamics in Real Life

Introduced in 1986, the CBU (Cluster Bomb Unit) has been widely used by NATO members in Operation Enduring Freedom and the Kosovo war.
Laser targeting problems

problems with targeting pods

ksp 1.3. latest bda copy I could find

all else works well but when I turn on a flir targeting ball or targeting pod it looks glitchy. when I turn it I can still make out the backround kinda but it has an overlay of the camera around my vessel and if I turn it bellow the horizon it goes white in patches

hoping someone has a fix

thank you
How to use Competition Mode

Competition mode is a new feature in BDArmory v0.10.3 that allows you to quickly begin a dogfight that starts only

when the two teams are a certain distance apart.

To use it, follow these instructions:

1. Spawn each plane, activate their engines, and configure their guard modes and teams, but leave guard mode and the AI Pilot disabled.
2. Open the Settings Window, choose the competition start distance under "Dogfight Competition", then click Start Competition.
3. Watch and enjoy.

The planes will now take off, get into position, and once they have settled at the configured distance, they'll activate guard mode and engage each other.

Tip: Using BDA Vessel Switcher and Vessel Mover makes things easy.

Here's a video demonstration:
TOW Launcher

The **TOW Launcher** is a turret capable of holding up to 4 BGM-71 TOW Missiles. Mount the missiles with the warhead pointing forwards, indicated by the yellow arrows.

To fire a TOW-missile, you must select it (not the turret) from the Weapon Manager menu. As the TOW Launcher has no built-in laser, you must also make sure a target has been locked by an onboard Targeting Pod.

*Unorthodox Firing;* The Tow missile launcher can technically mount any missile or bomb, and It is a way to mount smaller missiles onto, such as the Hellfire missile, although the Hellfire missile requires some manipulation using the translation and rotation editor to fit properly.
Large Detection Radar

The **Large Detection Radar** is a scanning radar capable of detecting targets from a long distance. While this can provide early warning, it is not capable of tracking or locking targets for the benefit of weapon systems.

Whenever the Large Detection Radar registers a target, it will show up as a **D** on the Radar Warning Receiver of the detected craft.