Manual / Operating the radio / 3.3
Channels and frequencies
Two radios hear each other when they're on the same frequency and inside range. Team doesn't matter: tune to the other side's frequency and you'll hear them.
Nets
A net is a named frequency your game gives everyone, like SQUAD on 41.250 MHz. Your radios start on your team's nets (4.2). A new game has four:
| Net | Usually for | MHz |
|---|---|---|
| SQUAD | Your squad | 41.250 |
| COMMAND | Leaders | 38.500 |
| AIR | Aircraft | 251.000 |
| GUARD | Emergency | 243.000 |
Changing frequency
On the PRC-148 and PRC-163, use the face (3.2). On other radios, tap P, pick Type frequency in the list and type it: 41 then Enter is 41.000. [ and ] move to the previous or next net, and so does the wheel's Channel slice. N switches which channel you're changing on a two-channel radio.
Each radio's band and reach
A radio can only tune its own band. A link between two different radios uses the shorter reach of the two.
| Radio | What it is | Reach, studs |
|---|---|---|
| AN/PRC-343 | Squad radio, 2400–2483.5 MHz. Can't reach the VHF nets | 1,200 |
| AN/PRC-148 | Handheld, 30–512 MHz | 4,000 |
| AN/PRC-163 | Two channels, 30–512 MHz, can use a satellite antenna | 6,000 |
| MPU5 | Two channels, 1350–1390 MHz, relays calls | 5,000 |
| AN/PRC-117G | Manpack, 30–2000 MHz, can use a satellite antenna | 16,000 |
What shortens a call
Calls are clear up to about 60% of the reach, then fade out. Hills and buildings between the two radios shorten the reach; they don't add hiss up close. Squelch can cut the weakest calls (3.4).
| Setting | What it does | Default |
|---|---|---|
| Nets | The named frequencies, in MHz | 4 nets |
| RangeStuds (radio's own file) | How far that radio reaches | above |
| Propagation.RadioClearFraction | How much of the reach is perfectly clear | 0.6 |