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      SERVER SHUTDOWNS   17/11/17

      Due to lack of donations & interest, the following servers will be shut down over the coming days.  SPACE ENGINEERS / MINECRAFT / GARRY'S MOD / BLACKWAKE / SQUAD I'd also like to remind everyone that the Arma Servers, Website & TeamSpeak all cost money to host. If we cannot afford to keep them up, then they will eventually be shut down.

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  3. Unsung Taster Event

    Hope this gets added, looks fantastic.
  4. Squad Weekend

    FK Squad server, bring it on! This is bound to be amazing, the game is not as complex as Arma or "sandboxy" but it is solid.
  5. Last week
  6. After two of my missions fucked itself, I made myself a checklist that i go through to make sure my mission is ready to be uploaded. If other mission makers have anything to add feel free to post it under this post and I will add it Inside the Editor: check every object that you placed if its on the ground or floating in the air Ai's are placed in the right spot (not floating or clipping in a wall) triggers you placed are activating like you want them too make sure to not place more than 100ish Ai's, if you want to place more use triggers and game logics make sure the AI is shooting players objects you placed suit the area and time (e.g dont place futuristic tanks everywhere if its a USA vs russia mission) load your mission with ONLY the repo mods Optional: if you want to make sure the mission can be played by people who dont have tanoa, check for objects with the tanoa icon and delete them Inside the scripts: respawn is set to the time you want and works ingame loadout scipt works (everyone gets the same uniform and has ammo) everyone has the same longrange/shortrange briefing works and has no spelling mistakes AI loadout works Make sure that ALL of the group markers are working
  7. How to Upload Missions

    First time setup 1. Go to https://about.gitlab.com and register for an account. (Alternately log in if you've already got one). 2. Poke me (anden3) on TS, send me a Steam-message, or send me a mail at [email protected] Tell me your GitLab username, and I'll add you to the user list. 3a. Once you've gotten access to the repo, go to https://gitlab.com/fuckknows/Fuck-Knows-missions and click the Fork button. 3b. Next, click your name in the list (should only be one). 4a. Go to https://gitlab.com/YOUR_GITLAB_USERNAME/Fuck-Knows-missions/settings/members, where YOUR_GITLAB_USERNAME is your GitLab username. 4b. Scroll down to Share project with other groups, set Group to fuckknows and Max access level to Reporter, then click Share. 5a. Now, go to https://gitlab.com/YOUR_GITLAB_USERNAME/Fuck-Knows-missions/settings/repository, where YOUR_GITLAB_USERNAME is your GitLab username. 5b. Scroll down to Pull from a remote repository. Check the box labeled Mirror repository. In the Git repository URL box, use the format in the picture. Make sure that Mirror user is set to your name, and then click Save changes. 6. Download Git from this link: https://git-scm.com/download/win. 7a. Open up the installer. Should be called Git-2.11.0.3-64-bit.exe or something similar. 7b. Click Next. 7c. Click Next. 7d. Select the first option: Use Git from Git Bash only. Then click Next. 7e. Click Next. 7f. Click Next. 7g. Click Next. 7h. Click Install. 8. Open up Git GUI from the Start Menu. 9. Click Clone Existing Repository. 10a. In the Source Location box, type in https://gitlab.com/YOUR_GITLAB_USERNAME/Fuck-Knows-missions, where you replace YOUR_GITLAB_USERNAME with your GitLab username. 10b. In the Target Directory box, browse to a folder where you'd like to save the missions, for example C:/Users/USER/Documents. Afterwards, you need to append /Fuck-Knows-missions to the Target Directory path. 10c. Click Clone. 10d. If it asks you for credentials, please type in your GitLab username and password. 11a. Click Remote in the top bar, and then click Add. 11b. In the Name box, type in upstream. In the Location box, type in https://gitlab.com/fuckknows/Fuck-Knows-missions.git. Then click Add and wait for the fetch to complete. 11c. Press Ctrl + M on your keyboard. 11d. In the Revision Expression box, type in upstream/master. Click Merge. Adding missions 1. Click Remote in the top bar, then go to Fetch from, and then click on upstream. 2. Repeat steps 11c - 11d in First time setup (i.e. above). 3. Now, you can open the folder you specified in the Target Directory box, and go into the Scripted Missions sub-folder. 4. Now, create a folder with your name (if it doesn't already exist), and move your missions into that folder. Be aware, the missions will have to be in folder format, i.e. no PBOs. Please only add completed and tested missions. 5. Press the Rescan button in Git GUI. 6. If you see files in the Unstaged Changes area in the upper-left, press the Stage Changed button. 7. Type a message describing what you've done in the Commit Message box, like what missions you've added, and so on. Then press Commit. 8. Click the Push button. 9. Click Clone Existing Repository. 10a. In the Source Location box, type in https://gitlab.com/YOUR_GITLAB_USERNAME/Fuck-Knows-missions, where you replace YOUR_GITLAB_USERNAME with your GitLab username. 10b. In the Target Directory box, browse to a folder where you'd like to save the missions, for example C:/Users/USER/Documents. Afterwards, you need to append /Fuck-Knows-missions to the Target Directory path. 10c. Click Clone. 10d. If it asks you for credentials, please type in your GitLab username and password. 11a. Click Remote in the top bar, and then click Add. 11b. In the Name box, type in upstream. In the Location box, type in https://gitlab.com/fuckknows/Fuck-Knows-missions.git. Then click Add and wait for the fetch to complete. 11c. Press Ctrl + M on your keyboard. 11d. In the Revision Expression box, type in upstream/master. Click Merge. Adding missions 1. Click Remote in the top bar, then go to Fetch from, and then click on upstream. 2. Repeat steps 11c - 11d in First time setup (i.e. above). 3. Now, you can open the folder you specified in the Target Directory box, and go into the Scripted Missions sub-folder. 4. Now, create a folder with your name (if it doesn't already exist), and move your missions into that folder. Be aware, the missions will have to be in folder format, i.e. no PBOs. Please only add completed and tested missions. 5. Press the Rescan button in Git GUI. 6. If you see files in the Unstaged Changes area in the upper-left, press the Stage Changed button. 7. Type a message describing what you've done in the Commit Message box, like what missions you've added, and so on. Then press Commit. 8. Click the Push button. 9. Click the Push button. 10. Go to https://gitlab.com/YOUR_GITLAB_USERNAME/Fuck-Knows-missions, where you replace YOUR_GITLAB_USERNAME with your GitLab username., and click the Merge Requests tab. 11. Click New Merge Request. 12a. Underneath Source branch, select YOUR_GITLAB_USERNAME/Fuck-Knows-missions in the dropdown, where YOUR_GITLAB_USERNAME is your GitLab username. 12b. Click the drop-down called Select source branch and choose master. 12c. Under Target Branch, make sure the first box is set to fuckknows/Fuck-Knows-missions, and that the second box is testing, not master. 12d. Click Compare branches and continue. 13a. Type in a good message as the title, and describe everything you've been doing in your repo. 13b. Click Submit merge request. DONE!
  8. HOW TO : FK Arma Mods

    Since we will be moving to the workshop soon or already have this guide will tell you how to delete anything to do with Arma3Sync. This guide has 3 Sections As of the 31/08/2017 People who joined after the 28th of August Deleting Arma3Sync mods and redownloading on the Workshop Task Force Radio Teamspeak Installation Please make sure only use one part of the guide "Listed above" otherwise you run the risk of fucking up. PS Make sure you read a paragraph ahead instead of reading one step, doing said step, moving to next the step. Read both steps so you're a step ahead! 1 : If you joined FK after the 28th of August 2017 Please click here This will take you to the Steam Workshop Collection where you hit Subscribe to all and enable the mods in the Steam Arma 3 Launcher If any mods give you ace dependency errors ignore it, FK - ACE3 is the same ace with the optionals added so people don't have to do it manually. 2 : If you used the FK Arma3Sync this is how to delete your Arma3Sync Mods Locate the folder Arma3Sync downloaded the mods to. Delete it. Congratulations you have deleted your Arma3Sync mods now... getting them back on the workshop. CLICK HERE TO GO TO STEAM WORKSHOP MOD COLLECTION If any mods give you ace dependency errors ignore it, FK - ACE3 is the same ace with the optionals added so people don't have to do it manually. That should be it just enable them in the Steam Arma 3 Launcher and play. ¯\_(ツ)_/¯ 3 : How to install Task Force Radio for Teamspeak TaskForceRadio will auto install when you launch arma, If it doesn't please follow this guide. Your taskforceradio should be located inside of steamapps\common\Arma 3\!Workshop\@task_force_radio\teamspeak Your !Workshop folder might be a hidden file, either enter the directory name or enable Show hidden files. They'll be two plugins. Run the task_force_radio.ts3_plugin and it will open a GUI Hit the install button, if any more windows come up just follow them through. Once you've installed it to Teamspeak you now have to Enable it in your addons like so. Once Task Force Radio has been enabled when you join arma it will move you into the taskforceradio room and should work.
  9. How to : DIY TrackIR

    Intro and purpose TrackIR tracks for head movement so that you no longer need to use the ALT key; or in the case of a chopper - your POV hat, to look around. It is however extremely expensive for the rather simple thing it provides; so this is a guide to do it yourself. All in all this DIY probably costed me less than 20$. In other words less than APEX on sale. So I figured it was worth it. This is a very rough guide to everything as it would take me a solid weekend to write down all the details. Depending on time and interest I'll update it with more detailed info regarding how I did it. So lets get started. In order for this to work you're going to need several things: Tracking software to make sense of it all A web camera with IR capabilities An attachment with IR diodes (lamps) Configuring your software Tracking software to make sense of it all Download FaceTrackNoIR ( http://facetracknoir.sourceforge.net/home/default.htm ) and take it for a spin. You will be using the PointTracker tracker source. You will use this software as you build everything else; to make sure that your camera works and that your circuitry holds. More details about optimally configuring it is found later in the guide. A word about the FaceAPI (aka facetracking with a webcam and nothing else) FaceTrackNoIR is actually a collection of different ways of tracking and conveying the data. One of the things that you might want to test is the Tracker Source > faceAPI. This tracks your head with no fixed points using a regular webcam, but comes with several drawbacks. First off it is ridiculously slow. 30 FPS is the most you will get out of it. Secondly the technique is very unstable. You will end up having to use a massive amount of smoothness (frames to decide where your face is), thus making it even slower. Thirdly it is extremely bad at recognizing anyone with a beard or glasses. If it still is enough for you; that is definitely the easy way out as the procedure described in this guide requires a fair bit of elbow grease Web camera with IR capabilities So this is the first big hurdle and in itself requires three things: A webcamera without a IR blocking lens Some sort of IR pass filter Craftmanship Personally I settled for the PsEYE ( https://en.wikipedia.org/wiki/PlayStation_Eye ) webcamera, which is one of the few that is able to achieve 90-120 fps (compared to the standard 30 fps). The downside is that it was meant for playstation and not PC; so I ended up paying a grand 3$ for Windows drivers. https://codelaboratories.com/downloads/ I felt like they deserve it; but if you're really strapped for cash you can most likely find a free option. Secondly, the camera had to be dismembered to remove the IR blocking lens. Most cameras has this, as picking up IR from the background wrecks the image. There are a few resources for this, for instance http://nuigroup.com/forums/viewthread/5189/ Do note that this makes your webcamera completely useless for everyday use, as the IR-cancelling lens also sets the focus for the image. Finally an IR pass filter had to be attached. This to make sure only IR would be picked up at any decent level. You can achieve this by cutting out a diskette and placing it inside your webcamera. Due to the low quality of such a thing, and the expensive nature of proper IR pass filters; I personally just bought an IR cover lens and attached it ontop of the camera. An attachment with IR diodes (lamps) You will need: A couple of IR leds ( https://www.sparkfun.com/products/9349 ) A resistor of about 20 ohm A usb cables Either wires, or another usb cable Some office supplies to put it all together If you have wires; great. Otherwise scavange the first usb cable. A usb consists of four cables. What you want is the black and red cables, as they're used to send 5v. The other two are useless. Open up the end of the second usb cable. The red one is the 5V, and the black one is ground. Make a small circuit with your resistor, leds and and the second usb cable. You're aiming for something similar to this http://dl.maximumpc.com/galleries/headtracker/f_full.jpg Attach the circuit to your office supples in some way. Most likely you'll be attaching your cabling to your office supplies as you go along. Put your attachment together. Attach it to your headset by some means. Personally I used velcro tape ( https://www.amazon.com/VELCRO-Brand-Industrial-Strength-Black/dp/B00006IC2T ) so I can remove it when I don't need it. End Results: Configuring your software Once everything works there is plenty of things to try to get right, but the most important ones are the PointTracker tracker source > Settings > Camera > Point extraction; PointTracker tracker source > Settings > Camera > Model > Model Dimensions; and the Curves. All of these are very dependent on how your attachment ended up looking, how far you are from your screen, and the light conditions of your gaming room. I attached my configuration here. You should likely only need to fiddle with the three items mentioned in the previous paragraph ( armaLoLight.ini ). If you went my route with the PSEye drivers you will end up with something called CL-Eye Test. Options < Video Capture Filter of this software lets you manually set the Gain and Exposure. These two together with the Point Extraction mentioned above really sets how receptive your device is to IR. Naturally you want it to pick up as little as possible (to avoid interference); but if you go too hard FaceTrackNoIR might end up losing track of your device. If you're like me and sometimes have the sun directly behind you, it's a fine balance.
  10. Hey As I'm an emt and played many hours as medic I put together a small little guide for you guys, who still don't know how to medic. 1 by 1 step for the advanced system: for the patient:1. report bad injurys or vital parameter to the medic, sql or a buddy nearby.2. go to a save spot, remain on the ground and keep calm3. don't be a pussy, everybody can endure a little pain for first aider:1. remove the affected person from the danger area2. interact menu-> locate and look for the severity of the wounds3. if there are multiple wounds on limbs use tourniquet(s)4. dress the wounds after the severity (wounds with heavy bleeding first, gonna add a small chart below)5. remove tourniquets6. check if the wounds opened again (only for advanced advanced medic), aslong as the patient is not losing blood he's gonna be fine7. wait for the medic and tell him what you did! Only the medic should give the patient medication!!for the medic:1.-6. same as the first aider, or ask the first aider what he already did and resume there7. check bloodpressure and heartrate, check if the patient is in pain and how much blood he lost (adding a small chart below)8.medicate him (atropine,epinephrine or morphine) and use the Personal aid kit on him (if you have blood, give him blood instead)Wounds: abrasion:effects: very light pain, very slow bleedingAvulsion:effects: very high pain, very fast bleedingContusions:effects: light pain, very slow bleedingCrush wounds:effects: light pain, very slow bleedingCut wounds:effects: light pain, bleeding depends on the severity of the woundLacerations:effects: light pain, slow-medium bleeding, depends on severity of the woundVelocity wound:effects: very high pain, medium-high bleeding, depends again on severity of woundPuncture wounds:effects: light pain, small bleeding(source: http://ace3mod.com/wiki/feature/medical-system.html#bandages-effectiveness )vital parameter:Heartrate: Blood pressure: normal 46-120 normal 100-160medication: atropine: lowers heart rate in small steps, OD after 6-8 sticks, decay time 120smorphine: lowers heart rate and suppresses pain, OD after 4-6, decay time 900sepinephrine: increases heart rate and can be used to prevent unconsciousnesscpr: used after cardiac arrest
  11. RHS: AFRF Tanks Fire Systems Guide By @Vericht & @Cyico for FK community. RHS version: 0.4.2.2 All rights reserved to their respected owners. PDF version of the guide available at https://drive.google.com/open?id=0B2vJRF0zksnFbEVoaXNiTndsNEE Most of the Soviet/Russian tanks use quite complex FCS with long, boring names, but in Arma 3 we have basically 6 main scopes, sometimes combined in some tanks (like T-90A 06’ has both 1G46 and Sosna-U scopes). So here is the list of thing we want to touch in this guide: Scopes: · TDP-K1 (T-72B 84’/85’/89’, T-80) · 1G46 (T-80A, T-80U/U(45M)/UE-1/UK/UM, T-90 92’) · 1G42 (T-80B/BK, T-80BV/BVK) · Sosna-U (T-72B3, T-80BV/BVK/UE-1, T-90A 06’) · 1A40-1M (2S25) · Agava-2 (T-80UK/UM) Firing systems: · Manual FCS adjusting · Autoloader and Semi-Autoloader · Target Tracking System (Sosna-U) 1. TDP-K1 (T-72B 84’/85’/89’, T-80) You can see “mechanical” indicator of distance and shell load indicator on top. The red circle in the middle is a Rangefinder and it’s aligned with the axis of the cannon. So to fire properly gunner should: 1) Load a shell 2) Point red circle on target 3) Press “T” (or any button bound on “Lase target” action) to find range to target 4) Wait for FCS to calculate corrections and adjust scope 5) Point ^ thingy on target 6) Shoot Re-adjust scope every time you switch ammo type. Each shell has its own ballistics. ATGMs will follow the red circle, so you don’t need to adjust scope if you shooting ATGMs. The rangefinder will not adjust range for coax but scope itself has reticles to make your life slightly easier. 2. 1G46 (T-80A, T-80U/U(45M)/UE-1/UK/UM, T-90 92’) You can see the digital indicator of distance and shell load indicator on the bottom. ^ thingy is aim point and a Rangefinder. So to fire properly gunner should: 1) Load a shell 2) Point ^ thingy on target 3) Press “T” (or any button bound on “Lase target” action) to find range to target 4) Wait for FCS to calculate corrections and adjust scope 5) Shoot Re-adjust scope every time you switch ammo type. Each shell has its own ballistics. Unlike FCS of T-72 on this one, you have to re-adjust scope even for ATGMs. The rangefinder will not adjust range for coax but scope itself has reticles to make your life slightly easier. 3. 1G42 (T-80B/BK, T-80BV/BVK) You can see the digital indicator of distance and shell load indicator on the bottom. ^ thingy is aim point and a Rangefinder. So to fire properly gunner should: 1) Load a shell 2) Point ^ thingy on target 3) Press “T” (or any button bound on “Lase target” action) to find range to target 4) Wait for FCS to calculate corrections and adjust scope 5) Shoot Re-adjust scope every time you switch ammo type. Each shell has its own ballistics. Unlike FCS of T-72 on this one, you have to re-adjust scope even for ATGMs. 4. Sosna-U (T-72B3, T-80BV/BVK/UE-1, T-90A 06’) The aiming reticle has two stages. If it looks like “+” or “cross” – chamber is empty or loading. If it looks like “[⊥]” – chamber is closed and you are ready. So to fire properly gunner should: 1) Load a shell 2) Point “⊥” thingy on target 3) Press “T” (or any button bound on “Lase target” action) to find range to target 4) Wait for FCS to calculate corrections and adjust scope 5) Shoot Re-adjust scope every time you switch ammo type. Each shell has its own ballistics. ATGMs will fly at the tip of the “⊥” of “[⊥]” scope or in the middle of “+”. 5. 1A40-1M (2S25) You can see the digital indicator of distance and shell load indicator on the top. Cross on the reticle is aim point and a Rangefinder. So to fire properly gunner should: 1) Load a shell 2) Point cross thingy on target 3) Press “T” (or any button bound on “Lase target” action) to find range to target 4) Wait for FCS to calculate corrections and adjust scope 5) Shoot Re-adjust scope every time you switch ammo type. Each shell has its own ballistics. You don’t have to re-adjust scope for ATGMs. ATMG will follow cross marker. 6. Agava-2 (T-80UK/UM) You can see the digital indicator of distance and shell load indicator on the top left corner. Cross on the reticle is aim point and a Rangefinder. So to fire properly gunner should: 1) Load a shell 2) Point cross thingy on target 3) Press “T” (or any button bound on “Lase target” action) to find range to target 4) Wait for FCS to calculate corrections and adjust scope 5) Shoot Re-adjust scope every time you switch ammo type. Each shell has its own ballistics. You don’t have to re-adjust scope for ATGMs. ATMG will follow cross marker. Manual FCS adjusting ALL of this FCS can be adjusted manually. You know, for long range indirect fire, for example. To do it gunner should press “B” and he’ll see this: As you can see there is not much going on. Switch at the bottom is angle sensor. Keep it on and everything will be okay. Two dials on top for adjusting range in 100m and 1000m respectively. Do not forget to return every dial in lowest position after you ended playing with it, otherwise, it will fuck up your aim. Autoloader and Semi-Autoloader It’s system that loads tank shells in the gun. Automatically. Whoa, technology! All Russian tanks with autoloaders have this “dial” on gunner’s screen. You can switch between round types via scroll wheel OR by pressing “X”. Pressing “X” will cause dial to turn and, well, it chooses the type of shell you want: «О» - HE-FRAG «Б» - APFSDS «К» or «H» - HEAT «У» - ATGM All FCS’s have shell load indicator. Т-72’s – big red thing on top, others – small LED to the bottom. If it’s lit – chamber is closed and you are free to fire. If it’s dark – it’s either still loading or chamber is empty and you can switch shell type. But be aware ONCE SHELL IS LOADED YOU CAN NOT SWITCH TO ANOTHER TYPE OF SHELL. You can still turn “dial”, though. But shell type switches only after your shot. For the initial load, you have to select the type of the shell via scroll wheel, because default all Russian tanks initially have no shells in the closed chamber. Semi-Autoloader Waits for gunner’s command to load a round in the chamber. Gunner has to press “R” to load selected type of the shell after every shot. Full Autoloader Autoloader has switch for modes. You can switch between modes by pressing “Z”. If the switch is UP (“ВКЛ” position) autoloader will automatically load a shell into the chamber without you pressing buttons and will continue load this type of shell until it runs out of shells of this type. But it won’t stop – it’ll just load shell of next type in the list. If the switch is DOWN (“СЕРИЯ” position) autoloader will work in semi-automatic mode and would be waiting for a gunner to press “R”. Target Tracking System (Sosna-U FCS) TTS is a special part of Sosna-U FCS. Has two abilities: stabilize gun on one point on the ground (like on helicopters) and lock-on target mode. Lock-on mode works only in thermal mode. To enable lock-on target, the gunner has to: 1) Zoom to the end for «АСЦ» until TTS state turns into «ГОТ» 2) Aim at the target 3) Hold “T” for a second until «ГОТ» turns into «ВКЛ» and scope locks on the target 4) Shoot Since it’s locked you can move aim point for specific point on the target. Especially effective on medium-long distances against moving targets like tanks or helicopters. Works with any type of ammo, even with ATGMs. But keep in mind – since it is a laser based system it could be obstructed by foliage or buildings.
  12. This guide will talk about how to not suck at being a passenger in a transport helicopter. Pre-arrival: The transporting squad should arrive at the LZ / PZ before the helicopter touches down. They set up in security positions to defend against any potential threats during the arrival. But make sure the squad members are positioned in a way that they can still board the helicopter very fast. Arrival / Landing All squad member keep an eye out while waiting for the arrival of the aircraft. In case that the current lead element dies during the arrival, the 2IC has to quickly take command to ensure that the loading process can continue without any delay. When the helicopter makes his final approach make sure you are not in his way. Slowly start moving towards the anticipated touchdown location but keep your distance until the aircraft is fully touched down. When the helicopter has landed the squad members board the helicopter at leaders direction. If your squad lead starts running towards the helo it's a good cue that you might want to move as well. Approaching a landed Aircraft Always approach a landed / hovering helicopter from the sides. You don't to get hit by the tail rotor! Approaching from the front can be dangerous on slopes as you could hit the main rotor disk! Crouching while moving towards the helo is also a good idea as it puts you lower and further away from the rotor disk. When you have to cross to the other side of the helicopter do it in the front of the helicopter. This allows the pilot to see you and know that he should wait for you to board. Removes the possibility for tail strikes. If it is not possible just be aware that the tail rotor is hazardous! When the helo is hovering on a slope make sure you approach it from downhill Boarding Be quick. Don't try to provide covering fire. Just get in the helo as fast as possible. The best defense is to get out of the LZ quickly! If everybody is mounted the door gunners can provide the necessary covering fire. The squad lead should be the last person to mount up in the helicopter. When the squad is loaded the squad lead communicates this to the pilot. Examples: Delta is all in! Bravo ... we're loaded! There will be times where in the confusion of battle, people board the wrong aircraft or your assigned aircraft lands somewhere different. Simply go with the flow. Make sure you communicate this to your squad lead. The important thing is to get everyone out of the hot zone as quickly as possible. It doesn't matter if you got in the correct helo as long as you did get into a helo and your squad lead knows this. It's better to get out of an LZ in the wrong helo that to die at that LZ in the right helo. Doorgunners Be careful with firing while troops are loading or unloading. It can happen that ArmA will place somebody in the way of the muzzle inadvertently. Try to only fire while you are fully taken off. Shoot in controlled and deliberate bursts. Listen to pilots commands if you are on a gun! Unloading While still in transit take a look at the LZ before you unload and familiarize yourself with said LZ. Basic layout. Expected enemy direction. Possible cover / concealment near the LZ. This will let you do quicker decisions once you are actually on the ground. Wait for the aircraft crew to tell you to get out. "GO GO GO" "Get out" Move down slope after dismounting. Once dismounted move away from the aircraft and find cover or concealment. When everybody is dismounted the squad leader will signal the helicopter that he is clear to take off. Shouting Radio Handsignals / Gestures Saluting Emergencies If a helo gets disabled and is able to land without exploding. Move away from the helo. Secure the area. Don't cluster around wounded or dead. Wait for further orders. General Stop talking if you don't have to talk. Pilots will have multiple com channels they have to listen and respond to. They are not able to do so if there are people singing random songs or are playing music during the helicopter ride. The ride is your relaxing part of the mission but it's quite exhausting for the pilots depending on the conditions. Closing This is how to be part of the solution to expedite a helo loading and unloading. Keeping all this in mind will go a long way towards simplifying life for your pilots and also contribute towards speedier insertion and extraction phases to a mission which in turn can significantly help to reduce casualties. It's on every player to know what to do when the time comes and hopefully this has helped clear up some of the issues that can accompany these situations.
  13. RTO Indirect Fire Support

    RTO GUIDE: INDIRECT FIRE SUPPORT DISCLAIMER: I have created this guide over a long period of time and it has undergone a lot of changes. As this covers communications, this guide is part of RTO. It is advised that people playing mortar also give this a read. This guide has been reviewed and approved by the Mortar trainer. If you have ANY suggestions, feedback or criticism, please let me know, but only through PM. That way I can alter this guide if necessary, and this way we will have only one visible guide as an up to date reference instead of a discussion because we all have our individual take on things. Roles RTO The RTO is the officer that is responsible for communicating between ground assets and platoon (both Platoon Lead and squad leaders). When a mortar team is being used, the RTO will give fire missions to the mortar team, most of the times operating as an observer. These fire missions can be requested by other squads on 69, or can be directed by RTO himself. Potential call signs: RTO / Loki / Rain Maker Mortar team A mortar team consistently has two positions; loader and gunner. Besides the task package that goes with each name, the loader is also in charge of communicating with RTO and making all the calculations (see the FK mortar guide). Potential call signs: Hammer / Thor / Steel Rain Forward Observer The Forward Observer (FO) is an optional role and is not always viable in a mission. The FO observes the enemy from the front line or overwatch positions and will communicate directly with the RTO to request fire missions. The FO is purely a scout that has knowledge of the capabilities and restrictions of the available indirect fire support. An FO can be part of Platoon HQ or can be embodied in a Squad. Most missions, squad leaders will function as FO. Call for Fire Every fire mission follows three steps. The RTO (from here on called observer) will initiate communications and will require the mortar team to repeat the entire fire order for verification. Observer identifications and warning order Target location Method of fire Example: “STEEL RAIN 1-1, this is RAIN MAKER. FIRE FOR EFFECT, grid 015 025, 1 times HE, AT MY COMMAND, OVER.” “RAIN MAKER, tis is STEEL RAIN 1-1. FIRE FOR EFFECT, grid 015 025, 1 times HE, AT YOUR COMMAND, OUT.” 1. Observer identification and warning order The observer will initiate radio communications, using their call sign to address the recipient. Along with the identification, the mission type will be communicated as well. The possible mission types are the following: Fire for effect Adjust fire Immediate suppression Immediate smoke Fire for effect When the observer is certain that the target location is accurate and that the first deployed round should have the desired effect on target, he announces FIRE FOR EFFECT. The observer should always try to gather the needed information for the first round to be FIRE FOR EFFECT. Example: “STEEL RAIN 1-1, this is RAIN MAKER, FIRE FOR EFFECT.” Adjust fire When the observer wants to make an adjustment to the previous fire mission (incorrect target location or other reasons), he announces ADJUST FIRE. Example: “STEEL RAIN 1-1, this is RAIN MAKER, ADJUST FIRE.” Immediate suppression/smoke When friendly troops or assets are being engaged, the observer can request an immediate suppression/smoke fire mission. The observer announces IMMEDIATE SUPPRESSION or IMMEDIATE SMOKE, followed by the target location. The mortar team is allowed to deploy rounds as soon as they are calculated and loaded. This type of fire mission is mostly used when having pre planned targets, such as known hostile emplacements or mission objectives. Example: “STEEL RAIN 1-1, this is RAIN MAKER, IMMEDIATE SMOKE.” 2. Target location Being able to correctly calculate (and communicate) the correct target location is vital for a successful fire missions. To determine the target location, three methods can be used. Grid reference Target mark on map Shift from known position The most recurring method will be “target mark on map”. Grid reference Using the grid system, you can relay coordination markers quickly to fire support. Use the vertical and horizontal grid lines on the map to determine a 6 digit grid (example: 035 034). If extreme accuracy is required, an 8 digit grid will be advised. Numbers should always be pronounced in its single form. In the given example the communication would be ZERO THREE FIVE, ZERO THREE FOUR (035 034). Target mark on map If the observer is able to pinpoint the target on the map, he should try and place a marker on its exact location. Map marker SIERRA is reserved for Fire Support (example: marker “S1”). It is preferred not to use common markers such as X1 or ZY1 to avoid confusion with ground infantry or fixed wing markers. To allow the mortar team to quickly navigate to the relayed location, it is encouraged to additionally communicate the grid reference. Example: “steel rain 1-1, this is rain maker. fire for effect. TARGET MARK SIERRA ONE, grid ZERO THREE FIVE ZERO THREE FOUR.” Shift from known position This is an ADVANCED method to relay target locations. Using this method is only advised when GPS systems are not in use during the mission or when the observer has no map available. This requires both the observer as the mortar team to have prior knowledge with this method. The observer will select easily identified points on the map (such as buildings, crossroads, …) and reference and communicate these locations beforehand. This way, the observer only needs to calculate the direction and distance from a known point to communicate target locations. Steps to undertake: Select a known point, example KNOWN POINT 1. (example: a distinguishable church on the outskirts of a city). This point must be known to both observer and the mortar team. Calculate the targets location in relationship to the known point. Ideally, you will specify a distance and cardinal direction (example: 100m North-West) Example: “Steel Rain 1-1, this is Rain Maker. KNOWN POINT 1 is the lighthouse on the south east part of Chernogorsk, confirm, over.” “Rain maker this is Steel Rain 1-1, known point 1 is light house on south east part of Chernogorsk, confirmed, out.” Correcting fire missions using known point method When correcting fire missions using this method, you can send three type of corrections. These corrections require knowledge of the known point and the observer’s current position, as the calculations are based on the observer’s view point of the target. Ranging shift: how much closer or far away the target is in relation to the known point. Lateral shift: how much to the left or right in relation to the known point. Using cardinal direction is also possible. Vertical shift: how much the target is above or below the known point (only required to calculate if there is a big difference between the two reference markers) Example:” steel rain 1-1, this is rain maker. fire for effect, SHIFT FROM KNOWN POINT “CHURCH”, EAST 200” Example 2: “steel rain 1-1, this is rain maker. fire for effect, SHIFT FROM KNOWN POINT “ATC”, LEFT 100, ADD 200” ADD: how much farther the target is compared to known point DROP: how much closer the target is compared to known point 3. Method of fire Ammo count and type In every fire mission, the observer will select the correct ammunition and amount. Standard mortar teams have three types of ammunition: HE rounds Smoke rounds Illumination When ordering a fire mission, the observer will call out the amount and type of ammunition. Example: “steel rain 1-1, this is rain maker. Fire for effect, grid 035 034, 3 TIMES HE.” When requesting a fire mission, the observer will always announce the method of fire after giving the ammo count and type. At my command If RTO wants to control the time of impact, he includes AT MY COMMAND in the transmission. When the mortar team is ready with calculating the target location and has rounds loaded, the loader will announce “HAMMER 1-1 is ready, over.” RTO will announce FIRE at his discretion. AT MY COMMAND stays in effect until the end of the fire mission, or when cancelled with “CANCEL AT MY COMMAND”. Example: “steel rain 1-1, this is rain maker. Fire for effect, grid 035 034, 1 times HE, AT MY COMMAND.” Fire when ready The mortar team will deploy mortar rounds as soon as they are able to. The fire mission will end as soon as the mortar team has deployed the amount of rounds requested by RTO. Example: “steel rain 1-1, this is rain maker. Fire for effect, grid 035 034, 3 times smoke, FIRE WHEN READY.” Time on target RTO requests the mortar team to shell the target location at a specific time frame. Example: “TIME ON TARGET 5 minutes from now.” Continuous fire The mortar team will load and fire as fast as possible while maintaining accuracy, until RTO cancels the fire mission with command CEASE LOADING. Dispersion If needed, the RTO will relay dispersion information when requesting more than one single round on a target location. The standard dispersion is 100m in a circular radius. The RTO can communicate different dispersion methods. If requesting a straight dispersion line, the RTO will communicate the amount of rounds, the initial starting position and the distance and cardinal direction of the other rounds. Example: “steel rain 1-1, this is rain maker. Fire for effect, grid 035 034, 3 times HE, fire when ready, DISPERSION 50M EAST.” Additional notes Battle Damage assessment If applicable, a BDA is advised after each fire mission. The report will cover the effectiveness of the fire mission. Equipment Map Tools GPS Kestrel Range Table Optional Vector 21 (Micro)DAGR The DAGR can be used to link your Vector 21 to your DAGR, allowing you to calculate 10 digit grids. Danger Close Danger close and position of friendlies will have to be communicated when ordering a fire mission if friendly troops are closer than 400m of the target location. GUIDE END
  14. Combat Medicine & You

    Alrighty, This was asked of me yesterday, as to what order a combat medic should handle their patient. Having served with the US navy for 12 years and 8 years of which as a combat medic, before becoming a paramedic in the civilian sector and working as a Tactical medic, I hope my insight can assist. As such, i five the following: Overall Goals of all Medical and Non-Medical Personnel The world does not stop because you or a buddy has been shot. So the first rule is to shoot back! The immediate goals of all personnel are to: Engage with and destroy the enemy, Attempt to win the firefight, Secure the casualty only if necessary and feasible, Identity life-threats and/or injury extents, Address life-threats aggressively, and, Complete the mission! Combat Life Saver The Combat Life Saver is a first responded trained to immediately intervene to scene and to the casualty. They are a “bridge” between buddy aid and a combat medics responsibilities, which helps to streamline the transition of care during the lead-up to combat medic treatment. All in all Combat Life Savers carry additional medical gear loads and perform vital functions such as nasopharyngeal airway insertion with a high competency standard. The aims of a Combat Life Saver are to: Preserve the casualty from additional wounds, Protect the casualty with the primary weapon available, and, Promote casualty recovery through interventions and procedures. The most important role for any Combat Life Saver is to: Keep yourself alive! Never expose yourself to enemy fire, if at all possible, and only move when you are sure it is safe. Combat Medic The Combat Medic is a step above the Combat Life Saver, he is responsible for not only immediate interventions but the co-ordination and control aspect of medical treatment and thus is normally coupled with the Command element to the unit. Refrain from: Moving into the Kill Zone to retrieve the casualty, Moving when the casualty is conscious and mobile, and can be directed verbally. The main life-saving activities a Combat Medic is involved in include: Immediate tourniquet application to serious bleeding, Field expediency to recover the casualty, Insertion of nasopharyngeal airways, Aggressive needle thoracostomy as required, Emergency surgical airways when required, Appropriate fluid resuscitation, Appropriate use of analgesia, and most importantly, Combining good tactics with good combat medicine. SOF Medic The Special Forces Medic is responsible for much more than a traditional Combat Medic. Cares may need direct intervention that goes beyond the scope and practice of other Medics. For example tranexamic acid can only be administered by Special Forces Medics with strict indications on internal bleeding within the pre-hospital environment. “Hearts and minds” campaigns often focus around hygiene, sanitation, dental health and other disciplines a Combat Medic is often not directed in. The mission spectrums that Special Forces are involved in also extends the limits of care because extraction may be non-existent or several hours away. The extension of capabilities leads to an expansion of latent and actual errors, the potential for medical cases; for example SCUBA missions may lead to oxygen toxicity, increased thoracic pressure and/or pneumothorax situations while in a combat swim, miles from the coast and hours from help. Flight Medic The Flight Medic is a part of the flight crew, who is capable of giving medical aid Sensory deprivation (loud, vibrating, lower visual horizon, banking and moving) Flight medicine More equipment, more medicines, a lot of more mobility, challenging to treat in that environment A Flight Medic has additional roles involved in the assessment and weighting of treatments given, the movement of the casualty in a stable manner best suited to the condition or physiological spectrum. The Flight Medic utilizes his or herself both within and outside the airborne environment, and is responsible for: Guiding the helicopter, Providing safe ingress points, Halting any approach to the helicopter, Providing helicopter security, Taking initial charge of the Casualty Collection Point, Triaging and clearing out non-medical persons, Establishing Casualty Loading procedures, and, finally, Working with Ground Medical Units to facilitate the handover and transport of casualties. Enjoy! The DRABCDs Note: The following modules are interchangeable, if you are a sole medic dealing with bleeding then that is the first area to attend. Swap them around and use them in a non-linear fashion. Memorize this as "Doctor ABCs", Doctor - alphabet. D - Danger Your initial approach must not endanger you or anybody else; you must therefore ensure it is safe to enter before beginning to assess the casualty. Danger indicators present must be assessed from afar, or away from the presenting danger. You have to observe and acknowledge the scene before first attempting to approach it. Subsequently to approaching the patient safely, you must determine the immediate priorities which include a sorting and assessment based on primary injuries as conducted through the primary survey. This is known as triage. A visual assessment may be conducted in time-critical moments but remember that it isn't as reliable in comparison. Danger examples include secondary explosives, incoming direct or indirect fire, linear danger areas and uncleared immediate areas. To understand the mechanisms of injury (MoI) is the single most important step. If you understand initially that an IED has went off, then you can understand the associated risks and protocols needed before you can approach the patient. Remember. Your own safety is the priority, followed by the safety of your allies who are not injured. R - Response The next observation you want to make is response, your patients response level. Unconsciousness is a state of unrousable unresponsiveness where the patient is unaware of their surroundings and no purposeful response can be obtained. We can use the sub-mnemonic AVPU. Alert, Verbal, Pain, Unresponsive. Is he alert? Move on. Does he respond to verbal? Move on. Pain pinch, does he respond to pain? Is he unresponsive? Yes or no. Re-assess the patient's response levels if noticeable vital signs changes are apparent or behaviours in patient condition, which is usually every ten minutes or so. And move onto your ABCs after certifying the patient’s response level. If he is unconscious and unresponsive it could be urgent, instantly move on and get to the vital category of airway. A - Airway Airway is the focus point. A patient cannot live without adequate oxygenation and ventilation. It is therefore apparent the first step to facilitate adequate oxygenation is to establish and maintain a patent (open) airway. If they're unconscious or unresponsive then it is vital what treatment you conduct in regards to airway, it could keep them oxygenated, it could keep them alive. Triple vs Double Airway Maneuver. You usually use the double airway maneuver with cases involving spinal precautions. Unless you have clear reason to, you should avoid a triple airway maneuver. Triple airway maneuvers are usually apparent in high-risk cases where the airway has to be established properly and urgently. We have numerous objects to be able to do this. The basics being the nasopharyngeal airway (NPA) and the oropharyngeal airway (OPA). B - Breathing This category comes after airway because it is directly related to it. If you establish an airway, it isn't any good if the patient isn't breathing! Breathing may include manual ventilation, initially breathing for the patient or support ventilation, supporting the oxygenation required to main adequate perfusion and oxygenation. We can conduct this initially through the airway assessment and placing our airway tools. C - Circulation A patient cannot live without blood! First, control any blood loss that is present. Then you can begin to compensate for the said blood loss. In most cases we are presented with, blood loss is apparent - sometimes major blood loss, including arterial bleeding with multi-trauma is presented. It is therefore vitally important you stop, prevent or slow down the rate of blood loss. Following this, you should check if the patient has a pulse, if they do not have a pulse, blood is not reaching their brain. This is generally detrimental to their health. Other meanings: /CPR /Controlling Hemorrhages /C-Spine Immobilization Manual or otherwise Your ABCs are the bread and butter of this whole mnemonic. Initially you will notice that C quite literally can stand for numerous priorities depending on the situation, so do not take this as an exact progressive way of conducting your assessment. If you see bleeding, jump straight to it, this mnemonic is modular for that purpose. Saving lives does not follow the same strict pattern. D - Drugs Judgement of drug use is not only initiated through observations of vital signs, patient history and redflags but through the physical assessment and investigation into the occurring factors and therefore what is needed from the pharmacological perspective of intervention. An example may include atropine during NBC events. /Defibrillation /Fluids CCP The Casualty Collection Point or CCP is Blood Sweep Find site injury (penetration site, injury site) Find bleeding site (Query) Point of injury, mechanism of injury The Casualty Assessment – The Primary Survey You arrive on the scene knowing very little to nothing. Yes, you may have witnessed the mechanism of injury but in most cases, as combat medics situated towards the back end of the organizational formation and/or the order of march, it is uncommon for this to be the case and therefore a critically apparent and essential skill to. DR-ABC-Ds Danger, Response - Airway, Breathing, Circulation, Drugs Consciousness level Your initial approach must not endanger you or anybody else; you must therefore ensure it is safe to enter before Subsequently to approaching the patient safely, you must determine the immediate priorities which include a sorting assessment based on primary injuries as conducted through the primary survey, Unconsciousness is a state of unrousable unresponsiveness where the patient is unaware of their surroundings and no purposeful response can be obtained. And move onto your ABCs by certifying the patient’s response level Airway Finalize first aid management Breathing/Bleeding Circulation The final D is for Drugs, and is to be administered only by those who are confident in what they are doing and medically aware of the consequences. If you are NOT a medic then calling for help should be included in this mnemonic towards the initial stages.
  15. Advanced Wounds Guide

    "Help! I've been shot!" - Advanced Wounds 101 The goal of this guide is to replace the outdated medical guides we have and act as a complement to the CSAR guide we currently have. One thing I noticed from my many missions and talks with people is that the Advanced Medical system with wound reopening and what bandages are "best" often vary from person to person. While most of the things I've heard are true to most extents, they often ignore other aspects of the system leading to flawed treatment strategies. The most common one being that Elastic bandages are the best thing for non-medical personnel. Once you've reached the end of this post and read all of the points I hope you will have learned something new. Table of Contents Enabling the Medical Menu Using the Medical Menu Wound Types Bandage properties Efficiency Reopening Chance Time Until Wound Reopens Bandage Examples Playable Roles Non-Medical Personnel Medical Gear Treatment strategy Medic Medical Gear Treatment strategy Battlefield Triage Personnel Medical Gear Treatment strategy Combat Search And Rescue Doctor Medical Gear Treatment Stratergy Concluding Remarks Sources and Reference Material Enabling The Medical Menu Using The Medical Menu Wound Types Before we begin talking about bandages or applying medical treatment in general, we need to mention why they are used. In Arma, all units can receive injuries. Depending on the source of injury a unit takes, they will receive different types of wounds [1]. Wounds will also have a different size depending on their severity. Minor, Medium and Large are the three sizes. Each type of bandage will react differently to each type of wound and also the size of the wound [2]. Some wounds are however not as common as others which means that ones goal should be to have the best treatment available for them. The two most common are Avulsions and Velocity wounds, responsible for around 66% of all combat injuries [3]. The full table of different wounds, their sources and effects can be seen below: Bandage Properties The best way to treat a wound is to apply a bandage. When choosing bandages there are 3 main attributes to take into consideration. We will go through all of these and rank all the different bandages in regards to each attribute. The exact properties of each bandage when used on different wounds can be seen below. Reopening chance is given as a value from 0 to 1, where 0 is 0% and 1 is 100% chance of the wound reopening. The MinDelay and MaxDelay values are given in seconds. Efficiency Pretty straightforward, the higher efficiency value a bandage has the more it can cover and treat a wound. A large wound might need 2 or 3 bandages that have low efficiency or it can be closed with a single bandage with high efficiency. For treating Avulsions and Velocity wounds the best you can use is an Elastic bandage, Field dressing and Packing bandage are tied for 2nd place and QuikClot is the least effective. Reopening Chance Once a wound has been closed, it will have a chance to reopen. How big this chance is depends on the different bandages and what wounds they have been applied to. For keeping Avulsions and Velocity wounds closed, the best you can use is a QuikClot, Field dressing is 2nd and Packing bandage and Elastic bandage are equally awful. In fact, Packing and Elastic have a 100% chance of the wound reopening when it comes to treating any type of Velocity wound. Time Until Wound Reopens The least known factor is the time each bandage has before it opens. Each treated wound has a minimum time for which the wound will remain closed. If a wound will reopen, it will happen somewhere after the minimum time has passed but before the maximum time. The exact point is randomized but on average it will happen in between the minimum and maximum value. This is not affected by how much player is moving about. Bandage Examples The best way to understand how each bandage works is to read and full comprehend the above tables. This can take a lot of time and still not make that much sense unless you have some example to connect the theory with practice. Below we provide an injury situation for 4 different soldiers in the form of a story. The times are averaged and the chances for wound reopening are also averaged. This is only an example. Gditz and his 4 squad mates, Abraham, Ben, Caroline and Diane are out on patrol when they all get shot from an enemy MMG. All of Gditz's friends now have one Large Velocity wound each. They don't have a medic with them but luckily they all have their own bandages with them. Abraham patches up his leg using only Elastic bandages. While he only needs a single bandage to treat the wound, every 80 to 200 seconds his wound reopens and he has to use another bandage. After around 7 minutes Abraham is out of bandages and after 2 more minutes his wound is now open and bleeding. Ben proceeds to use one of his Packing bandages on his bleeding limb. Ben only needs a single bandage to cover his wound but he knows the wound will reopen. The benefit of the packing bandage is that it will take a long time for the wound to reopen. After 1 hour and 10 minutes Ben applies his last packing bandage and will start bleeding in around 23 more minutes. Caroline looks over her wound and pulls out her Field dressing. She only needs to apply a single bandage to close the wound and hope that the wound doesn't reopen. Unfortunately the first two field dressings open up and after 10 minutes she applies the 3rd bandage. This time the wound stays closed and she has one Field dressing left. Diane quickly withdraws her QuikClot bandages and begins to dress the wound. The injury is a bit too large and she ends up using 2 bandages in order to close it. After 23 minutes the wound had a chance to reopen but luckily it stayed closed. Diane has 2 QuikClots left and continues on her mission. Since we all have different roles and mission types it is difficult to make a guide that will give you the best loadouts and strategies for all situations but I will describe a few roles and provide a detailed list of what medical gear you should bring. These roles, their gear and treatment strategies are listed below. Playable Roles Non-Medical Personnel The medical gear you are allowed to bring is limited and thus a lot easier to remember and manage. The only thing that you can adjust is the overall bandage mix you bring with you. Since most people are in a squad that features a medic, they rarely actually need to use their bandages. If they do use them they can often get a re-fill from their medic later or scavenge more from fallen EI or friendlies. What is most important in my mind is for all members of a squad to have good medical equipment that means they can extend their combat effectiveness long enough for another squad's medic to arrive or for a CSAR team to make contact. Medical Gear Total weight - 0.32 kgs Treatment strategy Before you treat any of your wounds or those of your comrades, you need to make sure that the AO is safe. This does not mean safe in the sense that all EI are dead and objectives cleared but instead means that your treatment doesn't put anyone else at a higher risk. Just imagine how frustrating it would be if an enemy creeps up from a flank you thought a teammate was covering. So while your friend patches their wound you get lit up by a 7.62mm burst and you get killed. A small wound has now indirectly resulted in a causality because someone panicked and failed to provide cover. So always keep a cool head and don't immediately go for your bandages. A quick check of your wounds through the medical menu is always a good idea. This means you know how many wounds you have and how much you are bleeding. A few seconds of light bleeding is not gonna kill you but if all of your bodyparts are pouring blood you need to inform your medic before you pass out. If a friend is down and injured you call it out, clear the AO and then proceed to help them, not before. Once you are treating yourself or someone else, always cut of the bleeding from any limbs by toruniqeting the wounded bodypart first. If the wound is an Avulsion, use your QuikClots bandages. For this wound type they are really good because once the wound has been closed, it only has a 20% chance to reopen. If the wound does reopen, it will do so between 16m40s to a maximum of 26m40s. If the wound is a Velocity wound, use your Packing bandages. Although the wound has a 100% chance to reopen, it will not reopen until at least 13m20s has passed and may stay closed for a maximum of 33m20s. Both of these bandages types ensure you have plenty of time to get it stitched up before then. If you are treating other types of wounds you are to first use your packing bandages and then use the QuikClots if you run out before the wound is closed. Once the wounds are closed, remove the tourniquet and use the morphine followed up by an epinephrine if the patient is in a fair amount pain. The morphine will remove the pain and lower the heart rate. This produce a loud thumping noise in your ears which the epinephrine counteracts by raising your heart rate. Small amounts of pain are not a good enough reason to apply a morphine. Medic As a medic, you have no limits on the amount of medical equipment you may bring beyond your physical carry capacity. You are expected to bring enough stuff to be able to treat all of your patients and also to be able to resupply your squad while still having enough gear to be combat effective. This means you will need equipment that fit your treatment strategies but also items that fulfill the needs of your squadmates (Non-medical personnel) and enough magazines and smokes to fight the enemy. Do note that this gear list is more flexible and should be adjusted for the size of your squad, how far away friendly backup is going to be and how you will be traveling. Bigger squads means more potential patients and you should increase the amounts of bandages and autoinjector drugs. If you will be hoofing it on foot for longer distance you should consider bringing less bandages and blood in order to reduce your overall weight. You will also need to bring a Surgical Kit to stitch up wounds and a Personal Aid Kit to fix broken limbs. Medical Gear Total weight - 7.26 kgs Treatment strategy With great gear comes great responsibility. Similar to how all non-medical personnel operates when it comes to securing the immediate area, a medic has to make sure that leaving their position to tend to a patient does not bring any other squadmates at higher risk of injury. It's extremely bad and inefficient if a medic through his or her actions manages to indirectly cause more harm than they seek to prevent. This means you don't automatically sprint towards any friends that get downed the second it happens. Instead your job is to stay safe and once the current battle is over, proceed to treat the wounded. Many people fail at this and simply rush into fire in an attempt to save a downed comrade just to be met with a shiny bullet to the head. Congratulations, you died and now your squad has no medically competent personnel. So, always keep yourself and your squad safe by fending of enemies first and treating the wounded second. Remember, you are first and foremost a riflemen, a medic second. Once the smoke clears and most enemies have been dealt with, assess the current health situation of your squad. Usually your squad will keep you updated with their injuries or who has fallen but sometimes in the confusion of battle someone might be forgotten. A radio check is always a good idea after heavy engagements to make sure everyone is still up or if anyone needs immediate attention. Once you have a good understanding of the current status of your squad, it is time to triage. In general, people who are still unconscious should be prioritized ahead of those who are conscious. If any conscious person is really badly injured they should have informed you and then you still want to make sure no unconscious person is worse off. So you've got several patients, some really bad and some with only a few scratches. You need to work quickly to make sure no one dies. Tourniquet all bleeding limbs. If the patient is low on blood, select a limb and apply a blood IV. Next, start patching up the head or torso, starting with the one body part that is most severely injured. Use Elastic Bandages to close the wounds. Once the head and torso are no longer bleeding, start working on any injured limbs. Use Elastic Bandages to close the wounds. Once all wounds are closed, use a surgical kit to permanently close all the wounds. Remove all tourniquets. Apply Morphine and Epinephrine if the patient is in great pain. Use a Personal Aid Kit to fix any broken limbs. This would also restore any blood loss on a player but it is really slow. Should only be used to fix broken limbs. If the patient dies while treating or is found dead, take their dog tag and then place them in a bodybag. This is only to be done if all other living patients have been tended to first. The reason why a medic should only use Elastic Bandages is that they are the most effective at closing wounds. They will not stay closed for long in most cases but you should be able to patch the wounds and then stitch them before they have time to reopen. Another thing to take note of is that some situations will require you to treat multiple patients at the same time to make sure no one dies. This usually means you do step 1 and 2 on all patients in order to slow their bleeding and buy yourself time to patch up one of them at a time starting with the patient who is in the most critical condition. You cannot afford to get tunnel vision and solely focus on a single patient, this is how people end up dying out of neglect. Another item of note is that while your SL has command over you, they should not interfere with the order in which you treat patients. They technically have the authority to make you leave a dying patient to go patch up their paper-cut but any SL worth their salt will not do this. Instead, keep good communication with your SL and tell them how much time you need to treat your patients. This makes both your lives easier. Battlefield Triage Personnel As Battlefield Triage Personnel, or BTP for short, you have one of the most intensive and demanding jobs one can have when it comes to medical roles. Your main function, when you are not engaging enemies, is to keep all your squadmembers alive by applying the correct bandages for specific wounds and to keep a constant check on the amount of injuries your squad has sustained on an individual basis. The overall combat effectiveness of your squad needs to be structured according to the Medevac SOPs [4] and then communicated to your SL so they can call in for a CSAR team when they deem it necessary. As if this wasn't troubling enough you also have huge limitations on what gear you can bring. You are not allowed to bring Surgical kits, Personal Aid Kits or Blood IV bags. This is the role for those who want to push their skills to the limits in order to stand out from the crowd of average medical personnel. Medical Gear Total weight - 7.03 kgs Treatment strategy Similar to how paramedics are the vital connector from site of injury to the hospital ER, BTP act as a life extension for their squad. In general, the longer a squad is deployed the more wounds the squad will have in total. Each of these wounds will bleed if left untreated and worse yet, they will reopen if treated improperly. Every single wound reopening will require at least an additional round of bandages and more treatment time. This time in turn decreases the overall combat effectiveness of the whole squad. To minimize this a BTP should aim to stabilize patients first and secondly to treat wounds with a focus on keeping wounds closed for long enough that a CSAR team can make contact. While you are equipped to tend to injured people, you are a rifleman first. This means you apply force to neuteralize enemy threats before tending to the wounded. Patching up a friendly is of no use if you get overrun and killed in the process. While it's no fun losing a teammate, it is preferable to your squad getting wiped. Priority should be to keep your friends from getting wounds in the first place. Unfortunately, shit happens and once the dust settles it's time to bring out your gear. The same process that medics follow is used here with the exclusion of step 5 and 7 since a BTP does not have a Surgical Kit nor a Personal Aid Kit. Step 2 is different in the sense that Saline IV is used instead of Blood IV. Another difference is that each wound needs to be treated in regards of wound type and overall patient status. If a patient has lost a lot of blood and have several wounds on their limbs, torso and head they need to be stabilized quickly. Once all tourniquets are applied and a Saline IV have been given, the wounds on the torso and head need to be closed as soon possible. This means using the most efficient bandage type, Elastic bandages. If the patient is no longer bleeding or has not lost a large amount of blood, you should instead focus on making sure you use bandages that minimize the chance of reopening and maximize the delay for the wound to reopen. This means that each wound type has an optimal bandage you should use. Below I have listed each wound type and what bandage you should apply to keep the patient combat effective for as long as possible. Abrasion -> QuikClot Bandage Avulsion -> QuikClot Bandage Velocity wound -> QuikClot Bandage Cut -> QuikClot Bandage Laceration -> QuikClot Bandage Contusion -> Elastic Bandage Crush Wound -> Field Dressing Puncture wound -> Field Dressing It should be noted that this strategy will use more bandages during initial treatment but that it will use less in the long run given that wounds are less likely to reopen and need another round of treatment. Another thing to note is that the BTP should not use packing bandages but still carries a few of them in order to resupply his teammates. So you've patched up your friends and now have to summarize the total health status of your squad and report it to your SL or 2iC. If you have 1 person with broken limbs and 2 patients who need stitching of their wounds, you tell them you have "One times Cat 2, Two times Cat 3." and let them call it in to the CSAR. If the request is granted, your SL is in charge of keeping the perimeter safe while you have authority to send people to or away from the CSAR vehicle. You stay close to the vehicle and communicate with the CSAR Doctor and tell them how many patients you have and make sure they get treated in order of priority. Should the CSAR only have time to treat a single patient they have to focus on the most critical one. A common problem is that people bunch up and want to stay close to the vehicle when they do not need to. This is dangerous for everyone and you have to tell people to back off. Only patients currently being treated and the BTP should be close to the chopper at any given time. Combat Search And Rescue Doctor The purpose of a Combat Search And Rescue Doctor, or CSAR Doctor for short, is to take care of patients handed to them by the squad BTPs and get them back to full combat effectiveness in a fast manner. CSAR Doctors are backed up by either a helicopter or an armored vehicle to make their movement fast and keep them relatively protected. This means that they are not really encumbered by a having their bags filled with lots of medical gear. They are also expected to treat more patients than a BTP and are recommended to load up their vehicle with extra supplies for themselves and any BTP who need to resupply their medical gear. Note that only the gear carried by the CSAR Doctor is listed so be sure to pack a few medical bags with the BTP gear and load them into the CSAR vehicle. Medical Gear Total weight - 10.11 kgs Treatment strategy Treat patients similar to how a Medic would treat them. Follow the same steps and prioritize the most serious patients first. If the CSAR is without tasking and a queue of Cat 4 patients are waiting, head towards them and pick them up. If they have not been body-bagged do so prior to loading them into the vehicle. Concluding Remarks Some times are given in the XXmYYs format. For example, 10m20s means 10 minutes and 20 seconds. The information in this guide has been partially sourced from practical tests in Arma 3 but also a few other direct sources. Most of the conclusions and data has been compared with the ACE Medical code found on the GitHub [5] to verify that it is correct. If you do find inaccuracies I sincerely encourage you to point them out, link relevant sources and help us all get a better understanding of the medical system. This guide is a living document and will be updated regularly. Disclaimer: Note is that these loadouts are my own personnel recommendations for the playstyle I tend to use. I suggest you use them as reference and then build upon them with experience to make loadouts that fit you and your needs for specific roles and missions. Sources and Reference Material [1] https://ace3mod.com/wiki/feature/medical-system.html#221-wounds-bandages-and-medications [2] https://ace3mod.com/img/wiki/feature/medical1.jpg [3] https://docs.google.com/spreadsheets/d/1tUvdGi5WCd5GZ3iesZK1-54xzC50iPg7mPy0hw9yEl4/edit?usp=sharing [4] https://www.fuckknows.eu/forums/topic/489-critical-casualty-clearance-a-guide-to-implementing-medevacs-in-arma/ [5] https://github.com/acemod/ACE3
  16. Although this is not an official guide from the trainers, I'm one of the tank wankers that knows this Community can't do Mechanized Platoons at all. I'll work the actual armor trainers to get a proper guide. These are the simple points that need attention the most when doing a mechanized platoon in my eyes. Planning Armored vehicles don't like tight spaces, avoid urban and wooded areas as much as possible and don't take the obvious route. Drivers briefing and communications Drivers need to be briefed on the procedures when encountering certain scenarios and need on a common long range to ease communication. Possibly the appointment of a convoy director would be an idea. Never sit still If ambushed don't sit still like a bloody potato, either burst trough it reverse to fuck out. Keep the road clear Never sit still on road. Get of the road in order to make way for the heavy armor. Another idea is to move the convoy in a staggered line. Spacing Use large amounts of spacing during a convoy (atleast 50 meters), this prevents that a large amount of the convoy can get caught in a ambush and it leaves room to retreat a safely as well as preventing nasty ARMA incidents. Countermeasures Your armored vehicles likely has smoke charges. Use it commanders so to get out of a sticky situations. Cities Please don't rush cities like retard, that's a recipe for getting a RPG in the ass. When entering a town, please let one of the squads dismount the immediate area around the main road. Grouping Another way of doing a convoy is dividing it in separate sections/groups. This way the first group can clear a certain hostile section and when the all clear is giving the second group takes point so the first group can remount their vehicles and immediately join the rear of the convoy. This is just a simple guide on the major points that need improvement. We will work on a proper guide in the future.
  17. OPFOR Tanks Guide

    OPFOR Tanks Guide By @Cyico & @Vericht for FK community. ARMA3 version: 1.74.142559, RHS version: 0.4.3, Project OPFOR version: 0.2.2 All rights reserved to their respected owners. PDF version: Soon™ This guide is devoted to the review of the OPFOR armored vehicles that we have on the server at the moment of the creation of this post. Almost all tanks have year of production, mentioned in [square brackets] or in the name of vehicle variant itself in (round brackets). Guide features: 1. Tanks 2. AA "Tanks" 3. Artillery "Tanks" Because of the amount of vehicles guide divided on three posts with hyperlinks to them. I also strongly recommend to read the RHS: AFRF Tanks Fire Systems Guide by Vericht. The guide will be updated as updates for mods/changes in the repository are released. 1. Tanks. T-34-85M [1944] MOD: Project OPFOR Specifications: Crew: 4. Top speed: 43 km/h. Reverse speed: 18 km/h. Engine type: Piston. Time to start up: 0 sec. ERA: No. FCS: No. Amphibious capability: None. Special features: None. Armament: Main: 85mm “Zis-S-53” cannon. Secondary: 2x 7.62 "DT" machinegun. Standard Ammo: AP (BR365): 16 APBC (BR365P): 4 HE-FRAG (UOF-354M): 36 Total: 56 7.62 Hull (in one belt): 504 (63) 7.62 Coax (in one belt): 504 (63) Crew seats: Driver Turn out Night Vision (N) Gunner Turn Out Zis-S-53 DT coax machinegun Front Gunner DT machinegun Rangefider (Tab) Commander Turn Out Wide view T-55A [1962] MOD: Project OPFOR Specifications: Crew: 3. Top speed: 45 km/h. Reverse speed: 9 km/h. Engine type: Piston. Time to start up: 0 sec. ERA: No. FCS: No. Amphibious capability: None. Special features: None. Armament: Main: 100mm “D-10” cannon. Secondary: 7.62 "PKT" machinegun. Standard Ammo: APDS (BM8): 11 HEAT-FS (BK5M): 21 HE-FRAG (OF-416Sh): 21 Total: 53 7.62 Coax (in one belt): 2000 (250) Crew seats: Driver Turn out Night Vision (N) Gunner D-10 PKT coax machinegun Optical rangefinder for 2.7m high targets Zoom, Wide View, Night Vision (NUM+/NUM-) Commander Turn Out Optical rangefinder for 2.7m high targets Zoom, Night Vision (NUM+/NUM-) T-72B (1984) MOD: RHS Specifications: Crew: 3. Top speed: 64 km/h. Reverse speed: 7 km/h. Engine type: Piston. Time to start up: 3 sec. ERA: No. FCS: TDP-K1. Amphibious capability: None. Special features: Semi-Auto loader. Armament: Main: 125mm “2A46M” cannon. Secondary: 7.62 "PKT" machinegun, 12.7 "NSVT" AA-machinegun. Standard Ammo: APFSDS (3BM42): 7 HEAT-FS (3BK18M): 6 HE-FRAG-FS (3OF26): 5 ATGM (9M119): 4 Total: 22 7.62 coax (in one belt): 2000 (250) 12.7 commander (in one belt): 150 (50) Smokescreen (902A): 8 Smoke generator (left side): 999 Crew seats: Driver Turn out Night Vision (N) Smokegen (C) Gunner 2A46M PKT coax machinegun FCS (T) Smokescreen (C) Optical rangefinder for 2.7m high targets ATGM scope, Wide View, Night Vision (NUM+/NUM-) Commander Turn Out, Commander shield, NSVT AA-mchinegun Optical rangefinder for 2.7m high targets Night Vision, Wide View (NUM+/NUM-) T-72B (1985) MOD: RHS Specifications: Crew: 3. Top speed: 64 km/h. Reverse speed: 7 km/h. Engine type: Piston. Time to start up: 3 sec. ERA: Yes. Kontakt-1. FCS: TDP-K1. Amphibious capability: None. Special features: Semi-Auto loader. Armament: Main: 125mm “2A46M” cannon. Secondary: 7.62 "PKT" machinegun, 12.7 "NSVT" AA-machinegun. Standard Ammo: APFSDS (3BM42): 7 HEAT-FS (3BK18M): 6 HE-FRAG-FS (3OF26): 5 ATGM (9M119): 4 Total: 22 7.62 coax (in one belt): 2000 (250) 12.7 commander (in one belt): 150 (50) Smokescreen (902A): 8 Smoke generator (left side): 999 Crew seats: Driver Turn out Night Vision (N) Smokegen (C) Gunner 2A46M PKT coax machinegun FCS (T) Smokescreen (C) Optical rangefinder for 2.7m high targets ATGM scope, Wide View, Night Vision (NUM+/NUM-) Commander Turn Out, Commader shield, NSVT AA-mchinegun Optical rangefinder for 2.7m high targets Night Vision, Wide View (NUM+/NUM-) T-72B (1989) MOD: RHS Specifications: Crew: 3. Top speed: 64 km/h. Reverse speed: 7 km/h. Engine type: Piston. Time to start up: 3 sec. ERA: Yes. Kontakt-5. FCS: TDP-K1. Amphibious capability: None. Special features: Semi-Auto loader. Armament: Main: 125mm “2A46M” cannon. Secondary: 7.62 "PKT" machinegun, 12.7 "NSVT" AA-machinegun. Standard Ammo: APFSDS (3BM42): 7 HEAT-FS (3BK18M): 6 HE-FRAG-FS (3OF26): 5 ATGM (9M119): 4 Total: 22 7.62 coax (in one belt): 2000 (250) 12.7 commander (in one belt): 150 (50) Smokescreen (902A): 8 Smoke generator (left side): 999 Crew seats: Driver Turn out Night Vision (N) Smokegen (C) Gunner 2A46M PKT coax machinegun FCS (T) Smokescreen (C) Optical rangefinder for 2.7m high targets ATGM scope, Wide View, Night Vision (NUM+/NUM-) Commander Turn Out, Commander shield, NSVT AA-mchinegun Optical rangefinder for 2.7m high targets Night Vision, Wide View (NUM+/NUM-) T-72B3 (2012) MOD: RHS Specifications: Crew: 3. Top speed: 72 km/h. Reverse speed: 8 km/h. Engine type: Piston. Time to start up: 3 sec. ERA: Yes. Relikt. FCS: Sosna-U. Amphibious capability: None. Special features: Autoloader, TTS. Armament: Main: 125mm “2A46M-5” cannon. Secondary: 7.62 "PKT" machinegun, 12.7 "NSVT" AA-machinegun. Standard Ammo: APFSDS (3BM48): 8 HEAT-FS (3BK31): 3 HE-FRAG-FS (3OF26): 7 ATGM (9M119): 4 Total: 22 7.62 coax (in one belt): 2000 (250) 12.7 commander (in one belt): 150 (50) Smokescreen (902A): 8 Smoke generator (left side): 999 Crew seats: Driver Turn out Night Vision (N) Smokegen (C) Gunner 2A46M-5 PKT coax machinegun FCS (T) Smokescreen (C) Thermal Vision (N) Zoom, TTS (NUM+/NUM-) Commander Turn Out, NSVT AA-mchinegun Optical rangefinder for 2.7m high targets Night Vision, Wide View (NUM+/NUM-) T-80 [1976] MOD: RHS Specifications: Crew: 3. Top speed: 70 km/h. Reverse speed: 11 km/h. Engine type: Gas-Turbine. Time to start up: 20 sec. ERA: No. FCS: TDP-K1. Amphibious capability: Yes. Dive up to 5 meters deep. Special features: Semi-Autoloader. Armament: Main: 125mm “2A26” cannon. Secondary: 7.62 "PKT" machinegun. Standard Ammo: APFSDS (3BM17): 14 HEAT-FS (3BK14): 8 HE-FRAG-FS (3OF26): 6 Total: 28 7.62 coax (in one belt): 2000 (250) Smoke generator (rear side): 999 Crew seats: Driver Turn out Night Vision (N) Smokegen (C) Snorkel (Scroll Menu) Gunner 2A26 PKT coax machinegun FCS (T) Optical rangefinder for 2.7m high targets Wide View, Night Vision (NUM+/NUM-) Commander Turn Out Optical rangefinder for 2.7m high targets Night Vision, Wide View (NUM+/NUM-) T-80A [1982] MOD: RHS Specifications: Crew: 3. Top speed: 70 km/h. Reverse speed: 11 km/h. Engine type: Gas-Turbine. Time to start up: 20 sec. ERA: Yes. Kontakt-1 FCS: 1G46. Amphibious capability: Yes. Dive up to 5 meters deep. Special features: Autoloader. Armament: Main: 125mm “2A46M-2” cannon. Secondary: 7.62 "PKT" machinegun, 12.7 "NSVT" machinegun. Standard Ammo: APFSDS (3BM42): 10 HEAT-FS (3BK21): 8 HE-FRAG-FS (3OF26): 6 ATGM (9M119): 4 Total: 28 7.62 coax (in one belt): 2000 (250) 12.7 commander (in one belt): 150 (50) Smokescreen (902A): 8 Smoke generator (rear side): 999 Crew seats: Driver Turn out Night Vision (N) Smokegen (C) Snorkel (Scroll Menu) Gunner 2A46M-2 PKT coax machinegun FCS (T) Smokescreen (C) Optical rangefinder for 2.7m high targets Zoom, Wide View, Night Vision (NUM+/NUM-) Commander Turn Out NSVT machinegun Rangefinder (T) AA-scope, Close proximity scope, Zoomed optical scope with optical rangefinder for 2.7m/2m high targets, Night Vision (NUM+/NUM-) T-80B [1978] MOD: RHS Specifications: Crew: 3. Top speed: 70 km/h. Reverse speed: 11 km/h. Engine type: Gas-Turbine. Time to start up: 20 sec. ERA: No. FCS: 1G42. Amphibious capability: Yes. Dive up to 5 meters deep. Special features: Autoloader. Armament: Main: 125mm “2A46-2” cannon. Secondary: 7.62 "PKT" machinegun, 12.7 "NSVT" AA-machinegun. Standard Ammo: APFSDS (3BM22): 10 HEAT-FS (3BK18M): 8 HE-FRAG-FS (3OF26): 6 ATGM (9M112M): 4 Total: 28 7.62 coax (in one belt): 2000 (250) 12.7 commander (in one belt): 150 (50) Smokescreen (902A): 8 Smoke generator (rear side): 999 Crew seats: Driver Turn out Night Vision (N) Smokegen (C) Snorkel (Scroll Menu) Gunner 2A46-2 PKT coax machinegun FCS (T) Smokescreen (C) Optical rangefinder for 2.7m high targets Zoom, Wide View, Night Vision (NUM+/NUM-) Commander Turn Out, NSVT AA-machinegun Optical rangefinder for 2.7m high targets Night Vision, Wide View (NUM+/NUM-) T-80BK [1978] MOD: RHS Specifications: Crew: 3. Top speed: 70 km/h. Reverse speed: 11 km/h. Engine type: Gas-Turbine. Time to start up: 20 sec. ERA: No. FCS: 1G42. Amphibious capability: Yes. Dive up to 5 meters deep. Special features: Autoloader. Armament: Main: 125mm “2A46-2” cannon. Secondary: 7.62 "PKT" machinegun, 12.7 "NSVT" AA-machinegun. Standard Ammo: APFSDS (3BM22): 14 HEAT-FS (3BK18M): 8 HE-FRAG-FS (3OF26): 6 Total: 28 7.62 coax (in one belt): 2000 (250) 12.7 commander (in one belt): 150 (50) Smokescreen (902A): 8 Smoke generator (rear side): 999 Crew seats: Driver Turn out Night Vision (N) Smokegen (C) Snorkel (Scroll Menu) Gunner 2A46-2 PKT coax machinegun FCS (T) Smokescreen (C) Optical rangefinder for 2.7m high targets Zoom, Wide View, Night Vision (NUM+/NUM-) Commander Turn Out, Commander shield, NSVT AA-machinegun Optical rangefinder for 2.7m high targets Night Vision, Wide View (NUM+/NUM-) T-80BV [1985] MOD: RHS Specifications: Crew: 3. Top speed: 70 km/h. Reverse speed: 11 km/h. Engine type: Gas-Turbine. Time to start up: 20 sec. ERA: Yes. Kontakt-1. FCS: 1G42. Amphibious capability: Yes. Dive up to 5 meters deep. Special features: Autoloader. Armament: Main: 125mm “2A46-2” cannon. Secondary: 7.62 "PKT" machinegun, 12.7 "NSVT" AA-machinegun. Standard Ammo: APFSDS (3BM22): 10 HEAT-FS (3BK18M): 8 HE-FRAG-FS (3OF26): 6 ATGM (9M112M): 4 Total: 28 7.62 coax (in one belt): 2000 (250) 12.7 commander (in one belt): 150 (50) Smokescreen (902A): 8 Smoke generator (rear side): 999 Crew seats: Driver Turn out Night Vision (N) Smokegen (C) Snorkel (Scroll Menu) Gunner 2A46-2 PKT coax machinegun FCS (T) Smokescreen (C) Optical rangefinder for 2.7m high targets Zoom, Wide View, Night Vision (NUM+/NUM-) Commander Turn Out, NSVT AA-machinegun Optical rangefinder for 2.7m high targets Night Vision, Wide View (NUM+/NUM-) T-80BVK [1985] MOD: RHS Specifications: Crew: 3. Top speed: 70 km/h. Reverse speed: 11 km/h. Engine type: Gas-Turbine. Time to start up: 20 sec. ERA: Yes. Kontakt-1. FCS: 1G42. Amphibious capability: Yes. Dive up to 5 meters deep. Special features: Autoloader. Armament: Main: 125mm “2A46-2” cannon. Secondary: 7.62 "PKT" machinegun, 12.7 "NSVT" AA-machinegun. Standard Ammo: APFSDS (3BM22): 14 HEAT-FS (3BK18M): 8 HE-FRAG-FS (3OF26): 6 Total: 28 7.62 coax (in one belt): 2000 (250) 12.7 commander (in one belt): 150 (50) Smokescreen (902A): 8 Smoke generator (rear side): 999 Crew seats: Driver Turn out Night Vision (N) Smokegen (C) Snorkel (Scroll Menu) Gunner 2A46-2 PKT coax machinegun FCS (T) Smokescreen (C) Optical rangefinder for 2.7m high targets Zoom, Wide View, Night Vision (NUM+/NUM-) Commander Turn Out, Commander shield, NSVT AA-machinegun Optical rangefinder for 2.7m high targets Night Vision, Wide View (NUM+/NUM-) T-80U [1985] MOD: RHS Specifications: Crew: 3. Top speed: 69 km/h. Reverse speed: 10 km/h. Engine type: Gas-Turbine. Time to start up: 20 sec. ERA: Yes. Kontakt-5. FCS: 1G46. Amphibious capability: No. Special features: Autoloader. Armament: Main: 125mm “2A46M-4” cannon. Secondary: 7.62 "PKT" machinegun. Standard Ammo: APFSDS (3BM48): 10 HEAT-FS (3BK31): 8 HE-FRAG-FS (3OF26): 6 ATGM (9M119): 4 Total: 28 7.62 coax (in one belt): 2000 (250) Smokescreen (902A): 8 Smoke generator (rear side): 999 Crew seats: Driver Turn out Night Vision (N) Smokegen (C) Gunner 2A46M-4 PKT coax machinegun FCS (T) Smokescreen (C) Optical rangefinder for 2.7m high targets Zoom, Wide View, Night Vision (NUM+/NUM-) Commander Turn Out Rangefinder (T) Close proximity optics, Zoomed optics with optical rangefinder for 2.7m/2m high targets, Night Vision (NUM+/NUM-) T-80U(45M) [1985] MOD: RHS Specifications: Crew: 3. Top speed: 69 km/h. Reverse speed: 10 km/h. Engine type: Gas-Turbine. Time to start up: 20 sec. ERA: Yes. Kontakt-5. FCS: 1G46. Amphibious capability: No. Special features: Autoloader. Note: "45M" or, more correctly, "1A45M: is the name of FCS this tank should feature, but it's not modelled yet. Armament: Main: 125mm “2A46M-4” cannon. Secondary: 7.62 "PKT" machinegun. Standard Ammo: APFSDS (3BM48): 10 HEAT-FS (3BK31): 8 HE-FRAG-FS (3OF26): 6 ATGM (9M119): 4 Total: 28 7.62 coax (in one belt): 2000 (250) Smokescreen (902A): 8 Smoke generator (rear side): 999 Crew seats: Driver Turn out Night Vision (N) Smokegen (C) Gunner 2A46M-4 PKT coax machinegun FCS (T) Smokescreen (C) Optical rangefinder for 2.7m high targets Zoom, Wide View, Night Vision (NUM+/NUM-) Commander Turn Out Rangefinder (T) Close proximity optics, Zoomed optics with optical rangefinder for 2.7m/2m high targets, Night Vision (NUM+/NUM-) T-80UE-1 [1999] MOD: RHS Specifications: Crew: 3. Top speed: 69 km/h. Reverse speed: 10 km/h. Engine type: Gas-Turbine. Time to start up: 20 sec. ERA: Yes. Kontakt-5. FCS: 1G46, Sosna-U. Amphibious capability: No. Special features: Autoloader, TTS. Armament: Main: 125mm “2A46M-4” cannon. Secondary: 7.62 "PKT" machinegun, 12.7 "NSVT" machinegun. Standard Ammo: APFSDS (3BM48): 10 HEAT-FS (3BK31): 8 HE-FRAG-FS (3OF26): 6 ATGM (9M119): 4 Total: 28 7.62 coax (in one belt): 2000 (250) 12.7 commander (in one belt): 300 (50) Smokescreen (902A): 8 Smoke generator (rear side): 999 Crew seats: Driver Turn out Night Vision (N) Smokegen (C) Gunner 2A46M-4 PKT coax machinegun FCS (T) Smokescreen (C) Optical rangefinder for 2.7m high targets Wide View, Zoom, Sosna-U FCS in Thermal Vision, Zoom, TTS (NUM+/NUM-) Commander Turn Out NSVT machinegun Rangefinder (T) AA-scope, Close proximity scope, Zoomed optical scope with optical rangefinder for 2.7m/2m high targets, Night Vision (NUM+/NUM-) T-80UK [1992] MOD: RHS Specifications: Crew: 3. Top speed: 69 km/h. Reverse speed: 10 km/h. Engine type: Gas-Turbine. Time to start up: 20 sec. ERA: Yes. Kontakt-5. FCS: 1G46, Agava-2 Amphibious capability: No. Special features: Autoloader, Shtora. Armament: Main: 125mm “2A46M-4” cannon. Secondary: 7.62 "PKT" machinegun. Standard Ammo: APFSDS (3BM48): 10 HEAT-FS (3BK31): 8 HE-FRAG-FS (3OF26): 6 ATGM (9M119): 4 Total: 28 7.62 coax (in one belt): 2000 (250) Smokescreen (902A): 8 Smoke generator (rear side): 999 Dazzler: 999 Crew seats: Driver Turn out Night Vision (N) Smokegen (C) Gunner 2A46M-4 PKT coax machinegun FCS (T) Smokescreen (C) Optical rangefinder for 2.7m high targets Wide View, Zoom, Agava-2 FCS in Thermal Vision, Zoom, (NUM+/NUM-) Commander Turn Out Shtora (Scroll menu) Dazzler (C) Rangefinder (T) Close proximity optics, Zoomed optics with optical rangefinder for 2.7m/2m high targets, Night Vision (NUM+/NUM-) T-80UM [1992] MOD: RHS Specifications: Crew: 3. Top speed: 69 km/h. Reverse speed: 10 km/h. Engine type: Gas-Turbine. Time to start up: 20 sec. ERA: Yes. Kontakt-5. FCS: 1G46, Agava-2. Amphibious capability: No. Special features: Autoloader. Armament: Main: 125mm “2A46M-4” cannon. Secondary: 7.62 "PKT" machinegun. Standard Ammo: APFSDS (3BM48): 10 HEAT-FS (3BK31): 8 HE-FRAG-FS (3OF26): 6 ATGM (9M119): 4 Total: 28 7.62 coax (in one belt): 2000 (250) Smokescreen (902A): 8 Smoke generator (rear side): 999 Crew seats: Driver Turn out Night Vision (N) Smokegen (C) Gunner 2A46M-4 PKT coax machinegun FCS (T) Smokescreen (C) Optical rangefinder for 2.7m high targets Wide View, Zoom, Agava-2 FCS in Thermal Vision, Zoom (NUM+/NUM-) Commander Turn Out Rangefinder (T) Close proximity optics, Zoomed optics with optical rangefinder for 2.7m/2m high targets, Night Vision (NUM+/NUM-) T-90 (1992) MOD: RHS Specifications: Crew: 3. Top speed: 72 km/h. Reverse speed: 8 km/h. Engine type: Piston. Time to start up: 3 sec. ERA: Yes. Kontakt-5. FCS: 1G46. Amphibious capability: No. Special features: Autoloader, Shtora. Armament: Main: 125mm “2A46M-4” cannon. Secondary: 7.62 "PKT" machinegun, 12.7 "NSVT" machinegun. Standard Ammo: APFSDS (3BM48): 8 HEAT-FS (3BK31): 3 HE-FRAG-FS (3OF26): 7 ATGM (9M119): 4 Total: 22 7.62 coax (in one belt): 2000 (250) 12.7 commander (in one belt): 300 (150) Smokescreen (902B): 12 Smoke generator (left side): 999 Dazzler: 999 Crew seats: Driver Turn out Night Vision (N) Smokegen (C) Gunner 2A46M-4 PKT coax machinegun FCS (T) Smokescreen (C) Optical rangefinder for 2.7m high targets Zoom, Wide View, Night Vision (NUM+/NUM-) Commander Turn Out NSVT machinegun Shtora (Scroll menu) Dazzler (C) Rangefinder (T) AA-scope, Close proximity scope, Zoomed optical scope (with optical rangefinder for 2.7m/2m high targets), Night Vision (NUM+/NUM-) T-90A (2006) MOD: RHS Specifications: Crew: 3. Top speed: 72 km/h. Reverse speed: 8 km/h. Engine type: Piston. Time to start up: 3 sec. ERA: Yes. Relikt. FCS: Sosna-U. Amphibious capability: No. Special features: Autoloader, Shtora, TTS. Armament: Main: 125mm “2A46M-5” cannon. Secondary: 7.62 "PKT" machinegun, 12.7 "NSVT" machinegun. Standard Ammo: APFSDS (3BM48): 8 HEAT-FS (3BK31): 3 HE-FRAG-FS (3OF26): 7 ATGM (9M119): 4 Total: 22 7.62 coax (in one belt): 2000 (250) 12.7 commander (in one belt): 300 (150) Smokescreen (902B): 12 Smoke generator (left side): 999 Dazzler: 999 Crew seats: Driver Turn out Night Vision (N) Smokegen (C) Gunner 2A46M-5 PKT coax machinegun FCS (T) Smokescreen (C) Thermal Vision (N) Zoom, TTS (NUM+/NUM-) Commander Turn Out NSVT machinegun Shtora (Scroll menu) Dazzler (C) Rangefinder (T) AA-scope, Close proximity scope, Zoomed optical scope with optical rangefinder for 2.7m/2m high targets, Night Vision (NUM+/NUM-) T-100 Black Eagle aka "Varsuk" [N/A] Specifications: Crew: 3. Top speed: 70 km/h. Reverse speed: 35 km/h. Engine type: Piston. Time to start up: 0 sec. ERA: Maybe? FCS: Magic. Amphibious capability: No. Special features: *sigh* Log. Armament: Main: 125mm “2A46” cannon. Secondary: 7.62 "PKT" machinegun, 12.7 "NSVT" machinegun. Standard Ammo: AP-T: 24 HEAT-T: 12 HE-T: 12 Total: 48 7.62 coax (in one belt): 4000 (2000) 12.7 commander (in one belt): 900 (450) Smokescreen: 2 Crew seats: Driver Turn out Night Vision (N) Gunner 2A46 PKT coax machinegun FCS (Tab) Smokescreen (C) Night Vision, Thermal Vision (N) Zoom (NUM+/NUM-) Commander Turn Out NSVT machinegun Smokescreen (C) Rangefinder (T) Night Vision, Thermal Vision (N) Zoom (NUM+/NUM-) 2S25 aka "Sprut-SD" or "Kraken-SD" [2005] MOD: RHS Specifications: Crew: 3. Top speed: 73 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: 1A40-1M. Amphibious capability: Yes. Float. Top speed on water: 10 km/h. Reverse speed on water: 10 km/h. Special features: Autoloader, Adjustable suspension. Armament: Main: 125mm “2A75” cannon. Secondary: 7.62 "PKT" machinegun, PL-1 Laser Designator. Standard Ammo: APFSDS (3BM48): 10 HEAT-FS (3BK31): 8 HE-FRAG-FS (3OF26): 6 ATGM (9M119): 6 Total: 30 7.62 coax (in one belt): 2000 (250) Smokescreen (902A): 6 Smoke generator (rear side): 999 Crew seats: Driver Turn out Night Vision (N) Smokegen (C) Rise/Low Suspesion (Scroll Menu) Gunner 2A75 PKT coax machinegun PL-1 Laser Designator FCS (T) Smokescreen (C) ATGM-scope, Wide View, Night Vision (NUM+/NUM-) Commander Turn Out Rangefinder (T) Zoom, Night Vision (NUM+/NUM-) Note 1: Technically 2S25 is not a Tank, but Self-Propelled Ant-Tank Gun (SPATG) based on BMD-3. But since in Zeus interface it's in VDV/Tanks and it's the only vehicle of it's class, so I have put it here. Note 2: Due to a bug when suspension is lowered 2S25 can't float and physical model is VERY jerky. You have been warned. 2. AA-"Tanks". ZSU-23-4V aka "Shilka" [1968] MOD: RHS Specifications: Crew: 3. Top speed: 42 km/h. Reverse speed: 10 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: RPK-2. Amphibious capability: No. Special features: AA-Radar. Armament: Main: 4x23mm “AZP-23” autocannon. Standard Ammo: HE-I (in one belt): 2000 (2000) Crew seats: Driver Turn out Night Vision (N) Gunner Turn Out AZP-23 AA-Radar; 8km radius (Ctrl+L) Zoom (NUM+/NUM-) Commander Turn Out Optical rangefinder for 2.7m high targets AA-Radar, 8km radius (Ctrl+L) Night Vision (N) Wide view (NUM+/NUM-) ZSU-35 Tigris [N/a] Specifications: Crew: 3. Top speed: 90 km/h. Reverse speed: 31 km/h. Engine type: Piston. Time to start up: 0 sec. ERA: No. FCS: Magic. Amphibious capability: No. Special features: AA-Radar. Armament: Main: 2x35mm “GDF-001” autocannon. Secondary: "MiniSpike" Surface-to-Air Missile. Standard Ammo: HEI-T (AA Shells): 680 ABM-T (AP Shells): 120 Total: 800 MiniSpike (SAM): 4 Smokescreen: 2 Crew seats: Driver Night Vision (N) Gunner GDF-001 MiniSpike Turn Out FCS (Tab) AA-Radar, 16km radius (Ctrl+L) Night Visiom, Thermal Vision(N) Zoom (NUM+/NUM-) Commander Turn Out Smokescreen (C) AA-Radar, 8km radius (Ctrl_L) Rangefinder (Tab) Night Vision, Thermal Vision (N) Zoom (NUM+/NUM-) 3. Artillery "Tanks". 2S3M1 aka "Akatsiya" [1987] MOD: RHS Specifications: Crew: 3. Top speed: 73 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: Unknown. Amphibious capability: No. Special features: Artillery computer. Armament: Main: 152mm “2A33” howizer. Secondary: 7.62 "PKT" machinegun. Standard Ammo: HE-FRAG (53-VOF-27): 26 White Phosphorus (53-OCh-540): 5 Laser Guided (2VOF93): 5 Smoke (53-VD-546): 5 Flare (3VS-23): 5 Total: 46 7.62 commander (in one belt): 1500(250) Ammo also available via Zeus interface: Nuke (3VB3) Crew seats: Driver Turn out Night Vision (N) Gunner Turn Out 2A33 Artillery Computer (Scroll Menu) Night Vision(N) Note: Turret turn will start up the engine. Commander Turn Out PKT machinegun Optical rangefinder for 2.7m high targets Night Vision (N) Zoom, AA-scope (NUM+/NUM-) 2S9 Sochor [N/A] Specifications: Crew: 3. Top speed: 70 km/h. Reverse speed: 35 km/h. Engine type: Piston. Time to start up: 0 sec. ERA: No. FCS: Unknown. Amphibious capability: No. Special features: Artillery computer. Armament: Main: 155mm “L/52” howizer. Secondary: 12.7 "M2" machinegun, 40mm "Mk 19" grenade-machinegun. Standard Ammo: HE: 32 Smoke (White): 6 Mine Cluster: 6 AT-Mine Cluster: 6 Guided: 2 Laser Guided: 2 Cluster: 2 Total: 56 12.7mm commander (in one belt): 500(500) 40mm commander (in one belt): 96(96) Crew seats: Driver Turn out Night Vision (N) Gunner Turn Out L/52 Artillery Computer (Scroll Menu) Night Vision(N) Zoom (NUM+/NUM-) Commander Turn Out M2 machinegun Mk 19 grenade-machinegun Smokescreen (C) Rangefinder (Tab) Night Vision, Thermal Vision (N) Zoom (NUM+/NUM-)
  18. BLUFOR Tanks Guide By @Cyico & @Vericht for FK community. ARMA3 version: 1.74.142559, RHS version: 0.4.3.1. All rights reserved to their respected owners. PDF version: Soon™ This guide is devoted to the review of the BLUFOR armored vehicles that we have on the server at the moment of the creation of this post. Almost all tanks have year of production, mentioned in [square brackets]. Guide features: 1. Tanks. 2. AA-"Tanks" 3. Artillery "Tanks" Because of the amount of vehicles guide divided on three posts with hyperlinks to them. The guide will be updated as updates for mods/changes in the repository are released. 1. Tanks. M1A1 FEP [1997] MOD: RHS Specifications: Crew: 4. Top speed: 69 km/h. Reverse speed: 33 km/h. Engine type: Gas-Turbine. Time to start up: 20 sec. ERA: No. FCS: Unknown. Amphibious capability: No. Special features: Freedom, DUKE. Note: DUKE system not available in current version. Armament: Main: 120mm “M256A1” cannon. Secondary: 2x7.62 "M240" machinegun, 12.7 "M2" machinegun. Standard Ammo: APFSDS (M829A3): 28 MPAT (M830A1): 8 Total: 36 7.62 coax (in one belt): 9600 (1200) 7.62 loader (in one belt): 600 (200) 12.7 commander (in one belt): 1000 (100) Smokescreen(in one box): 4 (2) Ammo also available via Zeus interface: APFSDS (M829A) APFSDS (M829A1) APFSDS (M829A2) HEAT-FS (M830) HE-FRAG (M1069) Canister (M1028) Crew seats: Driver Turn out BW-Thermal Vision (N) Gunner M256A1 M240 coax machinegun FCS (T) Zoom, BW-Thermal Vision (NUM+/NUM-) Loader Turn Out, shielded M240. Viewport 174˚ arc; left-forward from 220˚ to 34˚ Commander M2 machinegun Turn Out Smokescreen (C) Night Vision (N) Wide view (NUM+/NUM-) M1A1 HC [1990] MOD: RHS Specifications: Crew: 4. Top speed: 69 km/h. Reverse speed: 33 km/h. Engine type: Gas-Turbine. Time to start up: 20 sec. ERA: No. FCS: Unknown. Amphibious capability: No. Special features: Freedom. Armament: Main: 120mm “M256A1” cannon. Secondary: 2x7.62 "M240" machinegun, 12.7 "M2" machinegun. Standard Ammo: APFSDS (M829A3): 28 MPAT (M830A1): 8 Total: 36 7.62 coax (in one belt): 9600 (1200) 7.62 loader (in one belt): 600 (200) 12.7 commander (in one belt): 1000 (100) Smokescreen(in one box): 4 (2) Ammo also available via Zeus interface: APFSDS (M829A) APFSDS (M829A1) APFSDS (M829A2) HEAT-FS (M830) HE-FRAG (M1069) Canister (M1028) Crew seats: Driver Turn out BW-Thermal Vision (N) Gunner M256A1 M240 coax machinegun FCS (T) GWB-Thermal Vision (N) Zoom (NUM+/NUM-) Loader Turn Out, M240. Viewport 174˚ arc; left-forward from 220˚ to 34˚ Commander M2 machinegun Turn Out Smokescreen (C) Night Vision (N) Wide view (NUM+/NUM-) M1A1 SA [1995] MOD: RHS Specifications: Crew: 4. Top speed: 69 km/h. Reverse speed: 33 km/h. Engine type: Gas-Turbine. Time to start up: 20 sec. ERA: Yes. FCS: Unknown. Amphibious capability: No. Special features: Freedom. Armament: Main: 120mm “M256A1” cannon. Secondary: 2x7.62 "M240" machinegun, 12.7 "M2" machinegun. Standard Ammo: APFSDS (M829A3): 28 MPAT (M830A1): 8 Total: 36 7.62 coax (in one belt): 9600 (1200) 7.62 loader (in one belt): 600 (200) 12.7 commander (in one belt): 1000 (100) Smokescreen(in one box): 4 (2) Ammo also available via Zeus interface: APFSDS (M829A) APFSDS (M829A1) APFSDS (M829A2) HEAT-FS (M830) HE-FRAG (M1069) Canister (M1028) Crew seats: Driver Turn out BW-Thermal Vision (N) Gunner M256A1 M240 coax machinegun FCS (T) Zoom, BW-Thermal Vision (NUM+/NUM-) Loader Turn Out, shielded M240. Viewport 174˚ arc; left-forward from 220˚ to 34˚ Commander M2 machinegun Turn Out Smokescreen (C) Night Vision (N) Wide view (NUM+/NUM-) M1A1 SA (TUSK I) [2006] MOD: RHS Specifications: Crew: 4. Top speed: 69 km/h. Reverse speed: 33 km/h. Engine type: Gas-Turbine. Time to start up: 20 sec. ERA: Yes. FCS: Unknown. Amphibious capability: No. Special features: Freedom, TUSK1 plating. Armament: Main: 120mm “M256A1” cannon. Secondary: 2x7.62 "M240" machinegun, 2x12.7 "M2" machinegun. Standard Ammo: APFSDS (M829A3): 28 MPAT (M830A1): 8 Total: 36 7.62 coax (in one belt): 9600 (1200) 7.62 loader (in one belt): 600 (200) 12.7 coax (in one belt): 200 (100) 12.7 commander (in one belt): 1000 (100) Smokescreen(in one box): 4 (2) Ammo also available via Zeus interface: APFSDS (M829A) APFSDS (M829A1) APFSDS (M829A2) HEAT-FS (M830) HE-FRAG (M1069) Canister (M1028) Crew seats: Driver Turn out BW-Thermal Vision (N) Gunner M256A1 M240 coax machinegun M2 coax machinegun FCS (T) Zoom, BW-Thermal Vision (NUM+/NUM-) Loader Turn Out, shielded M240. Viewport 108˚ arc; left from 243˚ to 351˚ Commander M2 machinegun Turn Out Smokescreen (C) Night Vision (N) Wide view (NUM+/NUM-) M1A2 SEPv1 [1999] MOD: RHS Specifications: Crew: 4. Top speed: 69 km/h. Reverse speed: 40 km/h. Engine type: Gas-Turbine. Time to start up: 20 sec. ERA: Yes. FCS: Unknown. Amphibious capability: No. Special features: Freedom. Armament: Main: 120mm “M256A1” cannon. Secondary: 2x7.62 "M240" machinegun, 12.7 "M2" machinegun. Standard Ammo: APFSDS (M829A3): 28 MPAT (M830A1): 8 Total: 36 7.62 coax (in one belt): 9600 (1200) 7.62 loader (in one belt): 600 (200) 12.7 commander (in one belt): 1000 (100) Smokescreen(in one box): 4 (2) Ammo also available via Zeus interface: APFSDS (M829A) APFSDS (M829A1) APFSDS (M829A2) HEAT-FS (M830) HE-FRAG (M1069) Canister (M1028) Crew seats: Driver Turn out Night Vision (N) Gunner M256A1 M240 coax machinegun FCS (T) Zoom, BW-Thermal Vision (NUM+/NUM-) Loader Turn Out, M240 machinegun with 92˚ firing arc, left-rear from 220˚ to 312˚. Commander camera Night Vision, GWB-Thermal Vision (N) Zoom (NUM+/NUM-) Commander Turn out, M2 machinegun with 122˚ firing arc, forward from 299˚ to 61˚ Smokescreen (C) Night Vision, GWB-Thermal Vision (N) Zoom (NUM+/NUM-) M1A2 SEPv1 (TUSK I) [2006] MOD: RHS Specifications: Crew: 4. Top speed: 69 km/h. Reverse speed: 40 km/h. Engine type: Gas-Turbine. Time to start up: 20 sec. ERA: Yes. FCS: Unknown. Amphibious capability: No. Special features: Freedom, TUSK 1 plating. Armament: Main: 120mm “M256A1” cannon. Secondary: 2x7.62 "M240" machinegun, 2x12.7 "M2" machinegun. Standard Ammo: APFSDS (M829A3): 28 MPAT (M830A1): 8 Total: 36 7.62 coax (in one belt): 9600 (1200) 7.62 loader (in one belt): 600 (200) 12.7 coax (in one belt): 200 (100) 12.7 commander (in one belt): 1000 (100) Smokescreen(in one box): 4 (2) Ammo also available via Zeus interface: APFSDS (M829A) APFSDS (M829A1) APFSDS (M829A2) HEAT-FS (M830) HE-FRAG (M1069) Canister (M1028) Crew seats: Driver Turn out Night Vision (N) Gunner M256A1 M240 coax machinegun M2 coax machinegun FCS (T) Zoom, BW-Thermal Vision (NUM+/NUM-) Loader Turn Out, shielded M240 machinegun with 69˚ firing arc, left from 243˚ to 312˚. Commander camera Night Vision, GWB-Thermal Vision (N) Zoom (NUM+/NUM-) Commander Turn out, shielded M2 machinegun with 63˚ firing arc, forward-right from 358˚ to 61˚ Smokescreen (C) Night Vision, GWB-Thermal Vision (N) Zoom (NUM+/NUM-) M1A2 SEPv1 (TUSK II) [2011] MOD: RHS Specifications: Crew: 4. Top speed: 69 km/h. Reverse speed: 40 km/h. Engine type: Gas-Turbine. Time to start up: 20 sec. ERA: Yes. FCS: Unknown. Amphibious capability: No. Special features: Freedom, DUKE, TUSK 2 plating. Note: DUKE system not available in current version. Armament: Main: 120mm “M256A1” cannon. Secondary: 2x7.62 "M240" machinegun, 2x12.7 "M2" machinegun. Standard Ammo: APFSDS (M829A3): 28 MPAT (M830A1): 8 Total: 36 7.62 coax (in one belt): 9600 (1200) 7.62 loader (in one belt): 600 (200) 12.7 coax (in one belt): 200 (100) 12.7 commander (in one belt): 1000 (100) Smokescreen(in one box): 4 (2) Ammo also available via Zeus interface: APFSDS (M829A) APFSDS (M829A1) APFSDS (M829A2) HEAT-FS (M830) HE-FRAG (M1069) Canister (M1028) Crew seats: Driver Turn out Night Vision (N) Gunner M256A1 M240 coax machinegun M2 coax machinegun FCS (T) Zoom, BW-Thermal Vision (NUM+/NUM-) Loader Turn Out, shielded M240 machinegun with 69˚ firing arc, left from 243˚ to 312˚. Commander camera Night Vision, GWB-Thermal Vision (N) Zoom (NUM+/NUM-) Commander Turn out, shielded M2 machinegun with 63˚ firing arc, forward-right from 358˚ to 61˚ Smokescreen (C) Night Vision, GWB-Thermal Vision (N) Zoom (NUM+/NUM-) Merkava Mk.IV M aka "M2A4 Slammer" [2009] Specifications: Crew: 3. Passengers: 6. Top speed: 65 km/h. Reverse speed: 26 km/h. Engine type: Piston. Time to start up: 0 sec. ERA: No. FCS: Magic. Amphibious capability: No. Special features: Passenger bay. Armament: Main: 120mm “MG251” cannon. Secondary: 7.62 "MAG58M" machinegun. Standard Ammo: APFSDS-T: 32 HE-T: 16 Total: 48 7.62 coax (in one belt): 4000 (2000) Smokescreen: 2 Crew seats: Driver Night Vision (N) Zoom (NUM+/NUM-) Gunner MG251 MAG58M coax machinegun FCS (Tab) Night Vision, GWB-Thermal Vision (N) Zoom (NUM+/NUM-) Commander Turn out Smokescreen (C) Rangefinder (Tab) Night Vision, GWB-Thermal Vision (N) Zoom (NUM+/NUM-) Merkava Mk.IV LIC aka "M2A4 Slammer UP" [N/A] Specifications: Crew: 3. Passengers: 6. Top speed: 65 km/h. Reverse speed: 26 km/h. Engine type: Piston. Time to start up: 0 sec. ERA: Yes. FCS: Magic. Amphibious capability: No. Special features: Passenger bay. Armament: Main: 105mm “M68” cannon. Secondary: 7.62 "MAG58M" machinegun, 12.7 "M2" machinegun. Standard Ammo: APFSDS-T: 40 HEAT-MP-T: 20 Total: 60 7.62 coax (in one belt): 4000 (2000) 12.7 commander (in one belt): 1000 (500) Smokescreen: 2 Crew seats: Driver Night Vision (N) Zoom (NUM+/NUM-) Gunner M68 MAG58M coax machinegun FCS (Tab) Night Vision, GWB-Thermal Vision (N) Zoom (NUM+/NUM-) Commander M2 machinegun Turn out Smokescreen (C) Rangefinder (Tab) Night Vision, GWB-Thermal Vision (N) Zoom (NUM+/NUM-) Leopard 2SG aka "MBT-52 Kuma" [N/A] Specifications: Crew: 3. Top speed: 72 km/h. Reverse speed: 37 km/h. Engine type: Piston. Time to start up: 0 sec. ERA: No. FCS: Magic. Amphibious capability: No. Special features: No. Armament: Main: 120mm “L/55” cannon. Secondary: 7.62 "MAG58M" machinegun, 12.7 "M2" machinegun. Standard Ammo: APFSDS-T: 40 HEAT-MP-T: 20 Total: 60 7.62 coax (in one belt): 4000 (2000) 12.7 commander (in one belt): 1000 (500) Smokescreen: 2 Crew seats: Driver Night Vision (N) Zoom (NUM+/NUM-) Gunner L/55 MAG58M coax machinegun FCS (Tab) Night Vision, GWB-Thermal Vision (N) Zoom (NUM+/NUM-) Commander M2 machinegun Turn out Smokescreen (C) Rangefinder (Tab) Night Vision, GWB-Thermal Vision (N) Zoom (NUM+/NUM-) 2. AA-"Tanks". Bardelas aka "IFV-6a Cheetah" [N/A] Specifications: Crew: 3. Top speed: 60 km/h. Reverse speed: 32 km/h. Engine type: Piston. Time to start up: 0 sec. ERA: No. FCS: Magic. Amphibious capability: No. Special features: AA-Radar. Armament: Main: 2x35mm “GDF-001” autocannon. Secondary: SAM "MiniSpike". Standard Ammo: HEI-T (in one belt): 680 (680) ABM-T (in one belt): 120 (120) Total: 800 7.62 coax (in one belt): 4000 (2000) 12.7 commander (in one belt): 1000 (500) Smokescreen: 2 Crew seats: Driver Night Vision (N) Zoom (NUM+/NUM-) Gunner GDF-001 MiniSpike FCS (Tab) AA-Radar, 16km radius (Ctrl+L) Night Vision, BW-Thermal Vision (N) Zoom (NUM+/NUM-) Commander Turn out Smokescreen (C) AA-Radar, 8km radius (Ctrl_L) Rangefinder (Tab) Night Vision, GWB-Thermal Vision (N) Zoom (NUM+/NUM-) 3. Artillery "Tanks". M109A6 aka "Paladin" [1992] MOD: RHS Specifications: Crew: 3. Top speed: 68 km/h. Reverse speed: 27 km/h. Engine type: Piston. Time to start up: 3 sec. ERA: No. FCS: Unknown. Amphibious capability: No. Special features: Freedom, Artillery Computer. Armament: Main: 155mm “M126” howizer. Standard Ammo: HE: 32 Smoke(White): 6 Mine Cluster: 6 AT-Mine Cluster: 6 Cluster: 2 Guided: 2 Laser Guided: 2 Total: 56 Crew seats: Driver Turn out Night Vision (N) Gunner M126 Artillery Computer (Scroll Menu) OBW-Thermal Vision (N) Zoom (NUM+/NUM-) Commander Turn out Night Vision, BW-Thermal Vision (N) Zoom (NUM+/NUM-) Shoelf aka "M4 Scorcher" [N/A] Specifications: Crew: 3. Top speed: 68 km/h. Reverse speed: 27 km/h. Engine type: Piston. Time to start up: 0 sec. ERA: No. FCS: Magic. Amphibious capability: No. Special features: Artillery Computer. Armament: Main: 155mm “L/52" howizer. Secondary: 12.7mm “M2" machinegun, 40mm "Mk 19" grenade-machinegun. Standard Ammo: HE: 32 Smoke(White): 6 Mine Cluster: 6 AT-Mine Cluster: 6 Cluster: 2 Guided: 2 Laser Guided: 2 Total: 56 12.7mm commander (in one belt): 500 (500) 40mm HE commander (in one belt): 96 (96) Crew seats: Driver Turn out Night Vision (N) Zoom (NUM+/NUM-) Gunner M126 Artillery Computer (Scroll Menu) Night Vision (N) Zoom (NUM+/NUM-) Commander M2 Mk 19 Turn out Night Vision, BW-Thermal Vision (N) Zoom (NUM+/NUM-) Seara aka "M5 Sandstorm" [N/A] Specifications: Crew: 2. Top speed: 63 km/h. Reverse speed: 26 km/h. Engine type: Piston. Time to start up: 0 sec. ERA: No. FCS: Magic. Amphibious capability: No. Special features: Artillery Computer. Armament: Main: 227mm “M269" MLRS. Standard Ammo: HE: 12 Total: 12 Smokescreen: 2 Crew seats: Driver Turn out Smokescreen (C) Night Vision (N) Zoom (NUM+/NUM-) Gunner M269 Artillery Computer (Scroll Menu) Night Vision, BW-Thermal Vision (N) Zoom (NUM+/NUM-)
  19. OPFOR IFV Guide

    OPFOR IFV Guide By @Cyico & @Vericht for FK community. ARMA3 version: 1.74.142559, RHS version: 0.4.3 All rights reserved to their respected owners. PDF version: Soon™ This guide is devoted to the review of the OPFOR Infantry Fighting Vehicles that we have on the server at the moment of the creation of this post. Almost all IFVs have year of production, mentioned in [square brackets] or in the name of vehicle variant itself in (round brackets). Guide features: 1. BMP series (with specialized variants + vanila) 2. BMD series Because of the amount of vehicles guide divided on two posts with hyperlinks to them. I also strongly recommend to read the RHS: AFRF Tanks Fire Systems Guide by Vericht. The guide will be updated as updates for mods/changes in the repository are released. 1. BMP. BMP stands for "Boyevaya Mashina Pekhoty " meaning literally "infantry combat vehicle". BMP-1 [1966] MOD: RHS Specifications: Crew: 3. Passengers (+external): 8 (10). Top speed: 65 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 12 km/h. Reverse speed on water: 12 km/h. Special features: Passenger interior. Armament: Main: 73mm “2A28” cannon. Secondary: 7.62 "PKT" machinegun, "9M14M" ATGM. Standard Ammo: HEAT (PG15V): 20 HE-FRAG (OG15V): 20 Total: 40 ATGM (9M14M): 4 7.62 coax (in one belt): 2000 (250) Smoke generator (front right side): 999 Crew seats: Driver Turn out Smokegen (C) Snorkel (Scroll menu) Night Vision (N) Gunner Turn out 2A28 9M14M PKT coax machinegun Optical rangefinder for 2.7m high targets Wide View, Night Vision (NUM+/NUM-) Note: Commander spotlight obstructing 20˚ of view on the left side from 343˚ to 323˚. Commander Turn out Character NVG gear slot Optical rangefinder for 2.7m high targets Night Vision (NUM+/NUM-) BMP-1D [1982] MOD: RHS Specifications: Crew: 3. Passengers (+external): 8 (10). Top speed: 65 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. Spaced armor instead. FCS: No. Amphibious capability: No. Special features: Passenger interior. Armament: Main: 73mm “2A28” cannon. Secondary: 7.62 "PKT" machinegun, "9M14M" ATGM. Standard Ammo: HEAT (PG15V): 20 HE-FRAG (OG15V): 20 Total: 40 ATGM (9M14M): 4 7.62 coax (in one belt): 2000 (250) Smoke generator (front right side): 999 Crew seats: Driver Turn out Smokegen (C) Snorkel (Scroll menu) Night Vision (N) Gunner Turn out 2A28 9M14M PKT coax machinegun Optical rangefinder for 2.7m high targets Wide View, Night Vision (NUM+/NUM-) Note: Commander spotlight obstructing 20˚ of view on the left side from 343˚ to 323˚. Commander Turn out Character NVG gear slot Optical rangefinder for 2.7m high targets Night Vision (NUM+/NUM-) BMP-1K [1973] MOD: RHS Specifications: Crew: 3. Passengers (+external): 3 (10). Top speed: 65 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 12 km/h. Reverse speed on water: 12 km/h. Special features: Passenger interior. Armament: Main: 73mm “2A28” cannon. Secondary: 7.62 "PKT" machinegun, "9M14M" ATGM. Standard Ammo: HEAT (PG15V): 20 HE-FRAG (OG15V): 20 Total: 40 ATGM (9M14M): 4 7.62 coax (in one belt): 2000 (250) Smoke generator (front right side): 999 Crew seats: Driver Turn out Smokegen (C) Snorkel (Scroll menu) Night Vision (N) Gunner Turn out 2A28 9M14M PKT coax machinegun Optical rangefinder for 2.7m high targets Wide View, Night Vision (NUM+/NUM-) Note: Commander spotlight obstructing 20˚ of view on the left side from 343˚ to 323˚. Commander Turn out Character NVG gear slot Optical rangefinder for 2.7m high targets Night Vision (NUM+/NUM-) BMP-1P [1979] MOD: RHS Specifications: Crew: 3. Passengers (+external): 8 (10). Top speed: 65 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 12 km/h. Reverse speed on water: 12 km/h. Special features: Passenger interior. Armament: Main: 73mm “2A28” cannon. Secondary: 7.62 "PKT" machinegun, "9P135" ATGM. Standard Ammo: HEAT (PG15V): 20 HE-FRAG (OG15V): 20 Total: 40 ATGM (9M113): 3 7.62 coax (in one belt): 2000 (250) Smokescreen (902A): 6 Smoke generator (front right side): 999 Crew seats: Driver Turn out Smokegen (C) Snorkel (Scroll menu) Night Vision (N) Gunner Turn out 2A28 9P135 (Scroll menu) PKT coax machinegun Smokescreen (C) Optical rangefinder for 2.7m high targets Wide View, Night Vision (NUM+/NUM-) Note 1: Commander spotlight obstructing 20˚ of view on the left side from 343˚ to 323˚. Note 2: Gunner is exposed, when using ATGM Commander Turn out Character NVG gear slot Optical rangefinder for 2.7m high targets Night Vision (NUM+/NUM-) BRM-1K [1972] MOD: RHS Specifications: Crew: 6. Passengers (+external): 0 (0). Top speed: 65 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. None: This is "command" / "forward recon" vehicle. It's possible to operate with only 3 man crew. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 12 km/h. Reverse speed on water: 12 km/h. Special features: PSNR-5 Dopler Radar. Note 1: Dopler radars can detect only moving targets and can be affected by terrain. Note 2: PSNR-5 can spot "tanks" on 8-10km, "Infantry Squad" - 5-6km, "Lone Wolf" - 2-3km; minimal distance - 200m. Chance of detection: 0.8. Scanning sector: 20˚. Time between measurement "pulses": 5-7 seconds. Measurement error: up to 25m in distance, up to 2˚ in angle; depends on distance to target. Armament: Main: 73mm “2A28” cannon. Secondary: 7.62 "PKT" machinegun. Standard Ammo: HEAT (PG15V): 20 Total: 20 7.62 coax (in one belt): 2000 (250) Smokescreen (902A): 6 Smoke generator (front right side): 999 Crew seats: Driver Turn out Smokegen (C) Snorkel (Scroll menu) Night Vision (N) Gunner Turn out 2A28 PKT coax machinegun Optical rangefinder for 2.7m high targets Night Vision (NUM+/NUM-) Commander Turn out PSNR-5 (Scroll menu) Rangefinder(Working constantly) Night Vision with optical rangefinder for 2.7m high targets (NUM+/NUM-) Note 1: PNSR-5 mounted on top of the turret and pointed at the same direction as gun. Note 2: Results of the scan will be shown on commander's map. Navigator Turn Out Viewport 170˚ arc; forward from 275˚ to 85˚ Zoom (NUM+/NUM-) Right Cargo Seat Viewport 240˚ arc; rear-right from 240˚ to 000˚ Left Cargo Seat Viewport 240˚ arc; rear-left from 120˚ to 360˚ PRP-3 [1970] MOD: RHS Specifications: Crew: 5. Passengers (+external): 0 (0). Top speed: 65 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. None: This is "command" / "forward recon" vehicle. It's possible to operate with only 3 man crew. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 12 km/h. Reverse speed on water: 12 km/h. Special features: Artillery computer. Armament: Main: 7.62 "PKT" machinegun. Secondary: 90mm "2P130-1" mortar. Standard Ammo: 7.62 (in one belt): 1000 (250) Total: 1000 90mm Flare (2M41): 20 Smoke generator (front right side): 999 Crew seats: Driver Turn out Smokegen (C) Snorkel (Scroll menu) Night Vision (N) Recon Operator Turn out PKT machinegun Optical rangefinder for 2.7m high targets Night Vision (NUM+/NUM-) Note: Scope is not adjusted for PKT in current version and basically useless. Use tracers to aim. Radio Operator 2P130-1 Artillery computer (Scroll menu) Optical rangefinder for 2.7m high targets Night Vision (NUM+/NUM-) Calculus Operator Turn out Character NVG gear slot Optical rangefinder for 2.7m high targets with 270˚ arc; forward from 225˚ to 135˚ Night Vision (NUM+/NUM-) Commander Turn out Optical rangefinder for 2.7m high targets; correct unzoomed; "on gun" 20˚ arc; forward from 350˚ to 10˚ Character NVG gear slot Zoom (NUM+/NUM-) Obyekt-681-2 [1977] MOD: RHS Specifications: Crew: 3. Passengers (+external): 7 (10). Top speed: 65 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 12 km/h. Reverse speed on water: 12 km/h. Special features: Passenger interior. Armament: Main: 73mm “2A41” cannon. Secondary: 7.62 "PKT" machinegun, 12.7 "NSVT" machinegun, "9M113" ATGM. Standard Ammo: HEAT (PG15V): 20 HE-FRAG (OG15V): 20 Total: 40 ATGM (9M113): 4 7.62 coax (in one belt): 2000 (250) 12.7 coax (in one belt): 500 (100) Smokescreen (902A): 6 Smoke generator (front right side): 999 Crew seats: Driver Turn out Smokegen (C) Snorkel (Scroll menu) Night Vision (N) Gunner Turn out 2A41 PKT coax machinegun NSVT coax machinegun 9M113 Smokescreen (C) Optical rangefinder for 2.7m high targets 9M113 with ATGM scope, Night Vision (NUM+/NUM-) Note: to switch to ATGM gunner should press "NUM+/NUM-" instead of default "F" Commander Turn out Optical rangefinder for 2.7m high targets Night Vision (NUM+/NUM-) Note: Technically it’s BMP-2 variant (prototype, to be exact), but it’s one of three not-autocannon BMP's without annoying Commander Spotlight dead zone. (Others is BRM-1K and PRP-3 – command/specialized vehicles without space for troops.) If possible use this vehicle instead of BMP-1 variants. BMP-2 (1980) MOD: RHS Specifications: Crew: 3. Passengers (+external): 7 (10). Top speed: 65 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 12 km/h. Reverse speed on water: 12 km/h. Special features: Passenger interior. Armament: Main: 30mm “2A42” autocannon. Secondary: 7.62 "PKT" machinegun, "9M113" ATGM. Standard Ammo: APBC-T (3UBR6): 160 HE-FRAG (3UOF8): 160 Total: 320 ATGM (9M113): 4 7.62 coax (in one belt): 2000 (250) Smokescreen (902A): 6 Smoke generator (front right side): 999 Crew seats: Driver Turn out Smokegen (C) Snorkel (Scroll menu) Night Vision (N) Gunner Turn out 2A42 PKT coax machinegun 9M113 Smokescreen (C) Manual zeroing (PgUp/PgDown) Optical rangefinder for 2.7m high targets Nightforce reticle (N) 9M113 with ATGM scope, Night Vision (NUM+/NUM-) Note: to switch to ATGM gunner should press "NUM+/NUM-" instead of default "F" Commander Turn out Optical rangefinder for 2.7m high targets Night Vision (NUM+/NUM-) BMP-2 (1986) MOD: RHS Specifications: Crew: 3. Passengers (+external): 7 (10). Top speed: 65 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 10 km/h. Reverse speed on water: 10 km/h. Special features: Passenger interior. Armament: Main: 30mm “2A42” autocannon. Secondary: 7.62 "PKT" machinegun, "9M113M" ATGM. Standard Ammo: APDS (3UBR8): 160 HE-FRAG (3UOF8): 160 Total: 320 ATGM (9M113M): 4 7.62 coax (in one belt): 2000 (250) Smokescreen (902A): 6 Smoke generator (front right side): 999 Crew seats: Driver Turn out Smokegen (C) Snorkel (Scroll menu) Night Vision (N) Gunner Turn out 2A42 PKT coax machinegun 9M113M Smokescreen (C) Manual zeroing (PgUp/PgDown) Optical rangefinder for 2.7m high targets Nightforce reticle (N) 9M113M with ATGM scope, Night Vision (NUM+/NUM-) Note: to switch to ATGM gunner should press "NUM+/NUM-" instead of default "F" Commander Turn out Optical rangefinder for 2.7m high targets Night Vision (NUM+/NUM-) BMP-2D (1981) MOD: RHS Specifications: Crew: 3. Passengers (+external): 7 (10). Top speed: 65 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. Spaced armor instead. FCS: No. Amphibious capability: No. Special features: Passenger interior. Armament: Main: 30mm “2A42” autocannon. Secondary: 7.62 "PKT" machinegun, "9M113M" ATGM. Standard Ammo: APDS (3UBR8): 160 HE-FRAG (3UOF8): 160 Total: 320 ATGM (9M113M): 4 7.62 coax (in one belt): 2000 (250) Smokescreen (902A): 6 Smoke generator (front right side): 999 Crew seats: Driver Turn out Smokegen (C) Snorkel (Scroll menu) Night Vision (N) Gunner Turn out 2A42 PKT coax machinegun 9M113M Smokescreen (C) Manual zeroing (PgUp/PgDown) Optical rangefinder for 2.7m high targets Nightforce reticle (N) 9M113M with ATGM scope, Night Vision (NUM+/NUM-) Note: to switch to ATGM gunner should press "NUM+/NUM-" instead of default "F" Commander Turn out Optical rangefinder for 2.7m high targets Night Vision (NUM+/NUM-) BMP-2K [1986] MOD: RHS Specifications: Crew: 3. Passengers (+external): 3 (10). Top speed: 65 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 10 km/h. Reverse speed on water: 10 km/h. Special features: Passenger interior. Armament: Main: 30mm “2A42” autocannon. Secondary: 7.62 "PKT" machinegun, "9M113M" ATGM. Standard Ammo: APDS (3UBR8): 160 HE-FRAG (3UOF8): 160 Total: 320 ATGM (9M113M): 4 7.62 coax (in one belt): 2000 (250) Smokescreen (902A): 6 Smoke generator (front right side): 999 Crew seats: Driver Turn Out Smokegen (C) Snorkel (Scroll menu) Night Vision (N) Gunner Turn Out 2A42 PKT coax machinegun 9M113M Smokescreen (C) Manual zeroing (PgUp/PgDown) Optical rangefinder for 2.7m high targets Nightforce reticle (N) 9M113M with ATGM scope, Night Vision (NUM+/NUM-) Note: to switch to ATGM gunner should press "NUM+/NUM-" instead of default "F" Commander Turn Out Optical rangefinder for 2.7m high targets Night Vision (NUM+/NUM-) BMP-3 (early) [1987] MOD: RHS Specifications: Crew: 5. Passengers (+external): 7 (0). Top speed: 70 km/h. Reverse speed: 18 km/h. Engine type: Piston. Time to start up: 2 sec. None: It's possible to operate with only 3 man crew. ERA: No. FCS: Bakhcha. Amphibious capability: Yes. Float. Top speed on water: 13 km/h. Reverse speed on water: 13 km/h. Special features: Internal view. Armament: Main: 100mm "2A70" cannon, 30mm “2A72” autocannon. Secondary: 3x7.62 "PKT" machinegun. Standard Ammo: 100mm HE-FRAG (3UOF17): 22 100mm ATGM (9M117): 8 Total: 30 30mm APBC-T (3UBR6): 195 30mm HE-T (3UOF8): 305 Total: 500 7.62 coax (in one belt): 2000 (250) 7.62 R-Hull (in one belt): 1000 (250) 7.62 L-Hull (in one belt): 1000 (250) Smokescreen (902A): 6 Smoke generator (back right side): 999 Crew seats: Driver Turn out Smokegen (C) Night Vision (N) Gunner Turn out 2A70 2A72 PKT coax machinegun Smokescreen (C) FCS (T) Zoom, Night Vision (NUM+/NUM-) Commander Turn out Optical rangefinder for 2.7m high targets AA scope, Night Vision, Wide view (NUM+/NUM-) Right Hull Gunner PKT machinegun Character NVG gear slot Left Hull Gunner PKT machinegun Character NVG gear slot Note: Player view inside of the vehicle can be set on internal view by default. Press Right Mouse Button to switch between view modes. BMP-3 (late) [1991] MOD: RHS Specifications: Crew: 5. Passengers (+external): 7 (0). Top speed: 70 km/h. Reverse speed: 18 km/h. Engine type: Piston. Time to start up: 2 sec. None: It's possible to operate with only 3 man crew. ERA: No. FCS: Bakhcha. Amphibious capability: Yes. Float. Top speed on water: 13 km/h. Reverse speed on water: 13 km/h. Special features: Internal view. Armament: Main: 100mm "2A70" cannon, 30mm “2A72” autocannon. Secondary: 3x7.62 "PKT" machinegun. Standard Ammo: 100mm HE-FRAG (3UOF17): 22 100mm ATGM (9M117M): 8 Total: 30 30mm APFSDS (3UBR11): 195 30mm HE-T (3UOF8): 305 Total: 500 7.62 coax (in one belt): 2000 (250) 7.62 R-Hull (in one belt): 1000 (250) 7.62 L-Hull (in one belt): 1000 (250) Smokescreen (902A): 6 Smoke generator (back right side): 999 Crew seats: Driver Turn out Smokegen (C) Night Vision (N) Gunner Turn out 2A70 2A72 PKT coax machinegun Smokescreen (C) FCS (T) Zoom, Night Vision (NUM+/NUM-) Commander Turn out Optical rangefinder for 2.7m high targets AA scope, Night Vision, Wide view (NUM+/NUM-) Right Hull Gunner PKT machinegun Character NVG gear slot Left Hull Gunner PKT machinegun Character NVG gear slot Note: Player view inside of the vehicle can be set on internal view by default. Press Right Mouse Button to switch between view modes. BMP-3 (Vesna-K) [2000] MOD: RHS Specifications: Crew: 5. Passengers (+external): 7 (0). Top speed: 70 km/h. Reverse speed: 18 km/h. Engine type: Piston. Time to start up: 2 sec. None: It's possible to operate with only 3 man crew. ERA: No. FCS: Vesna-K (similar to Sosna-U). Amphibious capability: Yes. Float. Top speed on water: 13 km/h. Reverse speed on water: 13 km/h. Special features: TTS, internal view. Armament: Main: 100mm "2A70" cannon, 30mm “2A72” autocannon. Secondary: 3x7.62 "PKT" machinegun. Standard Ammo: 100mm HE-FRAG (3UOF191): 22 100mm ATGM (9M117M1): 8 Total: 30 30mm APFSDS (3UBR11): 195 30mm HE-T (3UOF8): 305 Total: 500 7.62 coax (in one belt): 2000 (250) 7.62 R-Hull (in one belt): 1000 (250) 7.62 L-Hull (in one belt): 1000 (250) Smokescreen (902A): 6 Smoke generator (back right side): 999 Crew seats: Driver Turn out Smokegen (C) Night Vision (N) Gunner Turn out 2A70 2A72 PKT coax machinegun Smokescreen (C) FCS (T) BW-Thermal Vision (N) Zoom, TTS (NUM+/NUM-) Commander Turn out Optical rangefinder for 2.7m high targets AA scope, Night Vision, Wide view (NUM+/NUM-) Right Hull Gunner PKT machinegun Character NVG gear slot Left Hull Gunner PKT machinegun Character NVG gear slot Note 1: Player view inside of the vehicle can be set on internal view by default. Press Right Mouse Button to switch between view modes. Note 2: There is some strange bugs happening with this vehicle sometimes. To check if everything Ok you should: Seat on Gunner's place and zoom in. If aiming reticle do not turn into someting like this -[⊥]- or TTS instead of locking on ground turned turret in random direction- ask Zeus to spawn new vehicle. BMP-3 (Vesna-K/A) [2000] MOD: RHS Specifications: Crew: 5. Passengers (+external): 7 (0). Top speed: 70 km/h. Reverse speed: 18 km/h. Engine type: Piston. Time to start up: 2 sec. None: It's possible to operate with only 3 man crew. ERA: Yes. FCS: Vesna-K (similar to Sosna-U). Amphibious capability: Yes. Float. Top speed on water: 13 km/h. Reverse speed on water: 13 km/h. Special features: TTS, internal view. Armament: Main: 100mm "2A70" cannon, 30mm “2A72” autocannon. Secondary: 3x7.62 "PKT" machinegun. Standard Ammo: 100mm HE-FRAG (3UOF191): 22 100mm ATGM (9M117M1): 8 Total: 30 30mm APFSDS (3UBR11): 195 30mm HE-T (3UOF8): 305 Total: 500 7.62 coax (in one belt): 2000 (250) 7.62 R-Hull (in one belt): 1000 (250) 7.62 L-Hull (in one belt): 1000 (250) Smokescreen (902A): 6 Smoke generator (back right side): 999 Crew seats: Driver Turn out Smokegen (C) Night Vision (N) Gunner Turn out 2A70 2A72 PKT coax machinegun Smokescreen (C) FCS (T) BW-Thermal Vision (N) Zoom, TTS (NUM+/NUM-) Commander Turn out Optical rangefinder for 2.7m high targets AA scope, Night Vision, Wide view (NUM+/NUM-) Right Hull Gunner PKT machinegun Character NVG gear slot Left Hull Gunner PKT machinegun Character NVG gear slot Note 1: Player view inside of the vehicle can be set on internal view by default. Press Right Mouse Button to switch between view modes. Note 2: There is some strange bugs happening with this vehicle sometimes. To check if everything Ok you should: Seat on Gunner's place and zoom in. If aiming reticle do not turn into someting like this -[⊥]- or TTS instead of locking on ground turned turret in random direction- ask Zeus to spawn new vehicle. BM-2T Stalker aka "BTR-K Kamysh" [N/A] Specifications: Crew: 3. Passengers (+external): 8 (0). Top speed: 90 km/h. Reverse speed: 31 km/h. Engine type: Piston. Time to start up: 0 sec. ERA: No. FCS: Magic. Amphibious capability: No. Special features: Passenger interior. Armament: Main: 30mm "Mk44 Bushmaster II" autcannon. Secondary: 7.62 "PKT" machinegun, "MiniSpike" ATGM. Standard Ammo: AP-T: 60 MP-T: 140 Total: 200 ATGM (MiniSpike): 2 7.62 coax (in one belt): 2000 (2000) Crew seats: Driver Night Vision (N) Zoom (NUM+/NUM-) Gunner Mk44 Bushmaster II PKT coax machinegun MiniSpike FCS (Tab) Night Vision, BW-Thermal Vision (N) Zoom (NUM+/NUM-) Commander Smokescreen (C) Rangefinder (Tab) Night Vision, BW-Thermal Vision (N) Zoom (NUM+/NUM-) 2. BMD. BMD stands for "Boyevaya Mashina Desanta " meaning literally "combat vehicle of airborne". BMD-1 [1969] MOD: RHS Specifications: Crew: 4. Passengers (+external): 3 (6). Top speed: 77 km/h. Reverse speed: 30 km/h. Engine type: Piston. Time to start up: 2 sec. None: It's possible to operate with only 2-3 man crew. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 10 km/h. Reverse speed on water: 10 km/h. Special features: Adjustable suspension. Armament: Main: 73mm “2A28” cannon. Secondary: 3x7.62 "PKT" machinegun, "9M14M" ATGM. Standard Ammo: HEAT (PG15V): 24 HE-FRAG (OG15V): 16 Total: 30 ATGM (9M14M): 3 7.62 coax (in one belt): 2000 (250) 7.62 commander (in one belt): 1000 (250) 7.62 R-Hull (in one belt): 1000 (250) Smoke generator (rear side): 999 Crew seats: Driver Turn out Smokegen (C) Night Vision (N) Rise/Low Suspension (Scroll Menu) Gunner Turn out 2A28 9M14M PKT coax machinegun Optical rangefinder for 2.7m high targets Night Vision (NUM+/NUM-) Commander Turn out PKT machinegun Character NVG gear slot Right Hull Gunner Turn out PKT machinegun Character NVG gear slot BMD-1P [1977] MOD: RHS Specifications: Crew: 4. Passengers (+external): 3 (6). Top speed: 77 km/h. Reverse speed: 30 km/h. Engine type: Piston. Time to start up: 2 sec. None: It's possible to operate with only 2-3 man crew. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 10 km/h. Reverse speed on water: 10 km/h. Special features: Adjustable suspension. Armament: Main: 73mm “2A28” cannon. Secondary: 3x7.62 "PKT" machinegun, "9P135" ATGM. Standard Ammo: HEAT (PG15V): 24 HE-FRAG (OG15V): 16 Total: 30 ATGM (9M113): 3 7.62 coax (in one belt): 2000 (250) 7.62 commaner (in one belt): 1000 (250) 7.62 R-Hull (in one belt): 1000 (250) Smoke generator (rear side): 999 Crew seats: Driver Turn out Smokegen (C) Night Vision (N) Rise/Low Suspension (Scroll Menu) Gunner Turn out 2A28 9P135 (Scroll menu) PKT coax machinegun Optical rangefinder for 2.7m high targets Night Vision (NUM+/NUM-) Note: Gunner is exposed, when using ATGM Commander Turn out PKT machinegun Character NVG gear slot Right Hull Gunner Turn out PKT machinegun Character NVG gear slot BMD-1PK [1978] MOD: RHS Specifications: Crew: 4. Passengers (+external): 3 (6). Top speed: 77 km/h. Reverse speed: 30 km/h. Engine type: Piston. Time to start up: 2 sec. None: It's possible to operate with only 2-3 man crew. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 10 km/h. Reverse speed on water: 10 km/h. Special features: Adjustable suspension. Armament: Main: 73mm “2A28” cannon. Secondary: 2x7.62 "PKT" machinegun. Standard Ammo: HEAT (PG15V): 24 HE-FRAG (OG15V): 16 Total: 30 ATGM (9M113): 3 7.62 coax (in one belt): 2000 (250) 7.62 R-Hull (in one belt): 1000 (250) Smoke generator (rear side): 999 Crew seats: Driver Turn out Smokegen (C) Night Vision (N) Rise/Low Suspension (Scroll Menu) Gunner Turn out 2A28 PKT coax machinegun Optical rangefinder for 2.7m high targets Night Vision (NUM+/NUM-) Commander Turn out Viewport 100˚ arc; forward from 310˚ to 50˚ Night Vision (N) Right Hull Gunner Turn out PKT machinegun Character NVG gear slot BMD-1R aka "80-mm RSZO "Grom"" [1993] MOD: RHS Specifications: Crew: 4. Passengers (+external): 3 (6). Top speed: 77 km/h. Reverse speed: 30 km/h. Engine type: Piston. Time to start up: 2 sec. None: It's possible to operate with only 2-3 man crew. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 10 km/h. Reverse speed on water: 10 km/h. Special features: Adjustable suspension. Armament: Main: 80mm “S8” MLRS. Secondary: 2x7.62 "PKT" machinegun. Standard Ammo: HEAT-FRAG (S-8 KOM): 12 Total: 12 7.62 commaner (in one belt): 1000 (250) 7.62 R-Hull (in one belt): 1000 (250) Smoke generator (rear side): 999 Crew seats: Driver Turn out Smokegen (C) Night Vision (N) Rise/Low Suspension (Scroll Menu) Gunner S8 Optical rangefinder for 2.7m high targets Night Vision (NUM+/NUM-) Note: Launching 2 rockets simultaneously Commander Turn out PKT machinegun Character NVG gear slot Right Hull Gunner Turn out PKT machinegun Character NVG gear slot Note: This vehicle was designed as "MLRS for paratroopers". Only 3 prototypes were made just as proof of concept. Concept was not proven. BMD-2 [1985] MOD: RHS Specifications: Crew: 4. Passengers (+external): 3 (6). Top speed: 77 km/h. Reverse speed: 30 km/h. Engine type: Piston. Time to start up: 2 sec. None: It's possible to operate with only 2-3 man crew. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 10 km/h. Reverse speed on water: 10 km/h. Special features: Adjustable suspension. Armament: Main: 30mm “2A42” autocannon. Secondary: 2x7.62 "PKT" machinegun, "9P135" ATGM. Standard Ammo: APDS (3UBR8): 250 HEI-T (3OUR6): 250 Total: 500 ATGM (9M113): 3 7.62 coax (in one belt): 2000 (250) 7.62 R-Hull (in one belt): 1000 (250) Smoke generator (rear side): 999 Crew seats: Driver Turn out Smokegen (C) Night Vision (N) Rise/Low Suspension (Scroll Menu) Gunner Turn out 2A42 9P135 (Scroll menu) PKT coax machinegun Manual zeroing (PgUp/PgDown) Optical rangefinder for 2.7m high targets Nightforce reticle (N) Night Vision, AA-scope (NUM+/NUM-) Note: Gunner is exposed, when using ATGM Commander Turn out Viewport 100˚ arc; forward from 310˚ to 50˚ Night Vision (N) Right Hull Gunner Turn out PKT machinegun Character NVG gear slot BMD-2M [2000] MOD: RHS Specifications: Crew: 4. Passengers (+external): 3 (6). Top speed: 77 km/h. Reverse speed: 30 km/h. Engine type: Piston. Time to start up: 2 sec. None: It's possible to operate with only 2-3 man crew. ERA: No. FCS: Bakhcha-U (similar to Sosna-U). Amphibious capability: Yes. Float. Top speed on water: 10 km/h. Reverse speed on water: 10 km/h. Special features: Adjustable suspension, TTS. Armament: Main: 30mm “2A42” autocannon. Secondary: 2x7.62 "PKT" machinegun, "9K133" ATGM. Standard Ammo: APDS (3UBR8): 250 HEI-T (3OUR6): 250 Total: 500 ATGM (9M113): 2 7.62 coax (in one belt): 2000 (250) 7.62 R-Hull (in one belt): 1000 (250) Smoke generator (rear side): 999 Crew seats: Driver Turn out Smokegen (C) Night Vision (N) Rise/Low Suspension (Scroll Menu) Gunner Turn out 2A42 9K133 PKT coax machinegun FCS (T) Optical rangefinder for 2.7m high targets BW-Thermal Vision (N) Zoom, TTS (NUM+/NUM-) Commander Turn out Viewport 100˚ arc; forward from 310˚ to 50˚ Night Vision (N) Right Hull Gunner Turn out PKT machinegun Character NVG gear slot BMD-4 [2004] MOD: RHS Specifications: Crew: 4. Passengers (+external): 3 (0). Top speed: 65 km/h. Reverse speed: 16 km/h. Engine type: Piston. Time to start up: 2 sec. None: It's possible to operate with only 3 man crew. ERA: No. FCS: Bakhcha-U (similar to Sosna-U). Amphibious capability: Yes. Float. Top speed on water: 10 km/h. Reverse speed on water: 9 km/h. Special features: Adjustable suspension, TTS. Armament: Main: 100mm "2A70" cannon, 30mm “2A72” autocannon. Secondary: 2x7.62 "PKT" machinegun. Standard Ammo: 100mm HE-FRAG (3UOF191): 22 100mm ATGM (9M117M): 8 Total: 30 30mm APFSDS (3UBR11): 160 30mm HE-T (3UOF8): 340 Total: 500 7.62 coax (in one belt): 2000 (250) 7.62 R-Hull (in one belt): 1000 (250) Smokescreen (902A): 6 Smoke generator (back right side): 999 Crew seats: Driver Turn out Smokegen (C) Night Vision (N) Rise/Low Suspension (Scroll Menu) Gunner Turn out 2A70 2A72 PKT coax machinegun Smokescreen (C) FCS (T) BW-Thermal Vision (N) Zoom, TTS (NUM+/NUM-) Commander Turn out Rangefinder (T) BW-Thermal Vision (N) Zoom (NUM+/NUM-) Right Hull Gunner PKT machinegun Character NVG gear slot BMD-4M [2008] MOD: RHS Specifications: Crew: 5. Passengers (+external): 2 (0). Top speed: 65 km/h. Reverse speed: 16 km/h. Engine type: Piston. Time to start up: 2 sec. None: It's possible to operate with only 3 man crew. ERA: No. FCS: Bakhcha-U (similar to Sosna-U). Amphibious capability: Yes. Float. Top speed on water: 9 km/h. Reverse speed on water: 8 km/h. Special features: Adjustable suspension, TTS. Armament: Main: 100mm "2A70" cannon, 30mm “2A72” autocannon. Secondary: 3x7.62 "PKT" machinegun. Standard Ammo: 100mm HE-FRAG (3UOF191): 22 100mm ATGM (9M117M1): 8 Total: 30 30mm APFSDS (3UBR11): 160 30mm HE-T (3UOF8): 340 Total: 500 7.62 coax (in one belt): 2000 (250) 7.62 R-Hull (in one belt): 1000 (250) 7.62 L-Hull (in one belt): 1000 (250) Smokescreen (902A): 6 Smoke generator (back right side): 999 Crew seats: Driver Turn out Smokegen (C) Night Vision (N) Rise/Low Suspension (Scroll Menu) Gunner Turn out 2A70 2A72 PKT coax machinegun Smokescreen (C) FCS (T) BW-Thermal Vision (N) Zoom, TTS (NUM+/NUM-) Commander Turn out Rangefinder (T) BW-Thermal Vision (N) Zoom (NUM+/NUM-) Right Hull Gunner PKT machinegun Character NVG gear slot Left Hull Gunner PKT machinegun Character NVG gear slot BMD-4M (A) [2008] MOD: RHS Specifications: Crew: 5. Passengers (+external): 2 (0). Top speed: 65 km/h. Reverse speed: 16 km/h. Engine type: Piston. Time to start up: 2 sec. None: It's possible to operate with only 3 man crew. ERA: Yes. FCS: Bakhcha-U (similar to Sosna-U). Amphibious capability: Yes. Float. Top speed on water: 9 km/h. Reverse speed on water: 8 km/h. Special features: Adjustable suspension, TTS. Armament: Main: 100mm "2A70" cannon, 30mm “2A72” autocannon. Secondary: 3x7.62 "PKT" machinegun. Standard Ammo: 100mm HE-FRAG (3UOF191): 22 100mm ATGM (9M117M1): 8 Total: 30 30mm APFSDS (3UBR11): 160 30mm HE-T (3UOF8): 340 Total: 500 7.62 coax (in one belt): 2000 (250) 7.62 R-Hull (in one belt): 1000 (250) 7.62 L-Hull (in one belt): 1000 (250) Smokescreen (902A): 6 Smoke generator (back right side): 999 Crew seats: Driver Turn out Smokegen (C) Night Vision (N) Rise/Low Suspension (Scroll Menu) Gunner Turn out 2A70 2A72 PKT coax machinegun Smokescreen (C) FCS (T) BW-Thermal Vision (N) Zoom, TTS (NUM+/NUM-) Commander Turn out Rangefinder (T) BW-Thermal Vision (N) Zoom (NUM+/NUM-) Right Hull Gunner PKT machinegun Character NVG gear slot Left Hull Gunner PKT machinegun Character NVG gear slot
  20. BLUFOR IFV Guide

    BLUFOR IFV Guide By @Cyico & @Vericht for FK community. ARMA3 version: 1.74.142559, RHS version: 0.4.3.1 All rights reserved to their respected owners. PDF version: Soon™ This guide is devoted to the review of the BLUFOR Infantry Fighting Vehicles that we have on the server at the moment of the creation of this post. Almost all IFVs have year of production, mentioned in [square brackets]. Unlike other guides there is not a lot of vehicles, so it'll be just one post. M2A2ODS aka "Bradley" [1991] MOD: RHS Specifications: Crew: 3. Passengers: 6. Top speed: 67 km/h. Reverse speed: 34 km/h. Engine type: Piston. Time to start up: 3 sec. ERA: No. FCS: Unknown. Amphibious capability: No. Special features: Freedom, Passenger interior. Armament: Main: 25mm “M242” autocannon. Secondary: 7.62 "M240" machinegun, "BGM-71 TOW" Launcher. Standard Ammo: APFSDS-T (M919, in one belt): 420 (70) HEI-T (M792, in one belt): 1380 (240) Total: 1800 BGM-71E (TOW-2A, in one load): 6 (2) BGM-71A (TOW-1, in one load): 4 (2) BGM-71H (Bunker Buster, in one load): 2 (2) Total: 12 7.62 coax (in one belt): 2200 (1100) Smokescreen(in one load): 2 (2) Crew seats: Driver Turn out Night Vision (N) Note: Driver have internal view. Press Right Mouse Button to switch between view modes. Gunner Turn out M242 M240 coax machinegun BGM-71 Launcher FCS (Tab) Optical rangefinder for 2.7m high targets OWB-Thermal Vision (N) Zoom (NUM+/NUM-) Note: It take 1 minute 45 seconds to reload BGM-71 Launcher. Shoot wisely. Commander Turn out Smokescreen (C) Rangefinder (Tab) Night Vision, BW-Thermal Vision (N) Zoom (NUM+/NUM-) M2A2ODS (BUSK I) aka "Bradley" [2012] MOD: RHS Specifications: Crew: 3. Passengers: 6. Top speed: 67 km/h. Reverse speed: 34 km/h. Engine type: Piston. Time to start up: 3 sec. ERA: Yes. FCS: Unknown. Amphibious capability: No. Special features: Freedom, Passenger interior. Armament: Main: 25mm “M242” autocannon. Secondary: 7.62 "M240" machinegun, "BGM-71 TOW" Launcher. Standard Ammo: APFSDS-T (M919, in one belt): 420 (70) HEI-T (M792, in one belt): 1380 (240) Total: 1800 BGM-71E (TOW-2A, in one load): 6 (2) BGM-71A (TOW-1, in one load): 4 (2) BGM-71H (Bunker Buster, in one load): 2 (2) Total: 12 7.62 coax (in one belt): 2200 (1100) Smokescreen(in one load): 2 (2) Crew seats: Driver Turn out Night Vision (N) Note: Driver have internal view. Press Right Mouse Button to switch between view modes. Gunner Turn out M242 M240 coax machinegun BGM-71 Launcher FCS (Tab) Optical rangefinder for 2.7m high targets OWB-Thermal Vision (N) Zoom (NUM+/NUM-) Note: It take 1 minute 45 seconds to reload BGM-71 Launcher. Shoot wisely. Commander Turn out Smokescreen (C) Rangefinder (Tab) Night Vision, BW-Thermal Vision (N) Zoom (NUM+/NUM-) M6A2 aka "M6 Linebacker" [1991] MOD: RHS Specifications: Crew: 3. Passengers: 6. Top speed: 67 km/h. Reverse speed: 34 km/h. Engine type: Piston. Time to start up: 3 sec. ERA: No. FCS: Unknown. Amphibious capability: No. Special features: Freedom, Passenger interior. Armament: Main: 25mm “M242” autocannon. Secondary: 7.62 "M240" machinegun, "FIM-92F Stinger" Launcher. Standard Ammo: APFSDS-T (M919, in one belt): 280 (70) HEI-T (M792, in one belt): 920 (240) Total: 1200 FIM-92F (Stinger, in one load): 12 (4) Total: 12 7.62 coax (in one belt): 2200 (1100) Smokescreen(in one load): 2 (2) Crew seats: Driver Turn out Night Vision (N) Note: Driver have internal view. Press Right Mouse Button to switch between view modes. Gunner Turn out M242 M240 coax machinegun FIM-92F Launcher (T) FCS (Tab) Optical rangefinder for 2.7m high targets OWB-Thermal Vision (N) Zoom (NUM+/NUM-) Note 1: Press "T" to lock Stinger on target. It will not lose lock-on until you out of rockets in rack or until you lose line of sight. Note 2: It take 6 seconds to reload FIM-92F Launcher. Commander Turn out Smokescreen (C) Rangefinder (Tab) Night Vision, BW-Thermal Vision (N) Zoom (NUM+/NUM-) Note: This is converted M2A2ODS for AA-defence during Operation Desert Storm. In 2006 all M6 were converted back to M2A2. M2A3 aka "Bradley" [2000] MOD: RHS Specifications: Crew: 3. Passengers: 6. Top speed: 67 km/h. Reverse speed: 34 km/h. Engine type: Piston. Time to start up: 3 sec. ERA: No. FCS: Unknown. Amphibious capability: No. Special features: Freedom, Passenger interior. Armament: Main: 25mm “M242” autocannon. Secondary: 7.62 "M240" machinegun, "BGM-71 TOW" Launcher. Standard Ammo: APFSDS-T (M919, in one belt): 420 (70) HEI-T (M792, in one belt): 1380 (240) Total: 1800 BGM-71E (TOW-2A, in one load): 6 (2) BGM-71H (Bunker Buster, in one load): 2 (2) Total: 8 7.62 coax (in one belt): 2200 (1100) Smokescreen(in one load): 2 (2) Crew seats: Driver Turn out Night Vision (N) Note: Driver have internal view. Press Right Mouse Button to switch between view modes. Gunner Turn out M242 M240 coax machinegun BGM-71 Launcher FCS (Tab) BW-Thermal Vision (N) Zoom (NUM+/NUM-) Note: It take 1 minute 35 seconds to reload BGM-71 Launcher. Shoot wisely. Commander Turn out Smokescreen (C) Rangefinder (Tab) BW-Thermal Vision (N) Zoom (NUM+/NUM-) Note: Commander optics have really good angles of operation. M2A3 (BUSK I) aka "Bradley" [2000] MOD: RHS Specifications: Crew: 3. Passengers: 6. Top speed: 67 km/h. Reverse speed: 34 km/h. Engine type: Piston. Time to start up: 3 sec. ERA: Yes. FCS: Unknown. Amphibious capability: No. Special features: Freedom, DUKE, Passenger interior. Note: DUKE system not available in current version. Armament: Main: 25mm “M242” autocannon. Secondary: 7.62 "M240" machinegun, "BGM-71 TOW" Launcher. Standard Ammo: APFSDS-T (M919, in one belt): 420 (70) HEI-T (M792, in one belt): 1380 (240) Total: 1800 BGM-71E (TOW-2A, in one load): 6 (2) BGM-71H (Bunker Buster, in one load): 2 (2) Total: 8 7.62 coax (in one belt): 2200 (1100) Smokescreen(in one load): 2 (2) Crew seats: Driver Turn out Night Vision (N) Note: Driver have internal view. Press Right Mouse Button to switch between view modes. Gunner Turn out M242 M240 coax machinegun BGM-71 Launcher FCS (Tab) BW-Thermal Vision (N) Zoom (NUM+/NUM-) Note: It take 1 minute 35 seconds to reload BGM-71 Launcher. Shoot wisely. Commander Turn out Smokescreen (C) Rangefinder (Tab) BW-Thermal Vision (N) Zoom (NUM+/NUM-) Note: Commander optics have really good angles of operation. M2A3 (BUSK III) aka "Bradley" [2000] MOD: RHS Specifications: Crew: 3. Passengers: 6. Top speed: 67 km/h. Reverse speed: 34 km/h. Engine type: Piston. Time to start up: 3 sec. ERA: Yes. Fuckton of ERA. FCS: Unknown. Amphibious capability: No. Special features: Freedom, DUKE, Passenger interior. Note: DUKE system not available in current version. Armament: Main: 25mm “M242” autocannon. Secondary: 7.62 "M240" machinegun, "BGM-71 TOW" Launcher. Standard Ammo: APFSDS-T (M919, in one belt): 420 (70) HEI-T (M792, in one belt): 1380 (240) Total: 1800 BGM-71E (TOW-2A, in one load): 6 (2) BGM-71H (Bunker Buster, in one load): 2 (2) Total: 8 7.62 coax (in one belt): 2200 (1100) Smokescreen(in one load): 2 (2) Crew seats: Driver Turn out Night Vision (N) Note: Driver have internal view. Press Right Mouse Button to switch between view modes. Gunner Turn out M242 M240 coax machinegun BGM-71 Launcher FCS (Tab) BW-Thermal Vision (N) Zoom (NUM+/NUM-) Note: It take 1 minute 35 seconds to reload BGM-71 Launcher. Shoot wisely. Commander Turn out Smokescreen (C) Rangefinder (Tab) BW-Thermal Vision (N) Zoom (NUM+/NUM-) Note: Commander optics have really good angles of operation. FV510 Warrior aka "FV-720 Mora" [1988] Specifications: Crew: 3. Passengers: 7. Top speed: 67 km/h. Reverse speed: 34 km/h. Engine type: Piston. Time to start up: 0 sec. ERA: No. FCS: Magic. Amphibious capability: No. Special features: No. Armament: Main: 30mm “L21A1 RARDEN” autocannon. Secondary: 7.62 "L94A1" machinegun. Standard Ammo: APFSDS-T: 60 ABM: 140 Total: 200 7.62 coax (in one belt): 2000 (1000) Smokescreen: 2 Crew seats: Driver Turn out Night Vision (N) Gunner Turn out L21A1 RARDEN L94A1 coax machinegun FCS (Tab) Night Vision, GWB-Thermal Vision (N) Zoom (NUM+/NUM-) Commander Turn out Smokescreen (C) Rangefinder (Tab) Night Vision, BW-Thermal Vision (N) Zoom (NUM+/NUM-) Pandur II aka "AFV-4 Gorgon" [N/A] Specifications: Crew: 3. Passengers: 8. Top speed: 100 km/h. Reverse speed: 13 km/h. Engine type: Piston. Time to start up: 0 sec. ERA: No. FCS: Magic. Amphibious capability: Yes. Float. Top speed on water: 11 km/h. Reverse speed on water: 5 km/h. Special features: No. Armament: Main: 30mm “Mk44 Bushmaster II” autocannon. Secondary: 7.62 "MAG 58M" machinegun, "MiniSpike" ATGM . Standard Ammo: APFSDS-T: 60 MP-T: 140 Total: 200 ATGM (MiniSpike): 2 7.62 coax (in one belt): 2000 (2000) Smokescreen: 2 Crew seats: Driver Turn out Night Vision (N) Gunner Mk44 Bushmaster II MAG 58M coax machinegun MiniSpike FCS (Tab) Night Vision, BW-Thermal Vision (N) Zoom (NUM+/NUM-) Commander Turn out Smokescreen (C) Rangefinder (Tab) Night Vision, BW-Thermal Vision (N) Zoom (NUM+/NUM-) Badger IFV aka "AMV-7 Marshall" [N/A] Specifications: Crew: 3. Passengers: 8. Top speed: 75 km/h. Reverse speed: 52 km/h. Engine type: Piston. Time to start up: 0 sec. ERA: No. FCS: Magic. Amphibious capability: Yes. Float. Top speed on water: 11 km/h. Reverse speed on water: 6 km/h. Special features: No. Armament: Main: 40mm “Mk44 Bushmaster II” autocannon. Secondary: 7.62 "MAG 58M" machinegun. Standard Ammo: APFSDS-T: 40 MP-T: 60 Total: 100 7.62 coax (in one belt): 2000 (2000) Smokescreen: 2 Crew seats: Driver Turn out Night Vision (N) Gunner Mk44 Bushmaster II MAG 58M coax machinegun FCS (Tab) Night Vision, GWB-Thermal Vision (N) Zoom (NUM+/NUM-) Commander Turn out Smokescreen (C) Rangefinder (Tab) Night Vision, GWB-Thermal Vision (N) Zoom (NUM+/NUM-)
  21. OPFOR APC Guides

    OPFOR APC Guide By @Cyico & @Vericht for FK community. ARMA3 version: 1.74.142559, RHS version: 0.4.3 All rights reserved to their respected owners. PDF version: Soon™ This guide is devoted to the review of the OPFOR Armored Personnel Carriers and some other odd vehicles without cool abbreviation that we have on the server at the moment of the creation of this post. Almost all vehicles have year of production, mentioned in [square brackets] or in the name of vehicle variant itself in (round brackets). Guide features: 1. APCs. 2. Reconnaissance and other vehicles. Because of the amount of vehicles guide divided on two posts with hyperlinks to them. I also strongly recommend to read the RHS: AFRF Tanks Fire Systems Guide by Vericht. The guide will be updated as updates for mods/changes in the repository are released. 1. APCs. BTR-60PB [1966] MOD: RHS Specifications: Crew: 3. Passengers (+external): 7 (8). Top speed: 85 km/h. Reverse speed: 12 km/h. Engine type: Piston. Time to start up: 2 sec. None: It's possible to operate with only 2 man crew. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 8 km/h. Reverse speed on water: 9 km/h. Special features: Full interior, Active Tire Pressure. Armament: Main: 14.5mm “KPVT” machinegun. Secondary: 7.62 "PKT" machinegun. Standard Ammo: 14.5mm main (in one belt): 500 (50) 7.62mm coax (in one belt): 1500 (250) Crew seats: Driver Open/Close Shield (Scroll menu) Character NVG gear slot Note: Open shield do not obstruct view through viewport. However windshield is not aligned with character view and driver basically can't see through it at all. Press Right Mouse Button to switch between view modes. Gunner KPVT PKT coax machinegun Nightforce reticle (NUM+/NUM-) Note: Commander spotlight obstructing 12˚ of view on the right side from 009˚ to 021˚. Commander Turn out Open/Close Shield (Scroll menu) Optical rangefinder for 2.7m high targets with 70˚ arc; forward from 325˚ to 35˚ Wide view, Night Vision (NUM+/NUM-) BTR-70 [1972] MOD: RHS Specifications: Crew: 3. Passengers (+external): 7 (8). Top speed: 76 km/h. Reverse speed: 13 km/h. Engine type: Piston. Time to start up: 2 sec. None: It's possible to operate with only 2 man crew. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 9 km/h. Reverse speed on water: 10 km/h. Special features: Full interior, Active Tire Pressure. Armament: Main: 14.5mm “KPVT” machinegun. Secondary: 7.62 "PKT" machinegun. Standard Ammo: 14.5mm main (in one belt): 500 (50) 7.62mm coax (in one belt): 2000 (250) Crew seats: Driver Open/Close Shield (Scroll menu) Character NVG gear slot Note: Open shield obstructing view through viewport. Press Right Mouse Button to switch between view modes. Gunner KPVT PKT coax machinegun Nightforce reticle (NUM+/NUM-) Note: Commander spotlight obstructing 12˚ of view on the right side from 009˚ to 021˚. Commander Turn out Open/Close Shield (Scroll menu) Optical rangefinder for 2.7m high targets with 72˚ arc; forward from 324˚ to 36˚ Night Vision (N) BTR-80 [1984] MOD: RHS Specifications: Crew: 3. Passengers (+external): 7 (9). Top speed: 87 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. None: It's possible to operate with only 2 man crew. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 11 km/h. Reverse speed on water: 11 km/h. Special features: Full interior, Active Tire Pressure. Armament: Main: 14.5mm “KPVT” machinegun. Secondary: 7.62 "PKT" machinegun. Standard Ammo: 14.5mm main (in one belt): 500 (50) 7.62mm coax (in one belt): 1500 (250) Smokescreen (902A): 6 Crew seats: Driver Open/Close Shield (Scroll menu) Character NVG gear slot Note: Open shield obstructing view through viewport. Press Right Mouse Button to switch between view modes. Gunner KPVT PKT coax machinegun Manual ranging (PgUp/PgDown) Smokescreen (C) Zoom, Night Vision (NUM+/NUM-) Commander Turn out Open/Close Shield (Scroll menu) Optical rangefinder for 2.7m high targets with 72˚ arc; forward from 324˚ to 36˚ Night Vision (N) BTR-80A [1994] MOD: RHS Specifications: Crew: 3. Passengers (+external): 7 (9). Top speed: 87 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. None: It's possible to operate with only 2 man crew. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 11 km/h. Reverse speed on water: 11 km/h. Special features: Full interior, Active Tire Pressure. Armament: Main: 30mm “2A72” autocannon. Secondary: 7.62 "PKT" machinegun. Standard Ammo: 30mm APFSDS (3UBR11): 160 30mm HE-T (3UOF8): 340 Total: 500 7.62mm coax (in one belt): 2000 (250) Smokescreen (902A): 6 Crew seats: Driver Open/Close Shield (Scroll menu) Character NVG gear slot Note: Open shield obstructing view through viewport. Press Right Mouse Button to switch between view modes. Gunner 2A72 PKT coax machinegun Manual ranging (PgUp/PgDown) Smokescreen (C) Night Vision (NUM+/NUM-) Commander Turn out Open/Close Shield (Scroll menu) Optical rangefinder for 2.7m high targets with 72˚ arc; forward from 324˚ to 36˚ Night Vision (N) Otokar ARMA aka "MSE-3 Marid" [N/A] Specifications: Crew: 3. Passengers (+external): 8 (0). Top speed: 95 km/h. Reverse speed: 13 km/h. Engine type: Piston. Time to start up: 0 sec. ERA: No. FCS: Magic. Amphibious capability: Yes. Float. Top speed on water: 11 km/h. Reverse speed on water: 6 km/h. Special features: No. Armament: Main: 12.7mm "M2" machinegun Secondary: 40mm "Mk 19" grenade-machinegun. Standard Ammo: 12.7mm (in one belt): 500 (500) 40mm HE (in one belt): 96 (96) Smokescreen: 2 Crew seats: Driver Turn Out Night Vision (N) Gunner M2 Mk 19 FCS (Tab) Night Vision, BW-Thermal Vision (N) Zoom (NUM+/NUM-) Commander Turn out Rangefinder (Tab) Night Vision, OWB-Thermal Vision (N) Zoom (NUM+/NUM-) 2. Reconnaissance and other vehicles. BRDM-2 [1963] MOD: RHS Specifications: Crew: 3. Passengers (+external): 2 (6). Top speed: 66 km/h. Reverse speed: 35 km/h. Engine type: Piston. Time to start up: 2 sec. None: It's possible to operate with only 2 man crew. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 9 km/h. Reverse speed on water: 6 km/h. Special features: Full interior, Active Tire Pressure. Armament: Main: 14.5mm “KPVT” machinegun. Secondary: 7.62 "PKT" machinegun. Standard Ammo: 14.5mm main (in one belt): 500 (50) 7.62mm coax (in one belt): 1500 (250) Crew seats: Driver Horn Open/Close Shield (Scroll menu) Character NVG gear slot Note: Open shield obstructing view through viewport. Press Right Mouse Button to switch between view modes. Gunner KPVT PKT coax machinegun Nightforce reticle (NUM+/NUM-) Commander Open/Close Shield (Scroll menu) Optical rangefinder for 2.7m high targets with 150˚ arc; forward from 285˚ to 75˚ Note: BRDM stands for "Boyevaya Razvedyvatelnaya Dozornaya Mashina" literally "Combat Reconnaissance/Patrol Vehicle" BRDM-2UM (Armed) [1964] MOD: RHS Specifications: Crew: 2. Passengers (+external): 2 (6). Top speed: 66 km/h. Reverse speed: 35 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 9 km/h. Reverse speed on water: 6 km/h. Special features: Full interior, Active Tire Pressure. Armament: Main: 7.62mm "PKT" machinegun. Standard Ammo: 7.62mm main (in one belt): 2000 (250) Crew seats: Driver Horn Open/Close Shield (Scroll menu) Character NVG gear slot Note: THERE IS NO VIEWPORT AT ALL! Gunner Turn out, PKT coax machinegun Open/Close Shield (Scroll menu) Note: BRDM stands for "Boyevaya Razvedyvatelnaya Dozornaya Mashina" literally "Combat Reconnaissance/Patrol Vehicle" BRDM-2UM [1964] MOD: RHS Specifications: Crew: 2. Passengers (+external): 2 (6). Top speed: 66 km/h. Reverse speed: 35 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 9 km/h. Reverse speed on water: 6 km/h. Special features: Full interior, Active Tire Pressure. Crew seats: Driver Horn Open/Close Shield (Scroll menu) Character NVG gear slot Commander Turn out Open/Close Shield (Scroll menu) Optical rangefinder for 2.7m high targets with 150˚ arc; forward from 285˚ to 75˚ Note: BRDM stands for "Boyevaya Razvedyvatelnaya Dozornaya Mashina" literally "Combat Reconnaissance/Patrol Vehicle" BRDM-2 (9P148) [1974] MOD: RHS Specifications: Crew: 2. Passengers (+external): 0 (5). Top speed: 66 km/h. Reverse speed: 35 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 9 km/h. Reverse speed on water: 6 km/h. Special features: Full interior, Active Tire Pressure. Armament: Main: 135mm "9M111" launcher. Standard Ammo: ATGM (9M113, in one load): 15 (5) Crew seats: Driver Horn Open/Close Shield (Scroll menu) Character NVG gear slot Note: Open shield obstructing view through viewport. Press Right Mouse Button to switch between view modes. Gunner 9M111 Open/Close Shield (Scroll menu) Note: It take 32 seconds to reload 9M111 Launcher. Shoot wisely. GAZ-66 (ZU-23-2) [1964] MOD: RHS Specifications: Crew: 3. Passengers (+external): 1 (1). Top speed: 91 km/h. Reverse speed: 13 km/h. Engine type: Piston. Time to start up: 2 sec. None: It's possible to operate with only 2 man crew. ERA: No. FCS: No. Amphibious capability: No. Special features: No. Armament: Main: 2x23mm "2A14" autocannon. Standard Ammo: HE-T (in one belt): 900 (100) Crew seats: Driver Horn Wipers (Scroll menu) Character NVG gear slot Note: Due to some bug with light levels view from the cabin uncomfortably overbrightened. Gunner 2A14 AA-Scope Character NVG gear slot Note: Cabin obstructing 56˚ of view at front from 332˚ to 028˚. Commander Character NVG gear slot URAL-4320 (ZU-23-2) [1978] MOD: RHS Specifications: Crew: 3. Passengers (+external): 2 (2). Top speed: 80 km/h. Reverse speed: 16 km/h. Engine type: Piston. Time to start up: 2 sec. None: It's possible to operate with only 2 man crew. ERA: No. FCS: No. Amphibious capability: No. Special features: Active Tire Pressure. Armament: Main: 2x23mm "2A14" autocannon. Standard Ammo: HE-T (in one belt): 900 (100) Crew seats: Driver Horn Character NVG gear slot Gunner 2A14 AA-Scope Character NVG gear slot Note: Cabin obstructing 72˚ of view at front from 324˚ to 036˚. Commander Character NVG gear slot BM-21 [1960] MOD: RHS Specifications: Crew: 2. Passengers (+external): 1 (0). Top speed: 80 km/h. Reverse speed: 16 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: No. Amphibious capability: No. Special features: Artillery computer, Active Tire Pressure. Armament: Main: 122mm "9K51" MLRS. Standard Ammo: HE "Grad": 40 Crew seats: Driver Horn Character NVG gear slot Gunner 9K51 Artillery computer (Scroll menu) Character NVG gear slot Note 1: This MRLS is phenomenally inaccurate - up to 1.5km spread on max distance!. It's impossible to perform precise strikes with this machine. Use Salvo mode or launch in bursts of 5-7 rockets. And preferably from more than one vehicle simultaneously. Note 1: BM-21 MLRS on Ural-4320 platform (that we have in game) were established only in [1980]. 9P129-1M aka "Tochka-U" [1975] Note: There is 3 vehicles ("9M79-1-F", "9M79-1-K" and "9M79B") with the same appearance but different ammo. MOD: RHS Specifications: Crew: 2. Passengers (+external): 1 (0). Top speed: 63 km/h. Reverse speed: 16 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 8 km/h. Reverse speed on water: 8 km/h. Special features: Full interior, The Control Panel, Active Tire Pressure. Armament: Main: 650mm "9K79-1" Tactical Missile Launcher. Standard Ammo for 9M79-1-F vehicle variant: HE (9M79F): 1 Note: Killzone radius about 75m. Standard Ammo for 9M79-1-K vehicle variant: Cluster-HE (9M79K): 1 Note: Killzone radius about 200m. Standard Ammo for 9M79B vehicle variant: Nuke (9M79B): 1 Note: Killzone radius about 600m. Crew seats: Driver Horn Character NVG gear slot Gunner 9K51; firing sector 60˚ front, from 330˚ to 30˚. Control Panel (Scroll menu) Character NVG gear slot PTS-M [1965] MOD: RHS Specifications: Crew: 1. Passengers (+external): 1 (0). Top speed: 42 km/h. Reverse speed: 9 km/h. Engine type: Piston. Time to start up: 2 sec. Note: Have tendency to slightly steer to the left or to the right after maneuver. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 10 km/h. Reverse speed on water: 10 km/h. Special features: Full interior. Crew seats: Driver Open/Close Cargo Ramp (Scroll menu) Character NVG gear slot Note 1: PTS-M stands for "Plavayushchij Transportyer Sryednyj - Modernezirovannij" or literally "Medium Amphibious Transport Vehicle - Modified". Note 2: This vehicle is what you need, when you want to cross river, but all your combat vehicles are not amphibious. Can carry up to 10 ton of shit - 3-4 UAZs (can fit only two, tho) or 2 GAZ-66 (can fit only one), or 1 URAL-4320, or 1 GAZ-233 "Tiger" (because it's fucking heavy - 5.3ton). Surprisingly not very glitchy when have vehicles on a cargo ramp, still better to be careful.
  22. BLUFOR APC Guide

    BLUFOR APC Guide By @Cyico & @Vericht for FK community. ARMA3 version: 1.74.142559, RHS version: 0.4.3, 3CB BAF Vehicles version: 6.0.0 All rights reserved to their respected owners. PDF version: Soon™ This guide is devoted to the review of the BLUFOR Armored Personnel Carriers and some other odd vehicles without cool abbreviation that we have on the server at the moment of the creation of this post. Almost all vehicles have year of production, mentioned in [square brackets]. Guide features: 1. APCs and APC-ish MRAPs. 2. Reconnaissance and other vehicles. Because of the amount of vehicles guide divided on two posts with hyperlinks to them. The guide will be updated as updates for mods/changes in the repository are released. 1. APCs and APC-ish MRAPs. M113A3 (Unarmed) [1987] MOD: RHS Specifications: Crew: 2. Passengers (+external): 9 (0). Top speed: 71 km/h. Reverse speed: 37 km/h. Engine type: Piston. Time to start up: 2 sec. Note 1: It's possible to operate with only 1 man crew. Note 2: 2 passengers can turn out from special hatches on top of the vehicle to shoot and observe. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 7 km/h. Reverse speed on water: 7 km/h. Special features: Full interior. Crew seats: Driver Turn Out Night Vision (N) Note: By default driver have interior view. Press Right Mouse Button to switch between view modes. Commander Character NVG gear slot Note: Commander constantly exposed when sitting on Commander seat. At least he can use personal weapon and binoculars... M113A3 (MEV) [1987] MOD: RHS Specifications: Crew: 2. Passengers (+external): 3 (0). Top speed: 71 km/h. Reverse speed: 37 km/h. Engine type: Piston. Time to start up: 2 sec. Note 1: It's possible to operate with only 1 man crew. Note 2: 2 passengers can turn out from special hatches on top of the vehicle to shoot and observe. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 7 km/h. Reverse speed on water: 7 km/h. Special features: Full interior, assigned as Medical Vehicle by default. Crew seats: Driver Turn Out Night Vision (N) Note: By default driver have interior view. Press Right Mouse Button to switch between view modes. Commander Character NVG gear slot Note: Commander constantly exposed when sitting on Commander seat. At least he can use personal weapon and binoculars... M113A3 (Ammo) [1987] MOD: RHS Specifications: Crew: 2. Passengers (+external): 9 (0). Top speed: 71 km/h. Reverse speed: 37 km/h. Engine type: Piston. Time to start up: 2 sec. Note: 2 passengers can turn out from special hatches on top of the vehicle to shoot and observe. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 7 km/h. Reverse speed on water: 7 km/h. Special features: Full interior, By default can Rearm other vehicles. Armament: Main: 12.7mm “M2” machinegun. Standard Ammo: 12.7mm main (in one belt): 1800 (100) Smokescreen (in one load): 24 (8) Note: Smokescreen pop 8 rounds simultaneously in one burst; so you actually have only 3 "shots" with 70 seconds of reload time. Crew seats: Driver Turn Out Night Vision (N) Note: By default driver have interior view. Press Right Mouse Button to switch between view modes. Commander M2 Smokescreen (C) Character NVG gear slot Note: Commander constantly exposed when sitting on Commander seat. M113A3 (M2) [1987] MOD: RHS Specifications: Crew: 2. Passengers (+external): 9 (0). Top speed: 71 km/h. Reverse speed: 37 km/h. Engine type: Piston. Time to start up: 2 sec. Note: 2 passengers can turn out from special hatches on top of the vehicle to shoot and observe. ERA: No. FCS: No. Amphibious capability: Yes. Float. Top speed on water: 7 km/h. Reverse speed on water: 7 km/h. Special features: Full interior. Armament: Main: 12.7mm “M2” machinegun. Standard Ammo: 12.7mm main (in one belt): 1800 (100) Smokescreen (in one load): 24 (8) Note: Smokescreen pop 8 rounds simultaneously in one burst; so you actually have only 3 "shots" with 70 seconds of reload time. Crew seats: Driver Turn Out Night Vision (N) Note: By default driver have interior view. Press Right Mouse Button to switch between view modes. Commander Shielded M2 Smokescreen (C) Character NVG gear slot Note: Commander constantly exposed when sitting on Commander seat. At least he has a protective shield around him... M113A3 (M240) [1987] MOD: RHS Specifications: Crew: 2. Passengers (+external): 9 (0). Top speed: 71 km/h. Reverse speed: 37 km/h. Engine type: Piston. Time to start up: 2 sec. Note: 2 passengers can turn out from special hatches on top of the vehicle to shoot and observe. ERA: No. FCS: Yes (?). Amphibious capability: Yes. Float. Top speed on water: 7 km/h. Reverse speed on water: 7 km/h. Special features: Full interior. Armament: Main: 7.62mm “M240” machinegun. Standard Ammo: 7.62mm main (in one belt): 2200 (200) Smokescreen (in one load): 24 (8) Note: Smokescreen pop 8 rounds simultaneously in one burst; so you actually have only 3 "shots" with 70 seconds of reload time. Crew seats: Driver Turn Out Night Vision (N) Note: By default driver have interior view. Press Right Mouse Button to switch between view modes. Commander M240 FCS (Tab) Smokescreen (C) Character NVG gear slot Note: Commander constantly exposed when sitting on Commander seat. M113A3 (Mk19) [1987] MOD: RHS Specifications: Crew: 2. Passengers (+external): 9 (0). Top speed: 71 km/h. Reverse speed: 37 km/h. Engine type: Piston. Time to start up: 2 sec. Note: 2 passengers can turn out from special hatches on top of the vehicle to shoot and observe. ERA: No. FCS: Yes. Amphibious capability: Yes. Float. Top speed on water: 7 km/h. Reverse speed on water: 7 km/h. Special features: Full interior. Armament: Main: 40mm “Mk19” grenade-machinegun. Standard Ammo: 40mm HE main (in one belt): 432 (48) Smokescreen (in one load): 24 (8) Note: Smokescreen pop 8 rounds simultaneously in one burst; so you actually have only 3 "shots" with 70 seconds of reload time. Crew seats: Driver Turn Out Night Vision (N) Note: By default driver have interior view. Press Right Mouse Button to switch between view modes. Commander Mk19 FCS (Tab) Smokescreen (C) Character NVG gear slot Note: Commander constantly exposed when sitting on Commander seat. Namer aka "IFV-6c Panther" [2008] Specifications: Crew: 3. Passengers (+external): 8 (0). Top speed: 60 km/h. Reverse speed: 32 km/h. Engine type: Piston. Time to start up: 0 sec. ERA: No. FCS: Yes. Amphibious capability: No. Special features: Passenger interior. Note: This vehicle is based on Merkava IV tank and have almost the same amount of protection. Armament: Main: 12.7mm “M2” machinegun. Secondary: 40mm “Mk 19” grenage-machinegun. Standard Ammo: 12.7mm main (in one belt): 500 (500) 40mm HE (in one belt): 96 (96) Smokescreen: 2 Crew seats: Driver Night Vision (N) Zoom (Num+/Num-) Gunner M2 Mk 19 FCS (Tab) Night Vision, BW-Thermal Vision (N) Zoom (Num+/Num-) Commander Turn Out Rangefinder(Tab) Smokescreen (C) Night Vision, GWB-Thermal Vision (N) Zoom (Num+/Num-) M1232 [2007] MOD: RHS Specifications: Crew: 1. Passengers (+external): 9 (0). Top speed: 108 km/h. Reverse speed: 15 km/h. Engine type: Piston. Time to start up: 2 sec. Note: 4 passengers can turn out from special hatches on top of the vehicle to shoot and observe. ERA: No. FCS: No. Amphibious capability: No. Special features: MRAP, Full interior, DUKE. Crew seats: Driver Horn DUKE (C) Character NVG gear slot M1232 (M2) [2007] MOD: RHS Specifications: Crew: 2. Passengers (+external): 9 (0). Top speed: 108 km/h. Reverse speed: 15 km/h. Engine type: Piston. Time to start up: 2 sec. Note: 4 passengers can turn out from special hatches on top of the vehicle to shoot and observe. ERA: No. FCS: No. Amphibious capability: No. Special features: MRAP, Full interior, DUKE. Armament: Main: 12.7mm “M2” machinegun. Standard Ammo: 12.7mm main (in one belt): 400 (100) Crew seats: Driver Horn DUKE (C) Character NVG gear slot Note: Driver can't switch seats without getting out from the vehicle. Gunner Turn Out, Shielded M2 Character NVG gear slot Note 1: By default Gunner turned out and ready to use M2. Turning In just provides some additional protection and access to other seats. Note 2: You can access gunner seat from passenger seat. Also, you can access driver seat and passenger seat from gunner seat when gunner turned in. M1232 (Mk 19) [2007] MOD: RHS Specifications: Crew: 2. Passengers (+external): 9 (0). Top speed: 108 km/h. Reverse speed: 15 km/h. Engine type: Piston. Time to start up: 2 sec. Note: 4 passengers can turn out from special hatches on top of the vehicle to shoot and observe. ERA: No. FCS: No. Amphibious capability: No. Special features: MRAP, Full interior, DUKE. Armament: Main: 40mm “Mk. 19” grenade-machinegun. Standard Ammo: 40mm HE (M348, in one belt): 192 (48) 40mm Carnister (M1001, in one belt): 48 (48) 40mm HEDP (M430I, in one belt): 96 (48) Total: 336 Crew seats: Driver Horn DUKE (C) Character NVG gear slot Note: Driver can't switch seats without getting out from the vehicle. Gunner Turn Out, Shielded Mk. 19 Manual zeroing (PgUp/PgDown) Character NVG gear slot Note 1: By default Gunner turned out and ready to use Mk19. Turning In just provides some additional protection and access to other seats. Note 2: You can access gunner seat from passenger seat. Also, you can access driver seat and passenger seat from gunner seat when gunner turned in. M1237 (M2) [2008] MOD: RHS Specifications: Crew: 2. Passengers (+external): 9 (0). Top speed: 108 km/h. Reverse speed: 15 km/h. Engine type: Piston. Time to start up: 2 sec. Note: 4 passengers can turn out from special hatches on top of the vehicle to shoot and observe. ERA: No. Spaced armor instead. FCS: No. Amphibious capability: No. Special features: MRAP, Full interior, DUKE, "Rhino" Anti-IED Device. Armament: Main: 12.7mm “M2” machinegun. Standard Ammo: 12.7mm main (in one belt): 400 (100) Crew seats: Driver Horn Rhino (Scroll menu) DUKE (C) Character NVG gear slot Note: Driver can't switch seats without getting out from the vehicle. Gunner Turn Out, Shielded M2 Character NVG gear slot Note 1: By default Gunner turned out and ready to use M2. Turning In just provides some additional protection and access to other seats. Note 2: You can access gunner seat from passenger seat. Also, you can access driver seat and passenger seat from gunner seat when gunner turned in. M1237 (Mk 19) [2008] MOD: RHS Specifications: Crew: 2. Passengers (+external): 9 (0). Top speed: 108 km/h. Reverse speed: 15 km/h. Engine type: Piston. Time to start up: 2 sec. Note: 4 passengers can turn out from special hatches on top of the vehicle to shoot and observe. ERA: No. Spaced armor instead. FCS: No. Amphibious capability: No. Special features: MRAP, Full interior, DUKE, "Rhino" Anti-IED Device. Armament: Main: 40mm “Mk. 19” grenade-machinegun. Standard Ammo: 40mm HE (M348, in one belt): 192 (48) 40mm Carnister (M1001, in one belt): 48 (48) 40mm HEDP (M430I, in one belt): 96 (48) Total: 336 Crew seats: Driver Horn Rhino (Scroll menu) DUKE (C) Character NVG gear slot Note: Driver can't switch seats without getting out from the vehicle. Gunner Turn Out, Shielded Mk. 19 Manual zeroing (PgUp/PgDown) Character NVG gear slot Note 1: By default Gunner turned out and ready to use Mk19. Turning In just provides some additional protection and access to other seats. Note 2: You can access gunner seat from passenger seat. Also, you can access driver seat and passenger seat from gunner seat when gunner turned in. RG-33 [2007] MOD: RHS Specifications: Crew: 1. Passengers (+external): 7 (0). Top speed: 123 km/h. Reverse speed: 35 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: No. Amphibious capability: No. Special features: MRAP, Full interior. Note: Interior is ugly as hell, ugh. Crew seats: Driver Horn Character NVG gear slot RG-33 (M2) [2007] MOD: RHS Specifications: Crew: 2. Passengers (+external): 7 (0). Top speed: 123 km/h. Reverse speed: 35 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: No. Amphibious capability: No. Special features: MRAP, Full interior. Note: Interior is ugly as hell, ugh. Armament: Main: 12.7mm “M2” machinegun. Standard Ammo: 12.7mm main (in one belt): 800 (100) Crew seats: Driver Horn Character NVG gear slot Gunner Turn Out, Shielded M2 Character NVG gear slot Note 1: By default Gunner turned out and ready to use M2. Turning In just provides some additional protection and access to other seats. Note: According to devnotes, both RG-33 variants will be removed from RHS in the future updates. Note: Technically RG-33 is not an APC but IMV - Infantry Mobility Vehicle, and fill basically same role as HMMWV's. I've put them in this list as APC because their "Brother" - M1232/1237 aka "RG-33 6x6" - in this list and also because RG-33 still carry sort of kinda a lot of people and sort of armored a lot. M1220 aka "BAE Caiman" [2007] MOD: RHS Specifications: Crew: 1. Passengers (+external): 9 (0). Top speed: 108 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: No. Amphibious capability: No. Special features: MRAP, Full interior, DUKE. Crew seats: Driver Horn DUKE (C) Character NVG gear slot M1220 (M2 CROWS) [2013] MOD: RHS Specifications: Crew: 2. Passengers (+external): 9 (0). Top speed: 108 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: Yes. Amphibious capability: No. Special features: MRAP, Full interior, DUKE. Armament: Main: 12.7mm “M2” machinegun. Standard Ammo: 12.7mm main (in one belt): 400 (400) Crew seats: Driver Horn DUKE (C) Character NVG gear slot Note: Driver can't switch seats without getting out from the vehicle. Gunner M2 FCS (Tab) BW-Themal View, Zoom (Num+/Num-) Character NVG gear slot Note 1: CROWS is remotely controlled turret, so Gunner is safely sitting inside the vehicle. Note 2: Gunner have internal view. Press Right Mouse Button to switch between view modes. M1220 (M2) [2007] MOD: RHS Specifications: Crew: 2. Passengers (+external): 9 (0). Top speed: 108 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: No. Amphibious capability: No. Special features: MRAP, Full interior, DUKE. Armament: Main: 12.7mm “M2” machinegun. Standard Ammo: 12.7mm main (in one belt): 400 (100) Crew seats: Driver Horn Rhino (Scroll menu) DUKE (C) Character NVG gear slot Note: Driver can't switch seats without getting out from the vehicle. Gunner Turn Out, Shielded M2 Character NVG gear slot Note 1: By default Gunner turned out and ready to use M2. Turning In just provides some additional protection and access to other seats. Note 2: You can access gunner seat from passenger seat. Also, you can access driver seat and passenger seat from gunner seat when gunner turned in. M1220 (Mk 19) [2007] MOD: RHS Specifications: Crew: 2. Passengers (+external): 9 (0). Top speed: 108 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: No. Amphibious capability: No. Special features: MRAP, Full interior, DUKE. Armament: Main: 40mm “Mk. 19” grenade-machinegun. Standard Ammo: 40mm HE (M348, in one belt): 192 (48) 40mm Carnister (M1001, in one belt): 48 (48) 40mm HEDP (M430I, in one belt): 96 (48) Total: 336 Crew seats: Driver Horn DUKE (C) Character NVG gear slot Note: Driver can't switch seats without getting out from the vehicle. Gunner Turn Out, Shielded Mk. 19 Manual zeroing (PgUp/PgDown) Character NVG gear slot Note 1: By default Gunner turned out and ready to use Mk19. Turning In just provides some additional protection and access to other seats. Note 2: You can access gunner seat from passenger seat. Also, you can access driver seat and passenger seat from gunner seat when gunner turned in. M1230 (M2) [2008] MOD: RHS Specifications: Crew: 2. Passengers (+external): 9 (0). Top speed: 108 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: Yes + spaced armor. FCS: No. Amphibious capability: No. Special features: MRAP, Full interior, DUKE, "Rhino" Anti-IED Device. Armament: Main: 12.7mm “M2” machinegun. Standard Ammo: 12.7mm main (in one belt): 400 (100) Crew seats: Driver Horn Rhino (Scroll menu) DUKE (C) Character NVG gear slot Note: Driver can't switch seats without getting out from the vehicle. Gunner Turn Out, Shielded M2 Character NVG gear slot Note 1: By default Gunner turned out and ready to use M2. Turning In just provides some additional protection and access to other seats. Note 2: You can access gunner seat from passenger seat. Also, you can access driver seat and passenger seat from gunner seat when gunner turned in. M1230 (Mk 19) [2008] MOD: RHS Specifications: Crew: 2. Passengers (+external): 9 (0). Top speed: 108 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: Yes + spaced armor. FCS: No. Amphibious capability: No. Special features: MRAP, Full interior, DUKE, "Rhino" Anti-IED Device. Armament: Main: 40mm “Mk. 19” grenade-machinegun. Standard Ammo: 40mm HE (M348, in one belt): 192 (48) 40mm Carnister (M1001, in one belt): 48 (48) 40mm HEDP (M430I, in one belt): 96 (48) Total: 336 Crew seats: Driver Horn Rhino (Scroll menu) DUKE (C) Character NVG gear slot Note: Driver can't switch seats without getting out from the vehicle. Gunner Turn Out, Shielded Mk. 19 Manual zeroing (PgUp/PgDown) Character NVG gear slot Note 1: By default Gunner turned out and ready to use Mk19. Turning In just provides some additional protection and access to other seats. Note 2: You can access gunner seat from passenger seat. Also, you can access driver seat and passenger seat from gunner seat when gunner turned in. M1230A1 (MEDEVAC) [2008] MOD: RHS Specifications: Crew: 1. Passengers (+external): 5 (0). Top speed: 108 km/h. Reverse speed: 14 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: Yes + spaced armor. FCS: No. Amphibious capability: No. Special features: MRAP, Full interior, DUKE, assigned as Medical Vehicle by default. Crew seats: Driver Horn DUKE (C) Character NVG gear slot 2. Reconnaissance and other vehicles. M1117 ASV [1999] MOD: RHS Specifications: Crew: 3. Passengers (+external): 4 (0). Top speed: 102 km/h. Reverse speed: 15 km/h. Engine type: Piston. Time to start up: 2 sec. Note 1: It's possible to operate with only 2 man crew. ERA: No. FCS: No. Amphibious capability: No. Special features: MRAP, Full interior, DUKE. Armament: Main: 12.7mm “M2” machinegun. Secondary: 40mm “Mk. 19” grenade-machinegun. Standard Ammo: 12.7mm main (in one belt): 800 (200) 12.7mm Red Tracers main (in one belt): 200 (200) Total: 1000 40mm HE (M348, in one belt): 384 (96) 40mm Carnister (M1001, in one belt): 96 (96) 40mm HEDP (M430I, in one belt): 192 (96) Total: 672 Smokescreen: 2 Crew seats: Driver Horn Open/Close roof hatch (Scroll menu) Character NVG gear slot Note: By default driver have interior view. Press Right Mouse Button to switch to periscope view. Gunner Turn Out M2 Mk. 19 Smokescreen (C) GWB-Thermal Vision (N) Wide view, Zoom (Nim+/Num-) Note 1: By default gunner have interior view. Press Right Mouse Button to switch to scope mode view. Note 2: Gunner's default scope mode is Wide View. Press Num+ Button to switch to actual scope and gain access to Thermal View. Commander Turn Out Gunner Camera. DUKE (C) GWB-Thermal Vision for gunner camera (N) Character NVG gear slot Note: By default commander have interior view. Press Right Mouse Button to switch to Gunner Camera view. Jackal 2 HMG [2010] MOD: BAF Specifications: Crew: 3. Passengers (+external): 3 (0). Top speed: 127 km/h. Reverse speed: 21 km/h. Engine type: Piston. Time to start up: 2 sec. Note: 2 passengers can shoot from inside of the vehicle. ERA: No. FCS: No. Amphibious capability: No. Special features: Big bag of Earl Gray, Dismount-on-selected-Side System, Ammo-in-the-Inventory System. Armament: Main: 12.7mm “L111A1” machinegun. Secondary: 7.62mm “L7A2” machinegun. Standard Ammo: 12.7mm main (in one belt): 1000 (100) 7.62mm commander (in one belt): 2000 (200) Smokescreen (in one load): 4 (2) Crew seats: Driver Horn Character NVG gear slot Gunner L111A1 with 6x optical scope Character NVG gear slot Commander L7A2 Smokescreen (C) Character NVG gear slot Jackal 2 GMG [2010] MOD: BAF Specifications: Crew: 3. Passengers (+external): 3 (0). Top speed: 127 km/h. Reverse speed: 21 km/h. Engine type: Piston. Time to start up: 2 sec. Note: 2 passengers can shoot from inside of the vehicle. ERA: No. FCS: No. Amphibious capability: No. Special features: Big bag of Earl Gray, Dismount-on-selected-Side System, Ammo-in-the-Inventory System. Armament: Main: 40mm “L134A1” grenade-machinegun. Secondary: 7.62mm “L7A2” machinegun. Standard Ammo: 40mm HEDP main (in one belt): 320 (32) 7.62mm commander (in one belt): 2000 (200) Smokescreen (in one load): 4 (2) Crew seats: Driver Horn Character NVG gear slot Gunner L134A1 with 4x optical scope Character NVG gear slot Commander L7A2 Smokescreen (C) Character NVG gear slot Coyote P HMG [2011] MOD: BAF Specifications: Crew: 3. Passengers (+external): 8 (0). Top speed: 127 km/h. Reverse speed: 21 km/h. Engine type: Piston. Time to start up: 2 sec. Note: 8 passengers can shoot from inside of the vehicle. ERA: No. FCS: No. Amphibious capability: No. Special features: Big bag of Earl Gray, Dismount-on-selected-Side System, Ammo-in-the-Inventory System. Armament: Main: 12.7mm “L111A1” machinegun. Secondary: 7.62mm “L7A2” machinegun. Standard Ammo: 12.7mm main (in one belt): 1000 (100) 7.62mm commander (in one belt): 2000 (200) Smokescreen (in one load): 4 (2) Crew seats: Driver Horn Character NVG gear slot Gunner L111A1 with 6x optical scope Character NVG gear slot Commander L7A2 Smokescreen (C) Character NVG gear slot Coyote P GMG [2011] MOD: BAF Specifications: Crew: 3. Passengers (+external): 8 (0). Top speed: 127 km/h. Reverse speed: 21 km/h. Engine type: Piston. Time to start up: 2 sec. Note: 8 passengers can shoot from inside of the vehicle. ERA: No. FCS: No. Amphibious capability: No. Special features: Big bag of Earl Gray, Dismount-on-selected-Side System, Ammo-in-the-Inventory System. Armament: Main: 40mm “L134A1” grenade-machinegun. Secondary: 7.62mm “L7A2” machinegun. Standard Ammo: 40mm HEDP main (in one belt): 320 (32) 7.62mm commander (in one belt): 2000 (200) Smokescreen (in one load): 4 (2) Crew seats: Driver Horn Character NVG gear slot Gunner L134A1 with 4x optical scope Character NVG gear slot Commander L7A2 Smokescreen (C) Character NVG gear slot Coyote L HMG [2011] MOD: BAF Specifications: Crew: 3. Passengers (+external): 3 (0). Top speed: 127 km/h. Reverse speed: 21 km/h. Engine type: Piston. Time to start up: 2 sec. Note: 2 passengers can shoot from inside of the vehicle. ERA: No. FCS: No. Amphibious capability: No. Special features: Big bag of Earl Gray, Dismount-on-selected-Side System, Ammo-in-the-Inventory System, by default can Rearm and Refuel other vehicles. Note: Rearming works 100% automatically in the small radius around Vehicle. Armament: Main: 12.7mm “L111A1” machinegun. Secondary: 7.62mm “L7A2” machinegun. Standard Ammo: 12.7mm main (in one belt): 1000 (100) 7.62mm commander (in one belt): 2000 (200) Smokescreen (in one load): 4 (2) Crew seats: Driver Horn Character NVG gear slot Gunner L111A1 with 6x optical scope Character NVG gear slot Commander L7A2 Smokescreen (C) Character NVG gear slot Coyote L GMG [2011] MOD: BAF Specifications: Crew: 3. Passengers (+external): 3 (0). Top speed: 127 km/h. Reverse speed: 21 km/h. Engine type: Piston. Time to start up: 2 sec. Note: 2 passengers can shoot from inside of the vehicle. ERA: No. FCS: No. Amphibious capability: No. Special features: Big bag of Earl Gray, Dismount-on-selected-Side System, Ammo-in-the-Inventory System, by default can Rearm and Refuel other vehicles. Note: Rearming works 100% automatically in the small radius around Vehicle. Armament: Main: 40mm “L134A1” grenade-machinegun. Secondary: 7.62mm “L7A2” machinegun. Standard Ammo: 40mm HEDP main (in one belt): 320 (32) 7.62mm commander (in one belt): 2000 (200) Smokescreen (in one load): 4 (2) Crew seats: Driver Horn Character NVG gear slot Gunner L134A1 with 4x optical scope Character NVG gear slot Commander L7A2 Smokescreen (C) Character NVG gear slot Land Rover WMIK HMG [2011] MOD: BAF Specifications: Crew: 3. Passengers (+external): 1 (0). Top speed: 161 km/h. Reverse speed: 47 km/h. Engine type: Piston. Time to start up: 2 sec. Note: "Gunner stand" can be folded and it'll remove gunner seat place, untill "Gunner stand" is unfoleded back. ERA: No. FCS: No. Amphibious capability: No. Special features: Big bag of Earl Gray, Camo net, Ammo-in-the-Inventory System. Note: Camo net can be applied form outside via Scroll Menu. Armament: Main: 12.7mm “L111A1” machinegun. Secondary: 7.62mm “L7A2” machinegun. Standard Ammo: 12.7mm main (in one belt): 800 (100) 7.62mm commander (in one belt): 1400 (200) Crew seats: Driver Horn Character NVG gear slot Gunner L111A1 with 6x optical scope Character NVG gear slot Commander L7A2 Character NVG gear slot Land Rover WMIK GMG [1987] MOD: BAF Specifications: Crew: 3. Passengers (+external): 1 (0). Top speed: 161 km/h. Reverse speed: 47 km/h. Engine type: Piston. Time to start up: 2 sec. Note: "Gunner stand" can be folded and it'll remove gunner seat place, untill "Gunner stand" is unfoleded back. ERA: No. FCS: No. Amphibious capability: No. Special features: Big bag of Earl Gray, Camo net, Ammo-in-the-Inventory System. Note: Camo net can be applied form outside via Scroll Menu. Armament: Main: 40mm “L134A1” grenade-machinegun. Secondary: 7.62mm “L7A2” machinegun. Standard Ammo: 40mm HEDP main (in one belt): 224 (32) 7.62mm commander (in one belt): 1400 (200) Crew seats: Driver Horn Character NVG gear slot Gunner L134A1 with 4x optical scope Character NVG gear slot Commander L7A2 Character NVG gear slot Land Rover WMIK Milan [1987] MOD: BAF Specifications: Crew: 3. Passengers (+external): 1 (0). Top speed: 161 km/h. Reverse speed: 47 km/h. Engine type: Piston. Time to start up: 2 sec. ERA: No. FCS: No. Amphibious capability: No. Special features: Big bag of Earl Gray, Camo net, Ammo-in-the-Inventory System. Note: Camo net can be applied form outside via Scroll Menu. Armament: Main: 103mm “MILAN” ATGM launcher. Secondary: 7.62mm “L7A2” machinegun. Standard Ammo: 103mm HEAT ATGM (in one load): 5 (1) 7.62mm commander (in one belt): 1400 (200) Crew seats: Driver Horn Character NVG gear slot Gunner MILAN Character NVG gear slot Commander L7A2 Character NVG gear slot Nemmera aka "CRV-6e Bobcat" [N/A] Specifications: Crew: 3. Passengers (+external): 0 (0). Top speed: 60 km/h. Reverse speed: 32 km/h. Engine type: Piston. Time to start up: 0 sec. ERA: No. FCS: Yes. Amphibious capability: No. Special features: By default can Rearm and Refuel other vehicles. Note: This vehicle is based on Merkava IV tank and have almost the same amount of protection. Armament: Main: 6.5mm “RCWS LMG 6.5mm” machinegun. Standard Ammo: 6.6mm main (in one belt): 4000 (2000) Smokescreen: 2 Crew seats: Driver Night Vision (N) Zoom (Num+/Num-) Gunner RCWS LMG 6.5mm FCS (Tab) Night Vision, BW-Thermal Vision (N) Zoom (Num+/Num-) Commander Turn Out Rangefinder(Tab) Smokescreen (C) Night Vision, GWB-Thermal Vision (N) Zoom (Num+/Num-)
  23. First and foremost: Thanks to the hivemind for helping with this! Remember the first time someone screamed "BRDM! It's a BRDM!", at you and you had no damn clue how you were supposed to react to this? Or what to look for? The list of abbreviations is damn long (and this one by no means complete! If you see something missing, suggest it in the comments please! Missing an abbreviation but you're not sure what it means? Add it, too! Chances are somebody will fill it in) and I'm 100% convinced that nobody knows every single one of them. This list - click here for the entire one in alphabetical order - may prove itself helpful for some of the FNGs in the future. Running away tactically retreating from something makes more sense when you know what the hell you're running from. This list will be separated into 3 subsections, namely: Weapons, Vehicles and General Terminology. NOTE: This part only focuses on weapons. You can find Vehicles here and General Terminology here Weapons: A: AA – Anti-Air Artillery (AAA or Triple A) AK – Everything Kalashnikov (Including the Izhmash versions) AK5 - Automatic Carbine 5 (AutomatKarbin 5) swedish standard rifle AP – Anti-Personnel OR Armour-Piercing APFSDS – Armour Piercing Fin Stabilised Discarding SABOT AR – Assault Rifle AT – Anti-Tank ATG – Anti-Tank Gun AUG – Universal Army Rifle (Armee Universal Gewehr) C: Cal - Caliber D: DMR – Designated Marksman Rifle DMS - Designated Marksman Scope DShKM - Heavy (infantry) machine gun, this is the russian turret that every single one of us has seen in the games. Russia’s equivalent of 50’cal but meaner E: EMR – Enhanced Marksman Rifle (Rarely if ever used) EPR - Enhanced Performance Round ESR – Enhanced Sniper Rifle (never heard being used) F: Frags – Fragmentation grenades (take the bottom one) G: GL - Grenade Launcher H: HAT - Heavy Anti-Tank. Think TOW, Javelin or MILAN systems HBAR – Heavy Barrel Automatic Rifle HE - High-Explosive HEAT – High-Explosive Anti-Tank HEDP - High Explosive Dual Purpose (HEAT with claymore around it) HP - High Powered (or high penetrating) HMG – Heavy Machine Gun I: IR – Infra-Red IR-DIM - Infra Red Dim, a type of tracer round that is only visible to people wearing NVGs, and will not start to illuminate until after having flown ~100+ yards. (To not give gunner position away) L: LMG – Light Machine Gun LAT - Light anti tank launcher M: Mag – Magazine MAT - Medium anti tank launcher MMG – Medium Machine Gun - An autorifle with 7.62 caliber MPAT - Multi-Purpose Anti Tank R: RCO – Rifle Combat Optics RPG – Rocket Propelled Grenade S: SFW – Special Forces Weapon, also safe for work, which is probably the context we’ve used this in if ever SOST - A special type of tungsten headed round. It’ll ‘detonate’ after a moment, scattering shrapnel within a persons body U: UGL - Weapon with bottom mounted grenade launcher Z: ZU - Anti Aircraft Static Emplacement. Can be mounted to a URAL to make it Mobile, Dual Barrel 23mm Fuck Up Your Day with Explosive shells. ZSU – Anti-Aircraft self propelled mount (Zenitnaya Samokhodnaya Ustanovka), 23mm 4-barrel anti-air tank. Often wrongly used for static AA emplacements.
  24. MEDEVAC/CSAR Basics

    We have trialled Medevacs in the past, with differing amounts of success; so I am proposing these Medevac SOPs to balance gameplay, roleplay & fun. MEDICAL ROLES WITHIN THE PLATOON Squads - All infantry squads will keep their embedded medic. This medic will no take PAK or Blood Bags. They will operate as Battlefield Triage Personnel. VALKYRIE/ANGEL FLIGHT - A Combat Search And Rescue Blackhawk crewed by 1 pilot, 2 CSAR Medics and 1 Rifleman. Idea being that Batt. Triage Personnel will assess injuries on the field, decide how necessary a Medevac is, and if needed instruct the SL to request (or possibly request themselves) a CSAR Bird to attend the scene. Now, for that to work effectively the troops on the ground will need to learn & adhere to some simple Medvac contact SOPs - which I have modified from the US Army 9-lines. MEDEVAC COMMS STANDARD OPERATING PROCEDURE LINE 1 : CALL SIGN - Your Unit call sign; who you are calling. LINE 2 : LOCATION - Clearly mark & transmit your location on the map. LINE 3 : PATIENT PRECEDENCE - How urgent is your request? CAT 1 Urgent [immediate risk of death/combat ineffective personnel - unconscious & unable to move] CAT 2 Priority [combat ineffective personnel - broken limbs but conscious & able to move] CAT 3 Routine [minor wounds & resupply of medical equipment] CAT 4 At Your Convenience [body collection] LINE 4 : NUMBER OF PATIENTS - How many lives are at risk? LINE 5 : LZ SECURITY - How secure is the area you're in? GREEN - Safe [no hostile presence] BLUE - Secured [sporadic, inaccurate hostile fire - no definitive risk] YELLOW - In Contact [hostiles present in area, LZ deemed secure] - more as a warning to expect fire while flying in/out RED - Heavy Contact [multiple hostiles present, squad under sustained & accurate fire] - should ONLY be used when the CSAR is critically needed. LINE 6 : LZ MARKING - What smoke/lights have you used to mark the LZ?
  25. It's a Bird, It's a Plane, no its an Unmanned Aerial Vehicle. Welcome to the UAV guide fellas. UAVs are lovely little things with a whole secret world that not many people know about. Soon I may leave so I'd like to share my knowledge which is how to utilise the power of robots to destroy the baddies. There are multiple variants of Unmanned Vehicles which are the: Ground Vehicles or UGVs (UGV Stomper(BLUFOR), UGV Saif (OPFOR). Rotary-Wing (MQ-12 Falcon(BLUFOR),AR-2 Darter(BLUFOR,INDEPENDENT), Tayran AR-2(OPFOR). Fixed-Wing (YABHON-R3 (BLUFOR, INDEPENDENT, OPFOR), UCAV Sentinel, Burraq UCAV(OPFOR), Pchela-1T(OPFOR). Sadly, in this guide I will not be covering the UGVs since they are slightly different to the UAV and will likely make a separate guide or maybe include it here later on. Fixed-Wing and Rotary-Wing Fixed Wing Drones could be considered the most useful and efficient killing machines but with the new update I can see the Falcons getting some of the action as well. This guide will hopefully help you understand them a bit more. ______________________________________________________________________ Step 1 - Gear Up Gearing for a drone operator is easy. Main item you need is a UAV Terminal under Terminals-> UAV Terminal, which matches your character's side. NATO is BLUFOR, CSAT is OPFOR and AAF is Independent. Depending on what types of drones Zeus allows, you may also take a rotary-wing quad-copter, which are found under Backpacks->UAV Bag. These drones are purely for scouting purposes and can identify and lase a target for another drone or a friendly asset. If you are using multiple drones, do tell Zeus to enable data receive on your drones so that they can send each other radar information. If you would like to change the loadout of your drone, there is a munitions guide in the Shooting section below. ______________________________________________________________________ Step 2 - Connect and Take-off You need to connect to the drone. As long as the drone matches your player's side and has not been placed empty by the Zeus you can use your UAV Terminal to connect to the drone. You can either open the UAV Terminal and click the box on the top right to select your drone or physically walk up to the drone and connect to it. Open your AV terminal, select your drone and take control of the driver on the top right. You will then have to use your plane controls that can be found under Options-> Plane Controls, to taxi and take off from a runway. For Rotary Wing, simply use the helicopter controls to take off and you are good to go. For Medium sized drones such as the YABHON-R3 the take off speed is around 90-100 km/h. ______________________________________________________________________ Step 3 - Automation After take-off put the drone to a reasonable flight path and use the scroll wheel option to Release Controls. If you enter the UAV Terminal again you will see that your UAV terminal is focused on the drone you were controlling. Here is the hidden bit. There is a whole set of controls for ordering the UV to do things for you. LMB - Set an invisible waypoint for UAV to go to. LeftShift+LMB - Set a visible waypoint for UAV to go to. LeftCtrl+LMB - Set an indirect waypoint for UAV to go to. RMB - Shows the options that can be changed for a way-point. Ctrl-T - Gunner camera lock-on There are 3 options which consist of: Type: Shows the types of actions the drone can make. Move - Just moves to where you set the waypoint Destroy - Destroys a target that has been laser designated Seek and Destroy - Will destroy multiple targets which have been laser designated. Hold - Tells AI to keep flying over the way-point. The way-point is not deleted after a pass. Sentry - Used for UVGs Guard - Used for UVGs Support - Goes over the way-point then goes in for a landing at the nearest airport. Not too useful. Cycle - Follows a number of way-points. Can be useful if Loiter does not meet the requirements. Loiter - Most useful of the action types. Tells the AI to fly in a circular motion around the way-point. Brings up a menu of different radii for the circular motion. The radius length depends on the type of UAV. Land - Is meant to land but is the worst thing in the world. Accidentally set it to land once and it will not follow orders until it has landed. The scroll-wheel option is much better. Behaviour: Sets the engagement rule for the gunner. Never Fire - Tells the AI gunner to never engage the enemy. This will be used the most since it won't get shot at in the first place. Hold Fire - Tells the AI gunner to never engage the enemy, unless fired upon. Use this if you won't take over the gunner of the drone. Hold Fire, Engage at Will - Will hold fire and engage when AI deems necessary. Use this if you won't take over the gunner of the drone. Open Fire - Will openly engage the enemy. You should never use this. Open Fire, Engage At will - Will actively try to engage anything it can spot. You should never use this either. Altitude: Will have the different altitude options you want your drone to stay at. At lower altitudes they are relative to the ground, not sea level. For fixed-wing, the most useful and efficient way of approaching an AO is to set a way-point around the centre of the AO, set it to loitering, select a radius of 500, 750 or more depending on the size of the AO and make sure you have set an altitude of over 1000 meters. Below 1000 meters the AI will actively engage your drone and put the drone in the danger zone. I usually set it to 2000 metres since it puts the drone at a safe altitude above the AO but if you prefer to be lower you can manually take control and set the height yourself. For rotary-wing a closer approach is better. You will usually use a set of ATGMs and AGMs depending on what you're fighting against. A set of DAGRs combined with 3x AGM-114K does the job most of the time. ______________________________________________________________________ Step 4 - Shooting Now, this is the fun bit. Keep in mind, you are a support role, not a 'nuke the whole map' machine. Your main duty as a UAV is to scout, the AGMs and GBUs are there in case the infantry need help. Through the AV terminal you can select your drone and select the gunner spot on the top right. You can zoom in and zoom out using the '-' and '+' keys. You can switch to different Vision Modes with the default keybinding 'N'. Your drones will have Night-vision and Thermal Imaging to help you find and identify your targets. Keep in mind, thermal imaging is often a very bad choice to spot vehicles for your teammates. A few of OPFOR armoured vehicles and many of BLUFOR armoured vehicles are designed to keep their external heat difficult to spot and will make minimal heat signatures on your camera. This effect is even more drastic if a vehicle is stationary since the engine will not be running and the vehicle will be invisible to your thermal imaging. General rule of thumb is check to check the AO for thermals for a brief few seconds and if nothing other than few infantry come up switch to normal or night-vision. Tell or mark enemies you find using the grid referencing on the bottom left and seek for permission to strike. If platoon gives permission, go through the checklist of engaging and sending away a nice package. When it comes to munitions you should use to kill your targets, I usually roll with either GBU-12s, 9K121 Vikhr's or a combination of both. GBUs: Step 1: While controlling the gunner, press default 'F' to switch between different ammunition. Since GBUs are laser locked bombs you need to switch to the laser designator press LMB to turn on the lasor which will be indicated with a red laser icon. Step 2: Aim the laser at your target and press Ctrl-T which will lock your camera to your target, whether it is a moving vehicle or a compound in middle of nowhere. Step 3: Once you are satisfied with where your camera is locked press 'T' to lock on to your laser. Make sure the line of sight with your target is clear and send away the GBU. Keep the laser on the target until the impact. If you did it right you should see a mini-nuke go off any infantry and destroying any vehicles in its radius. 9K121 Vikhr: 9K121 Vikhr AGMs are different from a GBU in a sense where you don't need a laser lock on on your target. The missile can lock on to a heat signature or can be free-fired where the rocket will follow the cross-hair of your gunner's camera without the need of a laser lock on. For moving vehicles it is sometimes better to use the free fire mode since it doesn't need the fire cone and allows you to lead the rocket to be able to get a hit if the target is moving too fast. List of different munitions the drones can use (NATO): GBU-12: Laser-guided bomb with maximum destruction AIM-9 Sidewinder: Short-range air-to-air missile with IR guidance. AIM-132 ASRAAM: Medium-range air-to-air missile with Radar Active Homing (RAM) guidance. Needs radar to be switched on to lock on to targets. 9K121 Vikhr: Infra-red and wire-guided AGM missile capable of precision strikes. Hydra-70: Dumb-fire missiles with 2 variants. DAGR: Infra-red and laser guided ATGM. Capable of penetrating heavy armour. Mk82: Dumb bomb. You click, it go. AGM-114K Hellfire: Laser-guided AGM Note: Only GBU-12 and Macer IIs can be mounted on the UCAV Sentinel. ______________________________________________________________________ Role of a Quad-copter: There have been a few discussions on the usefulness of the quad-copters that you can carry on your back so I'd like to point out a few advantages of quad-copters, some of them introduced by the Jets DLC. Jets DLC introduced new radar and sensor systems for all of the drones. With this addition, the quad-copters were introduced with a new Infra-red Search and Track (IRST). The IRST system allows detection of air (at 1.5km) and ground (at 1km) targets as long as the gunner of the drone is tracking the vehicle. It does not have the usual visual sensor or radar so it cannot spot any targets out of gunner's visual cone. The quad-copters also come in with a special built in motion/thermal sensor that is designed to track humans at a range of 500. They can spot the infantry and bring it up as radar information. Why is it useful? If you ask the Zeus to enable data link receive on your drones (I've found this feature is off most of the time) it allows your drones to send information to each other. They can feed valuable information to your other drones, which can detect and engage much more easier. If you didn't know, there is also great trick I used to use on multiplayer servers where you could attach explosives to the quad-copter. If there's something that needs blowing up, drones are pretty good at it. It gets shot as you get close to your target? No worries, the charges stay on its carcass so you can still get your revenge. Tip: To reset the gunner camera to its original position while controlling the driver press 'T'. ______________________________________________________________________ Final note: I know I've said this before but to drive my point home, most of the time you are RECON, not shoot everything with a GBU machine. You keep a close eye on the squads and give information to the nearby units of things they cannot see such as number of infantry and their location. You spot something big coming their way? Tell them and ask for permission to engage. If its a small motorised infantry like a technical and you drop a GBU on it, you can count that bomb wasted. WARNING: There are some bugs with UAVs such as the AI wanting to land by itself which happen rarely, but still take place. The fix for this is to let it land, turn off autonomous, disconnect, connect and turn autonomous back on again. There is also a problem when dying as a UAV operator since you lose your connection with your UAV and cannot connect to it. This can be fixed by looting the UAV terminal you had on your body, which is still connected to the UAV. The AI WILL SUICIDE if you land a fixed-wing UAV and release its controls while it has landed and has its engines on. Make sure to turn engines off before release controls after landing. If I missed something please do let me know. Thanks for Reading!
  26. VTOL Guide

    VTOL Guide - Contents: - Basics (Setting up controls) - Manual Engine Pitch Control and Taking-Off - Landing Procedure - ArmA 3 VTOLs Basics (Setting up controls): So, first thing first, you’ll need to set up your key bindings. The key bindings we will need to set are: Flaps Up; Flaps Down; Auto-Vectoring On; and Auto-Vectoring Off. All of these can be found in the ArmA 3 controls screen under “Plane Movement” (please ensure the buttons / axis for the other plane controls are set too, i.e. Pitch, Roll, Yaw, Throttle). Now, once you have set up these controls, head into the editor and spawn yourself a VTOL aircraft, preferably a vanilla ArmA 3 one (V-44 X Blackfish [NATO] or Y-32 Xi’an [CSAT]). Manual Engine Pitch Control and Taking-Off: Much like with the ArmA 3 Jets, you will notice that the throttle can be changed from 0% to 100% by using the Throttle Up and Throttle Down buttons or an analogue throttle controller (flight stick throttle controller). In addition, you will notice a symbol in the top left corner (next to the gear and engine symbols), which looks like one vertical arrow on top of another with a line in between, this is the Auto-Vectoring symbol, if it is white, it indicates Auto-Vectoring is ON. When this is turned OFF, the Flaps Up and Flaps Down buttons will now rotate the engines by 15 degrees (up or down), from 0 degrees to 90 degrees. This will allow the pilot (or co-pilot) much more control and options over how they fly their aircraft. So, if you wish to take-off vertically, turn off Auto-Vectoring and set your engines to 90 degrees, increase power to the engines and you will lift off. Once in-flight, use the Flap Up and Flap Down buttons to change the angle of the engines for horizontal or vertical flight, or anywhere in between. Or if you wish to do a rolling takeoff, set your engines to the lowest pitch possible and apply power to the engines, and once in the air you can set the engines horizontal (if they are not already horizontal from before take-off). However, when Auto-Vectoring is OFF, you cannot change the flaps, so you will need to activate Auto-Vectoring in order to change the angle of the flaps. Landing Procedure: So, if you’re coming in for a vertical landing, tilt the engines upright, and lower power until you start descending at a safe rate, whilst trying to limit the horizontal speed to what is appropriate for the landing zone, whilst maintaining awareness of your surroundings, similar to a helicopter landing. But, if you wish to land like a plane, you will need to set the engines to an appropriate angle, in the Y-32 Xi’an, you are able to land with the engines horizontal, whereas with the V-44 X Blackfish, the engines cannot be tilted lower than 75 degrees, else they will impact the ground. As with normal Fixed-Wing aircraft, the same procedures apply, ensure you have your flaps lowered, you are coming in at a safe glide slope and bearing, as well as at a safe speed, as not to stall the aircraft or land too fast. ArmA 3 VTOLs: Currently there are 5 VTOLs in Vanilla ArmA 3, the V-44 X Blackfish (Gunship / Infantry Transport / Vehicle Transport) and the Y-32 Xi’an (Infantry Transport / Vehicle Transport). V-44 X Blackfish: Gunship Variant: Armed with a 20mm Minigun (4000 rounds) and a 105mm Howitzer (100 HEAT-MP rounds), both controlled by the Left Gunner, and a 40mm cannon (160 APFSDS-T and 240 GPR-T rounds) which is operated by the Right Gunner. All 3 guns are situated on the aircraft’s left side, allowing both gunners to engage targets simultaneously. Infantry Transport: Unarmed variant, with 32 seats in the cargo hold, but unable to airlift vehicles. Vehicle Transport: Also an unarmed variant, however has an empty cargo hold as it is optimised for airlifting ground vehicles. Y-32 Xi’an: Both variants of the Y-32 are armed with a 30mm Autocannon (250 HE-T and 250 APDS-T rounds), along with four pylons (2 under each wing), capable of carrying any of the following: 1 x Scalpel ATGM, 3 x Scalpel ATGM, 20 x Tratnyr HE (unguided rockets), 20x Tratnyr AP (unguided rockets), 19 x Skyfire (unguided rockets), 1 x Sahr-3 AAM, 1 x Sharur ATGM, 1 x LOM-250G LGB, 1 x RBK-500F, also it has a turret operated laser designator in order to mark targets. Infantry Transport: Its cargo space contains 16 seats for passengers, however it is unable to airlift vehicles. Vehicle Transport: Its cargo space is empty as it is instead intended to airlift ground vehicles. Note: Info about sensors and what vehicles can be transported internally by the VTOLs will be added SoonTM, as well as details regarding countermeasures and vehicle specs (top speed, crew, service ceiling, etc.)
  27. BLUFOR Airplane Guide By: @Nova and some edits from @TheGamblersDice ARMA3 version: 1.74.142559, RHS version: 0.4.2.2, BW-Mod version: 1.5.1 All rights reserved to their respected owners. Template borrowed from Cyico, with permision This guide is devoted to the review of the BLUFOR Airplanes that we have on the server at the moment of the creation of this post. Almost all Airplanes have year of production, mentioned in [square brackets] If you want to know what each piece of ordnance does check here: A-10A (CAS) aka Warthog [1977] Mod: RHS Specifications: Crew: 1 Top Reached Speed: 810 km/h Engine Type: Twinjet Time to Start up: 0 sec Radar: Yes, Range: 4km Long Range: Yes Special Features: GPS, Front CAM (Really glitchy when engine is on), Missile CAM, Working dials, BRRRRRRRTTTTTTT Armament: GAU-8 Avenger Cannon, Gatling auto-cannon (20 round burst & full auto) AIM-9X Sidewinder (Air-to-Air missile) AGM-65 Maverick (Air-to-ground missile) LAU-61C/A missile launcher with Hydra 70 rockets (Air-to-ground, 1 and 2 rocket burst) GBU-12 Paveway II (Laser Guided bomb) Standard Ammo: 1170 30mm HEI (GAU-8) 2 AIM-9X 2 AGM-65 14 Hydra 70's in the LAU-61C/A 4 GBU-12 240 Flares (10 flare burst) Crew Seats: Pilot MASTERSAFE, safety for all previously listed weapons Lights Collision Lights Flaps up/down Flares (C) Temp Zoom (RMB) Camera (Crl + RMB by default) A-10A aka "Warthog" [1977] Mod: Firewill Specifications: Crew: 1 Top Reached Speed: 610 km/h Engine Type: Twinjet Time to Start up: 0 sec Radar: Yes, Range: 16km Long Range: Yes Special Features: Detailed cockpit, GPS, ECM Jammer, Ejection Seat option, Auto Landing, BRRRRRRTTTTTTT, Refueling, Front CAM, Missile CAM Armaments: GAU-8 Avenger Cannon, Gatling auto-cannon (90 round burst & 164 round burst) Rocket Launcher with Hydra 70 (Smoke and HE variants)/Zuni rockets (Air-to-ground, 1 and 2 rocket burst for Hydra, 1 rocket for Zuni) AGM-65D/H/K/L/G Maverick (Air-to-ground missiles) GBU-12/10 Paveway II (Laser Guided bombs) MK-82 GPB/Snakeye (Unguided Bomb) MK 84 GPB (Unguided Bomb) CBU-89 GATOR (Anti-tank/anti-personnel mine mix unguided dispenser) CBU-97 SFW (Self seeking anti-vehicle munition dispenser) CBU-87 CEM (General purpose unguided cluster dispenser) AIM-9M Sidewinder (Air-to-Air missile) SUU-25 (Flare Dispenser) Standard Ammo: MASTER ARM S/W -OFF (safety) 1174 30mm HEI (GAU-8) 14 Hydra 70's in the Rocket Launcher 2 AGM-65 4 GBU-12 2 AIM-9X 240 Flares (Single flare) Crew Seats: Pilot: Lights Collision Lights Flares (C) Temp Zoom (RMB) Flaps up/down Front camera (Crtl + RMB) A-10C aka "Warthog" [2011] Mod: Firewill Specifications: Crew: 1 Top Reached Speed: 594 km/h Engine Type: Twinjet Time to Start up: 0 sec Radar: Yes, Range: 16km Long Range: Yes Special Features: Detailed cockpit, GPS, ECM Jammer, Ejection Seat option, Auto Landing, BRRRRRRTTTTTTT, Refueling, Front CAM, Missile CAM, LITENING/Sniper XR targeting pods Armaments: GAU-8 Avenger Cannon, Gatling auto-cannon (90 round burst & 164 burst) Rocket Launcher with Hydra 70 (Smoke and HE variants)/Zuni rockets (Air-to-ground, 1 and 2 rocket burst for Hydra, 1 rocket for Zuni) APKWS rockets (laser guided Hydra 70 rockets) AGM-65D/H/K/L/G Maverick (Air-to-ground missiles - D/H/G/K all basically IIR, L is laser guided) GBU-31/32/38 JDAM (GPS/INS guided bombs) GBU-10/12 Paveway II (Laser Guided bombs) EGBU-12/GBU-54 (GPS/INS and Laser guided bombs) AIM-9X/M Sidewinder (Air-to-Air missile) CBU-103 WCMD (GPS/INS version of CBU-87) CBU-105 SFW WCMD (GPS/INS version of CBU-97 SFW) Laser Marker Standard Ammo: MASTER ARM S/W -OFF (safety) 1174 30mm HEI (GAU-8) 7 Hydra 70's in the Rocket Launcher 2 AGM-65 2 GBU-12 2 GBU-38 2 AIM-9X 240 Flares (Single flare/Burst) Crew Seats: Pilot: Lights Collision Lights Flares (C) Temp Zoom (RMB) Flaps up/down LITENING/Sniper XR (Crtl + RMB) F-15C/J Eagle [1976/1981, respectively] Mod: Firewill Specifications: Crew: 1 Top Reached Speed: 1491 km/h Engine Type: Afterburning turbofan Time to Start up: 1 sec Radar: Yes, Range: 30km Long Range: Yes Special Features: Jettison Fuel Tank, Radar on/off, Detailed Cockpit, Ejection Seat option, Auto Landing, Refueling, Front CAM, Missile CAM, AN/ALQ-135 Jammer on/off Armament: M61A2 Vulcan AIM-9X/M Sidewinder and AAM-3/5 (Air-to-Air short range missiles) AIM-120C AMRAAM and AAM-4 (Active radar homing mid range AA missiles) AIM-7 Sparrow (Semi active radar homing mid range AA missile) Standard Ammo: 940 20mm (M61A2 Vulcan) 2 AIM-9X Sidewinder 6 AIM-120C AMRAAM 240 Flares (Single flare/Burst) Crew Seats: Pilot: Lights Collision Lights Flares (C) Temp Zoom (RMB) Flaps up/down Camera (Ctrl + RMB) F-15D Eagle [1978] Mod: Firewill Specifications: Crew: 2 Top Reached Speed: 1491 km/h Engine Type: Afterburning turbofan Time to Start up: 1 sec Radar: Yes, Range: 30km Long Range: Yes Special Features: Jettison Fuel Tank, Radar on/off, Detailed Cockpit, Ejection Seat option, Auto Landing, Refueling, Front CAM, Missile CAM, AN/ALQ-135 Jammer on/off Armament: M61A2 Vulcan AIM-9X/M Sidewinder and AAM-3/5 (Air-to-Air short range missiles) AIM-120C AMRAAM and AAM-4 (Active radar homing mid range AA missiles) AIM-7 Sparrow (Semi active radar homing mid range AA missile) Standard Ammo: 940 20mm (M61A2 Vulcan) 2 AIM-9X Sidewinder 6 AIM-120C AMRAAM 240 Flares (Single flare/Burst) Crew Seats: Pilot: Lights Collision Lights Flares (C) Temp Zoom (RMB) Flaps up/down Camera (Crtl + RMB) Instructor: Lights Collision Lights Flares (C) Temp Zoom (RMB) Flaps up/down A-10D Thunderbolt II [N/A] Mod: Base Game (Bohemia Interactive) Specifications: Crew: 1 Top Reached Speed: 594 km/h Engine Type: Twinjet Time to Start up: 0 sec Radar: Yes, Range: 4km Long Range: Yes Special Features: Detailed cockpit, GPS, BRRRRRRTTTTTTT, Front CAM, Missile CAM Armament: GAU-8 Avenger Cannon, Gatling auto-cannon (20 round burst & full auto) AIM-9X Sidewinder (Air-to-Air missile) AGM-65 Maverick (Air-to-ground missile) LAU-61C/A missile launcher with Hydra 70 rockets (Air-to-ground, 1 and 2 rocket burst) GBU-12 Paveway II (Laser Guided bomb) Laser Guide Standard Ammo: 1170 30mm HEI (GAU-8) 2 AIM-9X 6 AGM-65 7 Hydra 70's 4 GBU-12 120 Flares (10 flare burst) Crew Seats: Pilot: Lights Collision Lights Flares (C) Temp Zoom (RMB) Flaps up/down C-130J aka "Super Hercules" [1999] Mod: RHS Specifications: Crew: 2 Passengers: 25 Top Reached Speed: 582 km/h Engine Type: Turbopop Time to Start up: 0 sec Radar: Yes, Range: 2km Long Range: Yes Special Features: Cargo drop, Auto land, GPS, Detailed cockpit, Control Panel, Open/Close/Lever Cargo Ramp Armament: Flares (10 burst) Standard Ammo: 300 Flares Crew Seats: Pilot: Lights Collision Lights Flares (C) Temp Zoom (RMB) Flaps up/down Copilot: Control Panel (Can open/lever/close back, open side doors and change jumplight color) Take Control Turn spotlight on/off F-15K Slam Eagle [2002] Mod: Firewill Specifications: Crew: 2 Top Reached Speed: 1491 km/h Engine Type: Afterburning turbofan Time to Start up: 1 sec Radar: Yes, Range: 2km Long Range: Yes Special Features: Jettison Fuel Tank, Radar on/off, Detailed Cockpit, Ejection Seat option, Auto Landing, Refueling, Front CAM, Missile CAM, AN/ALQ-135 Jammer on/off, Switch R-MFD FLIR to TEWS Armament: M61A2 Vulcan AIM-9X Sidewinder (Air-to-Air missile) AIM-120C AMRAAM (Air to Air) GBU-12 Paveway II (Laser Guided bomb) Flare (Single) Standard Ammo: 511 20mm (M61A2 Vulcan) 2 AIM-9X Sidewinder 2 AIM-120C AMRAAM 8 GBU-12 Paveway II 120 Flares Crew Seats: Pilot: Lights Collision Lights Flares (C) Temp Zoom (RMB) Flaps up/down Weapons System Officer Lights Collision Lights Flares (C) Temp Zoom (RMB) Flaps up/down F-16C Fighting Falcom [1978] Mod: Firewill Specifications: Crew: 1 Top Reached Speed: 1281 km/h Engine Type: Afterburning turbofan Time to Start up: 1 sec Radar: Yes, Range: 2km Long Range: Yes Special Features: Jettison Fuel Tank, Radar on/off, Detailed Cockpit, Ejection Seat option, Auto Landing, Refueling, Front CAM, Missile CAM, ECM Jammer on/off Armament: M61A2 Vulcan AIM-9X Sidewinder (Air-to-Air missile) AIM-120C AMRAAM (Air to Air) Flare (Single) Standard Ammo: 940 20mm (M61A2 Vulcan) 2 AIM-9X Sidewinder 6 AIM-120C AMRAAM 120 Flares Crew Seats: Pilot: Lights Collision Lights Flares (C) Temp Zoom (RMB) Flaps up/down F-16C Fighting Falcom [1978] Mod: Firewill Specifications: Crew: 2 Top Reached Speed: 1281 km/h Engine Type: Afterburning turbofan Time to Start up: 1 sec Radar: Yes, Range: 2km Long Range: Yes Special Features: Jettison Fuel Tank, Radar on/off, Detailed Cockpit, Ejection Seat option, Auto Landing, Refueling, Front CAM, Missile CAM, ECM Jammer on/off Armament: M61A2 Vulcan AIM-9X Sidewinder (Air-to-Air missile) AIM-120C AMRAAM (Air to Air) Flare (Single) Standard Ammo: 940 20mm (M61A2 Vulcan) 2 AIM-9X Sidewinder 6 AIM-120C AMRAAM 120 Flares Crew Seats: Pilot: Lights Collision Lights Flares (C) Temp Zoom (RMB) Flaps up/down Instructor: Lights Collision Lights Flares (C) Temp Zoom (RMB) Flaps up/down F-22A Raptor [2005] Mod: RHS Specifications: Crew: 1 Top Reached Speed: 2500 km/h Engine Type: Afterburning turbofan Time to Start up: 1 sec Radar: Yes, Range: 8km Long Range: Yes Special Features: Jettison Fuel Tank, Radar on/off, Detailed Cockpit, Ejection Seat option, Auto Landing, Refueling, Front CAM, Missile CAM, ECM Jammer on/off Armament: M61A2 Vulcan AIM-9X Sidewinder (Air-to-Air missile) AIM-120C AMRAAM (Air to Air) Flare (Single) Standard Ammo: 480 20mm (M61A2 Vulcan) 2 AIM-9X Sidewinder 6 AIM-120C AMRAAM 120 Flares Crew Seats: Pilot: Lights Collision Lights Flares (C) Temp Zoom (RMB) Flaps up/down F/A-181 Black Wasp II [N/A] Mod: Jets DLC (Bohemia Interactive) Specifications: Crew: 1 Top Reached Speed: 2500 km/h Engine Type: Afterburning turbofan Time to Start up: 0 sec Radar: Yes, Range: 16km Long Range: Yes Special Features: Radar on/off, Fold Wings, Front CAM, Missile CAM, Detailed Cockpit, Tailhook, Landing autopilot, HUD, Screen in cockpit that shows ammo and weapon selected Armament: M61 Minigun 20 mm Laser Marker AMRAAM MACER II BIM 9X GBU 12 Standard Ammo: 450 20mm (M61 Minigun) 4 AMRAAM 4 MACER II 2 BIM 9X 2 GBU 12 Crew Seats: Pilot: Lights Collision Lights Flares (C) Temp Zoom (RMB) Flaps up/down V-44 X Blackfish (Armed) [N/A] Mod: Apex DLC (Bohemia Interactive) Specifications: Crew: 4 Top Reached Speed: 525 km/h Engine Type: Tiltrotor Time to Start up: 0 sec Radar: Yes, Range: 4km Long Range: Yes Special Features: Radar on/off, Auto-vectoring on/off, Gunnner CAM,Detailed Cockpit, HUD Armament: Minigun 20mm M68 Mk44 Bushmaster II Flares (10 Burst) Standard Ammo: 4000 20mm (Minigun) 100 105mm MP (M68) 160 40mm AP-T (Mk44 Bushmaster II) 240 Flares Crew Seats: Pilot: Lights Collision Lights Flares (C) Temp Zoom (RMB) Flaps up/down Manual Fire Copilot: Lights Collision Lights Flares (C) Temp Zoom (RMB) Flaps up/down Right Gunner Seat N/A Left Gunner Seat N/A V-44 X Blackfish (Infantry Transport) [N/A] Mod: Apex DLC (Bohemia Interactive) Specifications: Crew: 2 Passengers: 34 Top Reached Speed: 525 km/h Engine Type: Tiltrotor Time to Start up: 0 sec Radar: Yes, Range: 4km Long Range: Yes Special Features: Radar on/off, Auto-vectoring on/off, Gunnner CAM,Detailed Cockpit, HUD, Open Ramp Armament: Flares (10 Burst) Standard Ammo: 240 Flares Crew Seats: Pilot: Lights Collision Lights Flares (C) Temp Zoom (RMB) Flaps up/down Manual Fire Copilot: Lights Collision Lights Flares (C) Temp Zoom (RMB) Flaps up/down
  28. Hi, I'm Kreeper, and I like blowing things up, and this is a comprehensive list of stuff that helps me accomplish that and their capabilities: AGM-114 Hellfire The AGM-114 Hellfire is an air-to-surface missile capable of precision strikes against most targets. Capable of deployment from rotary and fixed wing aircraft. In Arma the Hellfire L, N and K II variants are available AGM-114K Hellfire II Target: All armored threats Range: 2,000m in Arma Guidance: Semi-active laser homing Digital autopilot improvements allow target reacquisition after lost laser lock (in real life, to be tested in Arma) Warhead: 9 kg (20 lb) tandem shaped charge HEAT Length: 163 cm (64 in) Weight: 45.4 kg (100 lb) Unit cost: $65,000 AGM-114L Longbow Hellfire Target: All armored threats Range: 2,000m in Arma Guidance: Fire and forget millimeter wave radar seeker coupled with inertial guidance provides it with homing capability in adverse weather and in the presence of battlefield obsucurants Warhead: 9 kg (20 lb) tandem shaped charge High Explosive Anti Tank (HEAT) Length: 176 cm (69.2 in) Weight: 49 kg (108 lb) AGM-114N Hellfire II Target: Enclosures, ships, urban targets, air defense units Range: 2,000m in Arma Guidance: Semi-active laser homing Warhead: Metal Augmented Charge (MAC) (Thermobaric) Weight: 48 kg (105 lb) Length: 163 cm (64 in) Platforms: AH-1Z Viper- K and N variants AH-64D Apache Longbow- L and N variants (K- pending testing) AH-6M-H- K variant Apache AH1- K, L and N variants A K-series Hellfire Missile(all variants in ArmA have the K-2's texture) AGM-65D Maverick The AGM-65D Maverick is an air-to-surface guided missile (AGM) designed for close air support, interdiction and defense suppression. It provides stand-off capability and high probability of strike against a wide range of tactical targets, including armour, air defenses, ships, transportation equipment and fuel storage facilities. AGM-65D Maverick Speed: 1,150 km/h (620 kn) Range: 2000m in ArmA Guidance: Semi-active laser ArmA magic that is probably meant to simulate radar homing Warhead: 57 kg (126 lb) WDU-20/B shaped-charge Weight: 220 kg (485 lb) Length: 2.49 m (8 ft 2 in) Platforms: F/A-18 E/F Super Hornet An AGM-65D mounted on an A-10 Warthog AGM-84 Harpoon The AGM-84 Harpoon is an all weather, over-the-horizon, anti-shipping missile system produced by McDonnell Douglas (now Boeing). Its low-level, sea-skimming cruise capability, active radar guidance and warhead design assure high survivability and effectiveness. The missile is capable of being launched from aircraft, surface ships, submarines, and shore batteries. AGM-84 Harpoon Primary Function: Anti-ship missile Length: 3,850 m Guidance: Radar homing Diameter: 13,5 inches (34,3cm) Range: 2000m in ArmA Speed: Mach 0.85 Warhead: 221 kilograms (487 lb), penetration high-explosive blast Platforms: F/A-18 E/F Super Hornet An AGM-84 Harpoon mounted on an F/A-18C AIM-9 Sidewinder The AIM-9 Sidewinder is a short-range air-to-air missile developed by the United States Navy in the 1950s. Entering service in 1956, variants and upgrades remain in active service with many air forces after six decades. The Sidewinder is the most widely used missile in the West, with more than 110,000 missiles produced for the U.S. and 27 other nations, of which perhaps one percent have been used in combat. AIM-9X Speed: Mach 2.5 Range: 2000m in ArmA Guidance: Infrared homing Warhead: 9.4 kg (20.8 lb) WDU-17/B Annular Blast Fragmentation Weight: 86 kg (191 lb) Length: 2.89 m ( 9.5 ft) Platforms: F/A-18 E/F Super Hornet F-22 Raptor Render of an AIM-9X Sidewinder AIM-120 AMRAAM The AIM-120 Advanced Medium-Range Air-to-Air Missile, is a modern beyond-visual-range air-to-air active radar guided misile. The AIM-120C is the most recent and used version, entering service in 1996 and it features homing and range improvements compared to its A and B predecessors. AIM-120 Undefined ArmA Special Edition Speed: Mach 4 Range: 2000m in ArmA Guidance: Terminal Active Radar Homing Warhead: 18.1 kg (40 lb) WDU-41/B High Explosive Annular Blast Fragmentation Weight: 152 kg (335 lb) Length: 3.7 m ( 12 ft) Platforms: F/A-18 E/F Super Hornet F-22 Raptor An AIM-120C-5 mounted on a Saab JAS 39 Gripen Raytheon (Texas Instruments) Paveway I/II Wanting to replace free fall bombs for something with the same explosive payload and employment tactics, but with better accuracy, the USAF began development of LGBs (Laser Guided Bombs). The whole concept seems now quite simple: have a laser mark and reflect off the target and fit the weapon with a seeker that guides it towards the laser signal. The first successful system of this kind was created by Texas Instruments and resulted in the first drop of an LGB in April 1965. The kits resulting from the contract given to TI were first used operationally in 1968, in Vietnam. Laser guidance increased the accuracy of the weapons by 100 fold and allowed for longer standoff range, permitting aircraft to remain further outside of anti air defense range. The Paveway I kit consisted of a gimballed seeker mounted at the nose, a Computer Control Group and tail fins and canards. Something interesting about these tail fins is that the CCG had a simple "bang-bang" autopilot, in which the control surfaces can only be either fully deflected on not at all, resulting in a sinusoidal flight path. The Paveway II series of kits came with several improvements over the Paveway I series, most notable of which the even simpler and cheaper CCG. In good weather conditions the, Paveway II LGBs have an accuracy of about 6m (20ft) Circular Error Probable. However the weather very much dictated the usability of the weapon, seeing as laser guidance is sub optimal in rain, fog, and other adverse atmospheric conditions. Should for any reason the guidance laser be turned of while the weapon is mid flight, guidance is completely lost. Two solutions appeared to combat the problems with the Paveway series: GPN/INS capable LGBs, known as ELGBs (Enhanced LGBs), though these didn't come until 2005, and the development of cheaper, fully GPS guided munitions in the 1990's. what we have in ArmA are probably ELGBs to the best of my guessing ability, and the only one we have is the GBU-12, though this is technically wrong, since the correct designation for EGBU-12s is GBU-49/B GBU-12/B (GBU49/B) The GBU-12 series encompasses Paveway I and II LGBs with 500lb class warheads such as: MK 82 500lb LDGP (Low-Drag General Purpose) bomb BLU-111/B: Used by the navy these have a thermally insensitive explosive (PBXN-109), but are externally identical to the MK 82 GBU-12/B Length: 3.33 m (10 ft 11 in) Diameter: 27.3 cm (10.75 in) Fin Span: 43.2 cm (17.0 in) Weight: 253 kg (558 lb) Warhead: Mk 82 bomb GBU-12/B, note the characteristic nose mounted seeker unit Boeing/McDonnell Douglas JDAM (Joint Directed Attack Munition) Finding the need for new and low-cost precision guided munitions in the early 1990's, the U.S. Navy and the U.S. Airforce were looking for production of a GPS-aided inertial guidance kit, which the USAF had recently demonstrated possible. In October 1995 McDonnell Douglas was selected for the JDAM development contract. JDAM is an add-on kit that is installed on unguided BLUs (Bomb Live Units) and Mark 80 series bombs. The kit consists of a guidance and control section mounted at the tail of the bomb and body strakes mounted to center of the bomb body to enhance stability(with the exception of the MK 82 and BLU-11/B for rail-mount reasons; in this case they are at the nose); the tail section contains the INS (Inertial Navigation System), the GPS receiver, the control electronics, and 4 tail fins (three moving, one fixed) to steer the munitions. With full GPS-aided INS guidance, the official accuracy of JDAM is 13 m Circular Error Probable, with supposedly better real figures at 9.6 m CEP. In ArmA, from personal experience, it's about 1 meter with a tendency to hit low relative to the laser target. In truth what we get in ArmA are LJDAMs (Laser JDAM), due to their ability to use terminal laser seeking; these were only produced from 2007 on and there we only 600 of them made initially. GBU Kit Assembly GBU-38/B The designation GBU-38/B was given to a 500lb class JDAM bombs, with Boeing produced kits. Two types "base" warheads can fitted with the JDAM package: The MK 82 500lb LDGP bomb The BLU-111/B and BLU-126/B which are basically the same thing. Both use PBXN-109. GBU-38/B Length: 2.353 m (92.64 in) Diameter: 27.3 cm (10.75 in) Fin Span: 43.2 cm (17.0 in) Weight: 253 kg (558 lb) Warhead: Mk 82 bomb GBU-38/B, note the nose mounted strakes GBU-32/B The designation GBU-32/B was allocated early in the JDAM program to 1000 lb class JDAM bombs with guidance kits from McDonnel Douglas (now part of Boeing). As with the GBU-38 two types of warheads can be used with JDAM kits for the GBU-32: The MK 83 1000lb LGDP bomb The BLU-110/B 1000lb PBXN-109 bomb The ones we use in ArmA have the MK 83 warhead. GBU-32/B Length: 3.035 m (119.49 in) Diameter: 35.6 cm (14 in) Fin Span: 49.8 cm (19.62 in) Weight: 468 kg (1031 lb) Warhead: Mk 83 bomb GBU-32/B GBU-31/B The designation GBU-31/B was given to 2000lb class bombs with kits from McDonnell Douglas. Four different types of warhead have found use with the 2000lb JDAM guidance kits: MK 84 2000lb LDGP BLU-109/B 2000lb penetrator warhead BLU-117A/B 2000lb PBXN-109 bomb BLU-119/B blast/fragmentation warhead made to destroy biological/chemical targets without contamination GBU-31/B Length: 3.879 m (152.72 in) Diameter: 46 cm (18 in) Fin Span: 64.3 cm (25.32 in) ) Weight: 946 kg (2085 lb) Warhead: MK 84 bomb or BLU-117/B GBU-31/B, note it's really fucking big Brevity Codes for munitions Brevity codes are words that carry a certain special meaning when transmitted over the net. In this context we have procedure words for munitions release such as: Fox One: Signals release of Semi-Active Radar Guided missile, such as the AIM-7 sparrow Fox two: Signals release of infrared guided missile, such as the AIM-9X Fox Three: Signals release of Active Radar Guided missile, such as the Aim-120AMRAAM Guns, Guns, Guns: Indicates air-to-air or air-to-surface cannon fire Rifle: Signals release of an air-to-ground missile such as the AGM-65 Maverick or the AGM-114 Hellfire Pickle: Indicates release of bombs on a target Ripple: Indicates release of multiple munitions in quick succession, usually bombs
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