- M1126 Stryker ICV (M2)
- M1126 Stryker ICV (M2/SLAT)
- M1126 Stryker ICV (Mk19)
- M1126 Stryker ICV (Mk19/SLAT)
- M1134 Stryker ATGM
- M1134 Stryker ATGM (SLAT)
- M1134 Stryker ATGM (M240)
- M1134 Stryker ATGM (M240/SLAT)
- M1128 Stryker MGS
- M1128 Stryker MGS (SLAT)
- M1127 Stryker RV
- M1127 Stryker RV (SLAT)
- M1A1 TUSK
- M1A1 TUSK (Desert)
- M1A1 TUSK CSAMM
- M1A1 TUSK CSAMM (Desert)
- APS SD
- Glock 17
- Glock 18
- Vz61 Skorpion
- Flare pistol
- USP SD
- Sig P226
- MP5 SD
- UMP45 SD
- M16A2 variants
- MK12 varaints
- M16A4 variants
- M4 variants
- FN Fal Para
- OC-14 Groza-9 variants
- OC-14 Groza-7.62 variants
- AK-103 variants
- AK-104 variants
- AK-105 variants
- AK-74M variants
- AKS-74 (late) variants
- SPAS 12
- M4SPR SD
- M110 SD
- TAC50 SD
- M240 with M145 optics
- M249 Para
- M249 with M145 optics
- Kord Machinegunner
- Kord Assistant Gunner
- Kord Ammo Bearer
- AGS-30 Gunner
- AGS-30 Gunner Assistant
- AGS-30 Ammo Bearer
- Konkurs Gunner
- Konkurs Ammo Bearer
- L-39ZA Albatros
- L-39ZA (FAB-250)
- Mi-8MT Hip-H
- Su-25 (desert)
- Su-39 (desert)
- Su-27S (CAP)
- Su-27S (CAS/CAP)
- Su-27S (CAS)
- Su-30 Flanker-C
- Su-30 Desert MR
- Su-34 Fullback
- Su-34 Fullback MR
- Su-34 Desert
- Su-34 Desert MR
Scripted weapon optics system, optional. Features:
- 3D recoil effect when using optics
- Front focal plane reticles, keeping their angular size when changing magnification
- Illumination of reticles (where applicable), toggleable on/off
- When using sight adjustment on Russian sniper scopes (PSO and NSPU), the reticle now moves to provide the new point of aim
Parts of the optics overlay may sometimes obscure some elements of UI.
Some optics are not included in the system at the moment. Specifically BAF weapons, XM8, as well as thermal weapon sights.
A jet can refuel by connecting to either drogue refueling line deployed by a C-130 tanker aircraft.
Mission MakersPlace the aerial refuel module to enable aerial refueling in the mission
Addon MakersAt this time it is not possible to ...
AI parameters including accuracy, how fast they will fire weapons, ability to detect enemy forces, reload speed, endurance, courage when attacked, command ability have been adjusted.
Enables dynamic shouting and speaking for AI. They will use various phrases based on the current situation (swearing at the enemy, yelling when wounded etc).
Mission MakersPlace the following code in the Module's init line to enable dynamic talking for human player(s) in addition to the AI. ace_sys_aitalk_talkforplayer ...
Aircraft have now been equipped with an MFD (Multi Function Display) which allows for quick, non-disruptive access to critical in-flight options, controls and information. All hotkeys for the feature are only created when the actual display is open - thus not disrupting other key configs or settings. Otherwise, the only active, static key value is opening and closing the display.
The display sits in the bottom left corner of the screen providing a simple "at-a-glance" overview of the display, while not interrupting any flight or movement controls.
- Current complete munitions summary
- Current selected laser code display and selection
- Setting Hellfire attack modes
- Custom displays per aircraft type
- DAGR "9-line" message implementation
- Critical flight information summary
THIS FEATURE IS A WIP, AND SO IS THIS DOCUMENTATION
THIS SYSTEM DOES NOT CURRENTLY REPLACE THE DEFAULT ARTILLERY SYSTEM
Check out these Videos:
A new artillery system is under ongoing development, drastically altering the state of artillery and fire support in ArmA2. Firing, targetting and loading all now realistically mirror real life procedures and operations.
The days of point-and-click are over; you are now required to calculate fire solutions, target guns realistically on aiming points, and prepare different munitions types for charges, fuze times and types of detonation.
Lastly, actual round effects have been drastically modified or new ones created for different types of munitions types. This includes ballistics and actual detoations. This currently includes:
- Base Ejecting rounds (Smoke/DPICM)
- Airburst/timed detonation/proximity rounds (HE)
- Re-worked smoke for more effective smoke while greatly reducing smoke lag
- Re-worked illumination effects for more realistic coverage
The new artillery system consists of a much more detailed and realistic series of actions which must happen in order to properly fire a gun. Over are the days of point-and-click on the map. Although, modern computation systems are practically this easy - there are still manual steps which must be taken in order to prepare the gun, align it on the correct firing arc for the target, and actually firing.
Roles in a Artillery Element
Preparing Firing Solutions
Preparing rounds and Loading the Gun
Once the firing solution has been prepared by the FDC, the person performing the calculations should now know a number of things which pertain to the actual munitions which need to be used for the fire mission. This information consists, usually, of:
- Round Type -
This is the actual munition being fired. The solution should have called for something like HE, DPICM, Smoke, etc.
- Charge Number -
This is the number of powder bags which are going to go into the round for firing. Basically - this number directly correlates to how much velocity the round is being fired with. The general idea is more charges = faster out of the barrel - more distance. The solution calculated by the FDC should also have this number.
- Fuze Type -
Aside from charge number, this is where the majority of the rest of the magic happens. The actual fuze type used is largely dependant on two things: What kind of fire the FDC wants, and the actual solution made on the target. The following fuze types currently exist:
Time Fuze -This is the most complicated, and also most effective, fuze type to utilize with more advanced munitions. It is strictly a timer set for when the round should detonate. With smoke, Illuminition and DPICM rounds, this fuze determines when the round actually begins its base ejection. E.g. for DPICM, when the air-burst begins and begins spreaading its submunitions; or with smoke, when the smoke rounds get ejected from the base shell. And lastly, with illuminition, when the actual flare round ejects from the shell.
Proximity Fuze - The proximity fuze uses radar technology to detonate ~10 above the ground. This is mainly considered a simpler version of airburst munitions. The round will explode above the ground in the air, rather than on impact with a target.
Point Detonation Fuze -This fuze is as simple has it sounds. This is mainly only used for HE rounds, and means that the shell is set to explode once it hits the ground.
Delay - This fuze acts like the point detonation fuze with one change. After it hits something it continues on for 0.05 seconds before exploding. This allows it to penetrate light structures, as well as the canopy of trees. It should be used against targets under cover. There are no additional settings for this fuze.
Preparing the Round
Now, on to the actual guts of what your doing as an ammo man preparing the rounds. Now that you know the above information and what it peratains to, you can effectively prepare rounds. Generally, your FDC will give you all the information required to prepare a round - you just need to actually perform the actions. In a nutshell, preparing a round is as follows:
1. Go up to the appropriate ammo box for that type of round, and hit your "ACE Interaction" key. Select "Prepare Arty Rounds"
2. A preperation dialog should come up. Select the appropriate round type, charge, fuze type, and fuze setting as per the firing solution.
3. Click "Prep Round". Your controls will lock for ~2 seconds, and you will receive a progress bar on preparing the round. After it is completed, the round will spawn behind you and the dialog will reset.
4. Rinse and repeat for the number of rounds for the fire mission
Now remmember - the job of the ammo man is to perform the preparations and get the rounds ready for the loader.
Carrying the Round
Carrying artillery rounds is simple. While looking at a round, use the ACE Interaction key to select "Carry Round". To drop a round use the ACE Self Interaction key to select "Drop Round".
Loading the Round
To load a round into the M119, approach the gun while carrying a round. Use the ACE Interaction key and select load gun. You are able to unload the gun in the same manner. If you unload while you are the gunner of the M119 the unloaded round will be placed next to the gun, otherwise you will be carrying the unloaded round.
Targetting and Firing the Gun
Improved auto rotation over the vanilla ArmA2 system for all rotary aircraft. In the case of engine failure, cutting down power, bringing down speed while aligning your chopper to a 5 degrees nose up, will allow you to successfully make an emergency landing. Air speed will be shown on the screen if the system notices a problem with the engine (failure, etc).
Most of the AT weapons available creates a large "back blast" area behind the weapon on fire, which can cause severe burning and overpressure injuries to friendly personnel in the vicinity.
Whenever you are preparing to fire an AT shot, ensure that the backblast area of your AT weapon is clear.
This typically is a 60° cone extending from the rear of the AT weapon for 30-60 meters behind the weapon.
Advanced Cargo System.
Allows you to transport any sort of item in a vehicle, given the vehicles loading capacity does not exceed.
You can carry lightweight items, such as poles, roadcones, razorwire coils and small boxes
You can drag items that are not carryable - or you can have your buddy help you carry very heavy items.
You are also able to transfer fuel between 2 vehicles, or jerrycans etc!
You cannot drag or cargo too heavy objects.Â Many weaponboxes for instance, have too much weight currently.
You may also be able to push some objects that are too heavy to drag.
- Walk to Box
- Use interaction menu and select 'Drag Box'
- Drag the Box towards the vehicle, needs to be close to vehicle. (If
Addon MakersCfgVehicles Config Properties;
ACE offers basic interaction with non-combatants. It allows you to order civilians to perform a certain action such as:
- Get down
- Get away
For detailed information, refer to the howto section.
Mission MakersThe Interaction with civilians is enabled by default. To disable the system place corresponding module in your mission.
Most of the settings are available in the ingame ACE Settings dialog (available in the ESC-menu when in a mission),
some settings are left in ..\ArmA2\userconfig\ACE
Mission MakersViewdistance and Terraingrid is disabled by default, has to be enabled by the mission maker with
- ace_settings_enable_vd_change = true
- ace_settings_enable_tg_change =