ARMA II
Advanced Combat Environment 2
Reference Guide
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Table of Contents
____What is Advanced Combat Environment 2?
____Setcion 1: ACEClippi & The User Config
____Section 2: General Changes and Additions
____Section 3: ACE Wounding System
____Section 4: Equipment Documentation
____###Rifle Combat Optics (RCO)
____###Launchers
____###Crew Served Weaponry
____###Explosives
____#####M2/M4 Selectable Lightweight Attack Munition (SLAM)
____#####M18A1 Claymore/MON-50 Claymore
____#####M16A1 Bouncing Betty
____#####Satchel Charges
____#####C4
____#####DM-12 Panzerabwehrrichtmine (PARM)
____#####M15 AT Mine/TM-46 AT mine
____Section 5: Miscellaneous Features
____Author Notes and Sources





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What is Advanced Combat Environment 2?
Advanced Combat Environment 2 (also known as ACE2) is a mod that has been developed for the game of Armed Assault 2 (ArmA2). The idea behind ACE2 is to create a more realistic environment for players to play within and eliminating many of the ‘game’ aspects that Vanilla ArmA2 has put into place. ACE2 adds a large amount of equipment, vehicles and units to the game as well. Many of the changes made my ACE2 is set up so that players are put into a more teamwork orientated game.

From the ACE2 Devheaven Website
“Our primary mission is to create a wide variety of real world weapons, vehicles, equipment, and tactics so that those playing the ACE modification will be able to better simulate combined arms combat on a modern battlefield.
____ACE is designed from the bottom up with the goal of encouraging its users to employ real world tactics and strategy (fighting as a team) in order to accomplish realistic military objectives. We strive to create hyper-realism without losing sight that the mod must be playable by the “advanced” user. Our focus is not only on creating features and models which highlight realism but also on supporting the creation of realistic missions in which one may experience the full spectrum of virtual combat.”






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Section 1: ACEClippi & The UserConfig
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When getting started with ACE, there are several features that require game profile information as well as your consent to be active. These are handled in the UserConfig file for ACE. In order to help players get their userconfig set up properly, the ACE Devs have implemented a tool called the ACEClippi. What it does is alters your UserConfig without you actually having to go into the file and manually change the coding. It simplifies it by making a easy to use check-box interface. The program ACEClippi can be found in your ArmA2 Install Directory, sub-directory: \@ACE\Clippi\ACEClippi.exe , depending on where you bought you game, this may be located in your Operation Arrowhead folder instead.


Features activated through ACEClippi:

Select Identity
Select your ingame Identity. It needs to match the name you use in-game. This will enable the use of Goggles, Masks, and Earplugs. Mismatching names means you cannot use goggles, masks and earplugs.

No Voice (Recommended On/Checked)
Disables AI Radio Chatter as well as player Radio chatter. (i.e. When an AI/Player sees contact and automatically report it in on-screen messages)

No Cross (Recommended On/Checked)
Disables crosshairs for the player in most areas of the game.

Minimal Hud (Recommended On/Checked)
Reduces the size of the onscreen squad hud added by Vanilla ArmA2

Disable Ruckless (Recommended Off/Unchecked)
Turns Vanilla Rucks on models back to default.

Ball Tracers (Recommended On/Checked)
Adds ACE’s own tracer effect which is less “laser-beamish”.

New Compass (Recommended Off/Unchecked)
Enables the Alternate Compass. This compass allows the player to read the ‘mil’ measurements a lot easier, but makes the rest of the compass more difficult to see.

Animated Reticules (Recommended On/Checked)
Adds various animated reticules to the appropriate gun-optics in-game. Adds toggleable backlighting of appropriate gun-optics(M145,PSO,PGO-7, etc.) Also adds new SUSAT Reticule.

Grenade Throw (Recommended On/Checked)
Enables ACE Hand-Grenade Throw. Allows players to throw grenades overhand, directly, roll, and set them in place. Not having this enabled results in you dropping grenades on your feet.

No Diary Stats (Preference of Player)
Disable the statistics listed in the Diary Section of the Map.




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Section 2: General Changes and Additions
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Earplugs and Combat Deafness
____One of the first things you will most likely notice is when near a loud weapon such as a machine gun or a launcher, that when they are fired you will start to hear a ringing in your ears. This is to simulate the fact that in real life these weapons ARE loud and over exposing yourself to them can damage your hearing. Overexposure to loud gunfire in ACE will temporarily cut out all game sound. This effect, known as Combat Deafness, may take from one (1) to five (5) minutes.
____In ACE, you are given a method of preventing this from happening. This method is to put in Earplugs. Depending on the mission and your role, you can normally find earplugs issued to you or they will be in a nearby ammo box. Remember though, you may not always have the benefit of a pair of earplugs. If you happen to have a weapon like a PKM, and you are not in possession of earplugs. One method of preventing combat deafness is to take shorter, more controlled, and less frequent bursts of automatic fire. This also applies when using weapons like .50 caliber sniper rifles.


Goggles, Masks and their Benefits
____Along with Earplugs, ACE has added several different types of goggles, glasses and masks, each with they’re own purpose. There are a variety of sunglasses which can help reduce the glare on a sunny day. There are yellow tactical glasses which can help in low visibility environments such as dusk or dawn. The following is a list of the types of goggles, masks, and glasses and what they do:
Sunglasses & Aviators: Reduce Sun-glare and brightness.
Tactical Glasses: Assist in seeing in low-light situations. Yellow Tint.
Gasmask: Protects from the effects of CN gas and White Phosphorous. Reduces visible area.
Safety Goggles: Protects from rotor-wash of helicopters, prevents dust and sand effecting vision.
Reading Glasses/Spectacles: No Use, aesthetic only.



Rocket Ballistics
____ACE has added ballistic trajectory to all rocket-type munitions. A rocket is classed as a projectile assisted in flight by a rocket motor and has no active guidance system. To compensate for this, ACE has also simulated the ability of many of the launchers for the rockets to change the zeroing for the sights. To change the range setting (zeroing) of a launcher, the default keys are Up Arrow Key and Down Arrow Key. It will display a small message on the top-left of the screen stating what the current set range is. Weapons without this ability normally have a calibrated optics or sights with various range markings on them. For more information, see the appropriate section of the guide for each weapon.

Weapons with Adjustable Range Settings:
____AT4
____RPG-7
____Disposable RPG Variants (RPG-18, RPG-27, etc.)
____M3 MAAWS (aka Carl Gustav)
____Mk 153 Mod 0 SMAW

Weapons with Calibrated Optics/Sights:
____M72 LAW
____RPG-7 PGO-7
____Mk 153 Mod 0 SMAW
____RPO-M
____RPG-29



Backblast and Overpressure
____ACE has also simulated overpressure and backblast effects of various weapons platforms. What these are are very dangerous side effects of large caliber weapons, such as recoiless launchers and the main guns of tanks. When a recoiless launcher, such as the AT4, is fired, the expanding gasses are vented out the back of the launcher. This creates a large and deadly pressure wave originating from the rear of the launcher. Before firing any launcher, it is highly suggested you announce that your are firing the weapon and ensuring that the immediate area behind you (about 8m) is clear of any fellow players. The idea behind the damaging effects is called Overpressure. This also applies if you are firing a weapon with backblast inside an enclosed area or near an object that can reflect the pressure back at you, such as a building or wall. Overpressure also applies to large caliber weapons such as a main-battle tank’s main cannon. The expanding gasses propelling the shell create pressure wave that can injure or even kill a player if they are too close.


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Section 3: ACE Wounding System
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____ACE has added its own medical and wounding system into the game to more realistically reflect the medical procedures in a military operation. The are some game aspects to it, but these are to enhance the teamwork and cooperation of the mission. The following is a list of the various equipment and their uses added by ACE Wounds:

Bandage: Used to stop minor bleeding.
Compress: Used to stop heavy bleeding. Regular Bandages can stop this kind of bleeding, but take twice as many to do so.
Morphine Injector: Used to ease pain caused by various trauma and injuries.
Epipen: (Epinephrine Injector) An adrenaline shot that helps resuscitate unconscious players.
Medkit: Used to patch up debilitating injuries. Such as those affecting a player’s ability to aim or walk.
Stretcher: Used to transport injured or unconscious players at the fastest rate possible. Requires two people to carry.
Medical Facilities: Most medical facilities placed by mission makers (MEDEVAC vehicles, First-Aid Tent, MASH), allow any player to perform medical duties such as First-Aid or have the ability to use Morphine or Epipens.


Due to the new equipment used for reviving those wounded, there is a new method of dealing with the casualties. The following is a step-by-step process for reviving a fallen comrade.

1. Stop all bleeding - bandage, compress. If this is not done, the drugs administered will only be bled out through the open wounds.
2. Administer Morphine. This calms down the signals to the brain and will allow for easier resuscitation.
3. Administer Epinephrine. This will bring the casualty back to consciousness so they can move on their own.
4. Apply first-aid. This is a low priority as it takes time and can result in more casualties including yourself as the medic. First-aid should be done out of the line of fire and in a secure area, preferably at a Medical Facility.

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Section 4: Equipment Documentation
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This section will cover much of the various equipment found within ACE. It will cover their sights, uses, and much more. It will not go in depth on every single weapon however.



_______Rifle Combat Optics
This section will go over the various Rifle Combat Optics available within ACE.

TA31F ACOG [image]
This a 4x32mm Advanced Combat Optical Gunsight found on various M4/M16 weapons in game. The BAF also use this gunsight, albeit with a different reticule pattern. The ACOG features a reticule with a tritium lit Chevron and a built-in rangefinding ability.
Explanation of Reticule [image]
“8-42. The outside legs of the chevron reticle in the ACOG correspond to 19 inches (average width of a man's shoulders) at 300 meters.
8-43. The widths of the horizontal hash marks on the BDC reticles in all ACOG scopes correspond to the
width of a .5 meter (19 inches) silhouette (man-size) at that range (Figure 8-6).”


M145 Machinegun Optic [image]
Another 5.45x39mm rifle optic. Primarily used on the AK-74M. Features a reticule ranged out from 400m to 700m. Features a constantly tritium illuminated reticule.

PSO-1 Sniper Rifle Optic
This optic is primarily used on the SVD Sniper Rifle, but is commonly found in-game on many variants of the AK-74 [image]. Features a rangefinder for a 1.7m tall target as well as adjustable zeroing. SVD version [image] also features a moving reticule that adjusts to the current set windage and range settings. Both versions of the gunsight feature tritium illumination.



_______Launchers
This section will cover most hand-held launcher systems in ACE.


M136 AT4 & M136 AT4 CS/RS [image]
Disposable: Yes
Effective Range: 100m-500m (Increments of 50m)
Primary Targets: Soft-Skin Vehicles, Light Armour,Structure
Warhead: High-Explosive Anti-Tank (HEAT)
Notes: CS/RS Version has severely reduced back-blast. Can be used in Confined Spaces.

M72 LAW & M72A2 LAW [image]
Disposable: Yes
Effective Range: 75m-325m
Primary Targets: Soft-Skin Vehicles, Light Armour, Anti-Structure.
Warhead: HEAT
Notes: Features Calibrated Front-Sight. Sight features range markings for 25m intervals. [image]


RPG-7 & RPG-7V2(PGO-7 Sight) [image]
Disposable: No
Notes: RPG-7 features only an adjustable set of iron sights. RPG-7V2 (aka RPG-7 PGO-7) features a calibrated optical sight. Iron sights are still available as back-up iron sights.

PG-7V HEAT [image]
Effective Range:50-300m
Primary Targets: Soft-Skin Vehicles, Light Armoured Vehicles w/o ERA

PG-7VM HEAT [image]
Effective Range: 50-500m
Primary Targets: Soft-Skin Vehicles, Light Armoured Vehicles w/o ERA

PG-7VL HEAT [image]
Effective Range: 50-300m
Primary Targets: Soft-Skin Vehicles, Light Armoured & Medium Armoured Vehicles w/o ERA

PG-7VR Tandem HEAT [image]
Effective Range: 50-200m
Primary Targets: Light/Medium/Heavy Armoured Vehicles w/ or w/o ERA

OG-7V Frag [image]
Effective Range: 50-300m
Primary Targets: Infanrty, Soft-Skin Vehicles

TBG-7V Thermobaric [image]
Effective Range: 50-200m
Primary Targets: Infantry, Structures, Soft-Skin Vehicles

PGO-7 Sights & Explanation [image]
For the PGO-7 Optics, the OG-7V & PG-7V Rockets are set for the PG-7VL Sight Markings. The TBG-7V uses the PR-7VR sight markings.


RPG-18 [image]
Disposable: Yes
Effective Range: 50m-250m (Can be used at longer ranges via estimations with the iron sight.)
Primary Targets: Soft-Skin Vehicles, Light Armour, Structures
Warhead: HEAT
Notes: Sight is calibrated to 100m increments between sight markings. Aiming is done on Top Triangular Sight for sighted range. [image]

RPG-22 [image]
Disposable: Yes
Effective Range: 50m-250m
Primary Targets: Light-Armour, Soft-Skin Vehicles, Structures
Warhead: HEAT
Notes: Sights are very restrictive.

RPG-27
Disposable: Yes
Effective Range: 50m-200m
Primary Targets:
Warhead: Tandem HEAT

RPG-29
Disposable: No
Effective Range: 100m-500m
Primary Targets:
Light/Medium/Heavy Armour (PG-29 Tandem HEAT)
Soft-Skin Vehicles, Infantry, Structures (TBG-29 Thermobaric)

RPO-M [image]
Disposable: Yes
Effective Range: 200m-900m
Primary Targets: Infantry, Soft-Skin Vehicles, Structures
Warhead: Thermobaric
Notes: Sight is divided into increments of 50m. Each marking stands for that number times 10 in meters. Features a stadiametric rangefinder for a 2.7m tall target at that range.

Mk 153 Mod 0 SMAW [image]
Disposable: No
Effective Range: 100m-500m; Max Range: ~1100m using ACE Ranging and the reticule.
Primary Targets:
HEDP (High-Explosive Dual Purpose)
HEAA (High-Explosive Anti-Armour; HEAT)
NE (Novel-Explosive; Thermobaric)
Notes: Features a calibrated reticule. Each vertical hash mark represents a horizontal range difference of 100m. Using it can extend the range of the weapon to over 1000m, albeit not accurately.

M3 MAAWS/Carl Gustav [image]

FGM-148 Javelin [image]
Disposable: Partially (Tube is disposable, CLU is not)
Effective Range: 300-2000m
Primary Targets: Light/Medium/Heavy Armour, Soft-Skin Vehicles
Can Engage: Infantry, Static Weapons, Slow moving helicopters,Most Heat Sources
Warhead: Tandem HEAT
Notes: To fire the weapon, it requires an FGM-148 Javelin Missile(preloaded in tube) and a Command Launch Unit (CLU). Prepare the Javelin tube and then ‘reload it’ (puts the CLU on the Javelin Tube). To acquire a target the gunner must use Narrow Field of View and Thermals. Bring the target into view and wait until it locks on, shown by a pair of intersecting lines latched to the target.

M47 Dragon
Disposable: No
Effective Range: 400m-600m
Warhead: HEAT
Notes: Very difficult weapon to use. Range of the missile extends passed 600m; however, due to the chaotic behavior of the missile in flight, renders it useless at these ranges.

9K32 Strela-2
Disposable: No
Effective Range: 400m - 4800m
Warhead: Directed Energy Blast Fragmentation (HE)
Notes: To fire, aim at target, a tone will cue to announce it is tracking, when a faster, higher pitched tone is played, the missile is locked on.

9K38 Igla
Disposable: No
Effective Range: 400m - 4800m
Warhead: Directed Energy Blast Fragmentation (HE)
Notes: To fire, aim at target, a tone will cue to announce it is tracking, when a faster, higher pitched tone is played, the missile is locked on.

FIM-92F Stinger
Disposable: No
Effective Range: 400m - 4800m
Warhead: Annular Blast Fragmentation (HE)
Notes: To fire, aim at target, a tone will cue to announce it is tracking, when a faster, higher pitched tone is played, the missile is locked on.





_______Crew Served Weaponry
This section will cover most Crew Served Weapons (CSWs) in the ACE.

How they Work
ACE2 adds several CSW systems into the game. These systems all require a mount and a weapon to use. For example, the M2 requires the M3 Tripod as well as the M2 Machine gun. Once set up, the Assistant Gunner must load the weapon manually for each magazine. Depending on the weapon, the Asst. Gunner can link up to two magazine together to get double the munitions down range in between reloads. Most CSW Teams consist of:
____ A Gunner; Carries Weapon and is responsible for aiming and firing the weapon.
____ An Asst. Gunner; Carries the mount and is responsible for reloading and assisting the gunner in aiming.
____ An Ammo Bearer; Responsible for carrying extra ammunition.


To set up a CSW the these steps should be followed:
Find a suitable location for the weapon.
Asst. Gunner must deploy the tripod via the ACE Interaction Menu (Keybind: Right Windows) and selecting Deploy tripod. The Asst. Gunner will be presented with a 3D representation of the mount. Align the mount with the location that the gun is to be deployed, then using the Action Menu (Scroll Wheel Menu) select Confirm Placement. This will take up to 15-30 seconds.
Once the mount is deployed the Gunner is to install the weapon on the mount via the ACE Interaction Menu. In the menu, select CSW Menu. Select option “Mount Weapon”.
(The CSW menu is where all the actions for the weapon, and the method of access will be referred to from now as “Access Weapon’s CSW Menu”.)
Once the weapon is mounted, the Asst. Gunner is to use the CSW Menu to manually load the weapon. Loading the weapon again after it has been loaded once will result in the player linking a second belt to the gun. Trying to do so a third time will result in an error, as it cannot be done.
Once the weapon is loaded, it may be fired. If a player has a Spare Barrel Bag, they may swap out an overheated barrel for a new one via the CSW Menu in order to increase its accuracy.


_______Crew Served Weapons

____ M2HB
Description: .50cal BMG (12.7x99mm) Heavy Machine Gun.
Rate of Fire: ~500 RPM
Primary Targets:
____ Infantry
____ Soft-Skin
____ Light Armoured Vehicles
Similar Weapons: Kord 12.7x108mm HMG, DShKM 12.7x108mm HMG

____ Mk 19
Description: 40mm Automatic Grenade Launcher
Rate of Fire: ~350 RPM
Primary Targets:
____ Infantry
____ Soft-Skin
____ Light Armoured Vehicles
Similar Weapons: AGS-30 30mm AGL, GMG 40mm AGL


____ SPG-9
Description: 73mm Recoiless Rifle
Rate of Fire: 5-6 RPM
Primary Targets:
____ HEAT [image]
_______Light Armour
_______ Medium Armour
_______ Soft-Skin Vehicles
____ HE-FRAG [image]
_______ Soft-Skin Vehicles
________ Infantry
Similar Weapons: N/A
Notes: Features a calibrated sight for both HEAT and HE-FRAG munitions. Sight type can be changed using the Numpad Plus (+) key and the Numpad Minus (-) key. The HEAT reticule features a stadiametric rangefinder for a target about 2.7m tall and the HE-FRAG reticule features a rangefinder for a target about 1.7m tall.


____ TOW
Description: Deployable Anti-tank Missile Launcher
Guidance: SACLOS (Semi-Active Command to Line of Sight), Wire-Guided
Primary Targets:
____ Light, Medium, Heavy Armour
____ Soft-Skin Vehicles
Similar Weapons: 9M113 Konkurs, 9K115 Metis



_______Explosives
ACE features a number of deployable explosives, each with their own use and purpose. The following is a comprehensive list covering most explosives in the game and how to set them up. To place an explosive, have it in your inventory and use the ACE Self-Interaction Key. Select “Explosives” and choose the explosive you wish to deploy. To arm the explosive, you must then interact with the explosive while it is on the ground.




[intent]____ M2/M4 Selectable Lightweight Attack Munition (SLAM)
Triggers/Fuzes:
____ Clacker
____ IR Detector
____ Magnetic
____ Timed Self-Destruct Fuze
Primary Targets
____ Light, Medium, Heavy Armour
____ Soft-Skin Vehicles
____ Infantry
Notes: Notes: For usage of the SLAM please see: here.


Triggers/Fuzes:
____ Tripwire
____ Clacker
Primary Targets:
____ Infantry
____ Soft-Skin Vehicles
Notes: Can be manually sighted in.


____ M16A1 Bouncing Betty
Triggers/Fuzes:
____ Pressure Plate
____ Tripwire
Primary Targets:
____ Infantry


____ Satchel Charges
Triggers/Fuzes:
____ Clacker
____ Timed Fuze
Primary Targets:
____ Structures
____ Light, Medium, Heavy Armour
____ Soft-Skin Vehicles
Notes: If a timer is set, remember the device must be ARMED. So you will need to interact with it once more.


____ C4
Triggers/Fuzes:
____ Clacker
Primary Targets:
____ Walls
____ Doors
____ Materiel (Military Equipment)
Notes: C4 is not meant for destruction of vehicles. It can be used to destroy other explosives or deployed weapons.


____ DM-12 Panzerabwehrrichtmine (PARM)
Triggers/Fuzes:
____ Fibre Optic cable (Triggers mine when crushed)
Primary Targets:
____ Light, Medium, Heavy Armour
____ Soft-Skin Vehicles


____ M15 AT Mine/TM-46 AT mine
Triggers/Fuzes:
____ Magnetic Sensor
Primary Targets:
____ Light, Medium, Heavy Armour
____ Soft-Skin Vehicles

____ M18A1 Claymore/MON-50 Claymore
Triggers/Fuzes:
____ Tripwire
____ Clacker
Primary Targets:
____ Infantry
____ Soft-Skin Vehicles
Notes: Can be manually sighted in.


____ M16A1 Bouncing Betty
Triggers/Fuzes:
____ Pressure Plate
____ Tripwire
Primary Targets:
____ Infantry


____ Satchel Charges
Triggers/Fuzes:
____ Clacker
____ Timed Fuze
Primary Targets:
____ Structures
____ Light, Medium, Heavy Armour
____ Soft-Skin Vehicles
Notes: If a timer is set, remember the device must be ARMED. So you will need to interact with it once more.


____ C4
Triggers/Fuzes:
____ Clacker
Primary Targets:
____ Walls
____ Doors
____ Materiel (Military Equipment)
Notes: C4 is not meant for destruction of vehicles. It can be used to destroy other explosives or deployed weapons.


____ DM-12 Panzerabwehrrichtmine (PARM)
Triggers/Fuzes:
____ Fibre Optic cable (Triggers mine when crushed)
Primary Targets:
____ Light, Medium, Heavy Armour
____ Soft-Skin Vehicles


____ M15 AT Mine/TM-46 AT mine
Triggers/Fuzes:
____ Magnetic Sensor
Primary Targets:
____ Light, Medium, Heavy Armour
____ Soft-Skin Vehicles