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  • ACE Reference Guide - Tactical Gamer


    ARMA II
    Advanced Combat Environment 2
    Reference Guide
    __________________________________________

    Table of Contents
    ____What is Advanced Combat Environment 2?
    ____Section 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





    __________________________________________________ ____


    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.”
    Last edited by Unkl; 02-12-2012, 11:21 AM.
    Blackpython / ZephyrDark
    Former 31st RECCE Member


  • #2
    Re: ACE Reference Guide - Migrated

    Section 1: ACEClippi & The UserConfig
    __________________________________________________ ____
    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.
    Blackpython / ZephyrDark
    Former 31st RECCE Member

    Comment


    • #3
      Re: ACE Reference Guide - Migrated

      Section 2: General Changes and Additions
      __________________________________________________ ____


      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.
      Blackpython / ZephyrDark
      Former 31st RECCE Member

      Comment


      • #4
        Re: ACE Reference Guide - Migrated

        Section 3: ACE Wounding System
        __________________________________________________ ____
        ____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.

        pgo.jpg
        Last edited by Unkl; 02-12-2012, 04:12 PM.
        Blackpython / ZephyrDark
        Former 31st RECCE Member

        Comment


        • #5
          Re: ACE Reference Guide - Migrated

          Section 4: Equipment Documentation
          __________________________________________________ ____
          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
          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
          “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

          This gunsight is used on the M240 variants as well as the M249. It features a ballistic calibrated reticule as well as a battery-powered(Battery not simulated) backlight for the reticule (Accessed by keybind Shift + L). This gunsight allows the soldier to engage targets at up to 1,200 meters. The M145 can be used to estimate range as well. The vertical gaps on the 500-1200m aiming points represent a 60inch (5 foot) target at the appropriate range.

          1P29 Rifle Optic

          The standard issue optics for the AK-74M. Features a single point of aim as well a rangefinder for a 1.5m tall object. Features an on-the-fly zeroing for preset ranges. Also has ability to use tritium illumination of the aiming point for the reticule in low-light situations.

          1P78 Rifle Optic

          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 (shown above) is primarily used on the SVD Sniper Rifle, but is commonly found in-game on many variants of the AK-74. Features a rangefinder for a 1.7m tall target as well as adjustable zeroing. SVD version (shown below) 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
          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
          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.



          RPG-7 & RPG-7V2(PGO-7 Sight)
          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
          Effective Range:50-300m
          Primary Targets: Soft-Skin Vehicles, Light Armoured Vehicles w/o ERA

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

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

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

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

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

          PGO-7 Sights & Explanation
          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
          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
          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
          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
          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

          FGM-148 Javelin
          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:
          1. Find a suitable location for the weapon.
          2. 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.
          3. 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”.
          4. (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”.)
          5. 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.
          6. 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.




          ____ 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.

          ____ M18A1 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

          ____ 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
          Attached Files
          Last edited by Unkl; 02-12-2012, 04:14 PM.
          Blackpython / ZephyrDark
          Former 31st RECCE Member

          Comment


          • #6
            Re: ACE Reference Guide - Migrated

            Section 5: Miscellaneous Features
            __________________________________________________ ____
            In ACE, the are many miscellaneous features within the game. The following will be a quick list of what you can expect to see. For a more detailed list please visit DevHeaven.


            Dog Tags
            ____Allows for the recognition of players who are KIA.

            Fast Roping
            ____Allows players to deploy in hostile terrain from a helicopter using special ropes. Is activated via the Self-Interaction menu when a player has a set of fast ropes and a valid helicopter is in autohover. Players then can use the Action Menu to select Fastrope to use the ropes.

            Fast Switching
            ____Allows for players to quickly switch to the weapon on back. Keybind: L.Shift + 1 (with Rifle already selected)

            Fire Propagation
            ____Fire can spread to other objects and to players. If you are set on fire it is best to stop, drop and start rolling!

            G-Forces
            ____Pilots of fixed wing aircraft experience G-Force effects and can be effectively knocked out if in a very high G turn.

            Sight Adjustment
            ____Allows for certain weapons to have their sights adjusted to compensate for range. Default keys are Up and Down arrows. Some sniper rifles can use sight adjustment as well. They feature a special menu with a range card as well. This is accessed via the keybind: L.Shift + V.

            Tank Fire Control System
            ____Modern tanks feature highly advanced fire control systems. This is accessed by pressing the Tab Key in an appropriate vehicle. Numbers will appear at the bottem of the sight representing the FCS is turned on. When the Square or Dot appears next to the numbers the FCS is ready to recieve input. Press tab once more on a target to ‘laze’ the target and gather its range from the tank. Your main gun will automatically be ranged in for the target. If the target is moving, track the vehicle for a couple seconds and then laze the target. The gun will provide lead compensation so as long as you continue to track the target.

            Towing & Sling Loading
            ____Vehicles that are disabled can be towed by another vehicle using a Towing Rope. Alternatively, if you have the right kind of helicopter, you can use a sling-rope to sling a vehicle, disabled or not underneath it. You can also lift certain types of ammoboxes.
            Blackpython / ZephyrDark
            Former 31st RECCE Member

            Comment


            • #7
              Re: ACE Reference Guide - Migrated

              Author Notes and Sources
              __________________________________________________ ____

              Written By: |TG-31st|Blackpython
              Converted to BBCode by: Pepper (Athanasa)
              This document is a production of TacticalGamer.com - The PREMIERE community for mature gamers.

              ARMA 2
              Advanced Combat Environment 2




              This document is still a work in progress. Much of the content is subject to be altered.

              Images from various Internet sources. I do not claim ownership of any of the images used in this document.



              ACE2 Reference Guide by TacticalGamer.com by Casey Brownell, aka Blackpython is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
              Blackpython / ZephyrDark
              Former 31st RECCE Member

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