Armed Assault Wiki
Armed Assault Wiki
Advertisement

The AH-1Z Viper is a medium attack helicopter featured in both ArmA: Armed Assault and ArmA 2.


ArmA: Armed Assault[]

The AH-1Z Viper is used exclusively by U.S. Army forces in ArmA: Armed Assault.

Overview[]

  • Role:
    • Medium gunship
« The AH-1Z Super Cobra is the Marine Corps’ primary attack helicopter, providing close air support, reconnaisance, point target attacks and anti armor capabilities.
Library Description
»

Design[]

The latest generation model in the AH-1 family of attack helicopters, the Viper is a twin-engined, rotary-wing attack helicopter.

Unlike its predecessor, the Viper uses a composite main rotor system with four blades instead. It also has an improved transmission and a new target sighting system.

Armament
It is armed with a 20 mm Gatling cannon turret fixed beneath the cockpit. Other armament consists of twin 70 mm rocket pods and air-to-ground anti-tank guided missiles fitted onto stub wings attached to both sides of the fuselage.[A1CfgV 4]

The Viper's M197 cannon is pre-loaded with a single 750 round belt of armour-piercing (AP) shells and carries 8 Hellfire ATGMs. Both rocket pods are loaded with 19 rockets that are fitted with high-explosive (HE) warheads for a combined total of 38 rockets.[A1CfgV 5]

Features
The primary attack helicopter flown by U.S. forces operating on Sahrani, the Viper is a flexible aircraft that is designed to tackle both light and heavily armoured ground threats.

Its main advantage stems from the fact that unlike its SLA counterpart, the Viper has a dedicated crewman controlling its weapon systems. This allows the pilot to focus solely on manoeuvring the aircraft while the gunner concentrates on attacking hostiles and at the same time, serve as a second pair of eyes looking out for threats.

Mobility
The Viper is quite nimble for a helicopter for its size, and possesses a greater deal of agility compared to the SLA's KA-50. It can make fairly sharp turns without losing too much power, but cannot reach as high a top speed as the KA-50 is able to on level flight.

Drawbacks
The Viper sacrifices protection for mobility however, and is less well-armoured compared to the KA-50. Not only does the KA-50 have better resistance against small arms fire, but it is also better equipped to handle large numbers of armoured threats as it carries 12 ATGMs at once compared to the Viper's maximum of 8.

Crew Capacity
The Viper has only a seating capacity of two personnel for a crew that consists of the pilot and gunner. It is unable to transport any passengers.


Protection[]

The Viper has a base armour value of 60.[A1CfgV 6]

Hull[]

The Viper's hull can withstand up to 60 points of damage.[A1CfgV 7][Formula 1] Depletion of the hull's integrity will instantly result in the helicopter's destruction.[A1CfgV 8]

Engine[]

The Viper's engine can only take a maximum of 15 points of damage before it fails.[A1CfgV 9][Formula 2] 100% of incoming damage will always be shared with the Viper's main "health" pool. The Viper can outright explode if the engine is destroyed while the helicopter is at or near critical "health" status.[A1CfgV 10]

Instruments[]

The Viper's onboard systems can take up to 9 points of damage before they suffer from failure.[A1CfgV 11][Formula 3] Damage inflicted upon the Viper's instruments is not shared with the helicopter's main "health" pool.[A1CfgV 12]

Main rotor[]

The Viper's main rotors are able to withstand up to 18 points of damage before they break.[A1CfgV 13][Formula 4] No damage inflicted upon the rotors is shared with helicopter's main "health" pool.[A1CfgV 14]

Tail rotor[]

The Viper's tail rotor can take just 12 points of damage before it breaks.[A1CfgV 15][Formula 5] No damage inflicted upon the rotors is shared with helicopter's main "health" pool.[A1CfgV 16]


Armament[]

The gunner controls all three weapon systems:[A1CfgV 4]

M197[]

Arma1-vehicleweapons-ah1z-m197
Ammo parameter Value
Base damage value 40[A1CfgA 1][note 1]
Splash damage value 0[A1CfgA 2][note 1]
Damage type Armour Piercing
Aerodynamic friction -0.0005[A1CfgA 3]
Muzzle velocity (m/s) 1,036[A1CfgM 1]
Expected velocity (m/s) 900[A1CfgA 4][note 2]

20 mm Gatling cannon. Fires armour-piercing (AP) type shells.

It can attain a fire rate of up to 1,000 rounds per minute[A1CfgW 1][Formula 6] and has a muzzle velocity of 1,036 m/s.[A1CfgM 1] The M197 has a dispersion of 0.00025 rad.[A1CfgW 2]

Horizontally, the gun turret can be rotated up to a maximum of 70 degrees in either direction.[A1CfgV 17][A1CfgV 18] Vertical rotation is restricted to a depression of 60 degrees[A1CfgV 19] and an elevation of just 10 degrees.[A1CfgV 20]

AGM-114 Hellfire[]

Arma1-vehicleweapons-ah1z-agm114hellfire
Parameter Value
Base damage value 850[A1CfgA 5]
Splash damage value 20[A1CfgA 6]
Warhead type Armour Piercing + High-Explosive
Blast radius (metres) 2[A1CfgA 7]
Launch velocity (m/s) 0[A1CfgM 2]
Maximum speed (m/s) 425[A1CfgA 8]

Infrared-guided, air-to-ground anti-tank missile.[A1CfgA 9] Can be optionally guided by laser lock-on.[A1CfgA 10]

There is a forced delay of 1 second in-between launches.[A1CfgW 3] Hellfire missiles are always soft launched[A1CfgM 2] and require an additional 2.5 seconds[A1CfgA 11] of flight time for their motors to attain a top speed of 425 m/s.[A1CfgA 8] The missile's warhead has a blast radius of 2 metres.[A1CfgA 7]

FFAR[]

Arma1-vehicleweapons-ah1z-ffar
Parameter Value
Base damage value 150[A1CfgA 12]
Splash damage value 40[A1CfgA 13]
Warhead type High-Explosive
Blast radius (metres) 12[A1CfgA 14]
Launch velocity (m/s) 44[A1CfgM 3]
Maximum speed (m/s) 1,000[A1CfgA 15]

Unguided air-to-ground 70 mm rockets.

The pods are capable of firing off one rocket every 0.2 seconds[A1CfgW 4] (300 RPM[Formula 7]). The rockets are fired with an initial velocity of 44 m/s[A1CfgM 3] but can attain a top speed of 1,000 m/s[A1CfgA 15] after only 0.2 seconds of flight time.[A1CfgA 16] The warhead has a blast radius of 12 metres.[A1CfgA 14]


Optics[]

Gunner[]

Arma1-viper-optics-gunner

The gunner can switch to the turret's gunsight camera. It retains variable zoom capability, allowing for a minimum magnification of 0.33x[A1CfgV 21][Formula 8] up to a maximum of 1.33x.[A1CfgV 22][Formula 9]

It is possible for the gunner to wear their own night vision goggles while looking through the camera.


Trivia[]

  • The Viper is actually referred to internally as the "AH-1W".
  • Initially, the AH-1Z's canopy glass was mostly opaque and prevented the crew from being able to see through it in first person due to light being reflected too strongly. This was later addressed with the release of Patch 1.04, which made the canopy properly transparent and reduced its sensitivity to light.[1]
    • Patch 1.04 also fixed an issue with the placement of its tail rotor hitpoint and its configuration settings.[1] Unlike before the patch, it is no longer possible to completely wreck the tail rotor with just a single bullet.
  • It is erroneously shown being used by in-game U.S. Army forces.
    • While appropriate for the USMC reinforcements that arrive to back up the U.S. Army troops during the campaign, the last active duty AH-1s (non-SuperCobra/Viper models) were retired from Army service in March 1999. Since then, it has been replaced in this role by the newer "AH-64 Apache" family of heavy attack helicopters (notably absent in Armed Assault but later added in ArmA 2).
    • Its appearance in Armed Assault is also highly anachronistic, as the real-world AH-1Z did not enter Initial Operational Capability (IOC) with the USMC until February 2011 - five years after the events of Armed Assault.[2]

Gallery[]

ArmA 2[]

The AH-1Z Viper is used exclusively by the U.S. Marines in ArmA 2.

Overview[]

  • Role:
    • Medium gunship
« The AH-1Z Super Cobra is the Marine Corps’ primary attack helicopter, providing close air support, reconnaissance, point target attacks and anti armor capabilities.
It is armed with 8 air-to-ground Hellfire missile platforms, a dual Hydra rocket system, dual AIM-9 air-to-air guided missile platforms and a 20mm gatling gun.
Armoury Description
»

Design[]

The Viper retains the same roles and capabilities of its predecessor in Armed Assault, though its defensive avionics suite, optics, and armament have all been upgraded in ArmA 2.

Armament
By default, the Viper is still armed with a 20 mm Gatling cannon mounted onto a turret fitted beneath the cockpit. Its other armament consists of twin 70 mm rocket pods, air-to-ground anti-tank guided missiles and short-range, infrared-guided air-to-air missiles, all of which are mounted onto stub wings on either side of the fuselage.[A2CfgV 4][A2CfgV 5]

The Viper's M197 20 mm cannon is pre-loaded with a 750 round belt of armour-piercing incendiary (API) shells, and can be zeroed up to a maximum distance of 1,200 metres. It also carries 8 Hellfire ATGMs and two Sidewinder AAMs on its stub wings, while each rocket pod is loaded with 19 rockets fitted with HE warheads (for a total of 38 rockets).[A2CfgV 6][A2CfgV 7]

Features
Operated by U.S. Marine helicopter squadrons deployed to Chernarus, ArmA 2's Viper now features twin A2A missiles[A2CfgV 7] (a new addition from Armed Assault), allowing the crew to interdict enemy attack helicopters and low-flying fixed-wing jets. Another change from Armed Assault is that the Viper's 20 mm cannon now fires API shells rather than just AP, making it slightly more useful against infantry targets as opposed to only vehicles since it can now inflict area-of-effect damage.

Mobility
Its manoeuvrability is noticeably better than the USMC's own heavier and bulkier counterpart due to using a nimbler airframe, and can make sharper turns in mid-air while maintaining its speed (mostly) during a climb or dive. Contrast this to the AH-64D, which struggles to maintain a consistent speed while making even the slightest of hard turns.

Drawbacks
The Viper's 20 mm Gatling cannon is only effective at destroying light vehicles and infantry, whereas the AH-64D's 30 mm cannon can punch through medium armoured vehicles and even damage exposed components on Main Battle Tanks. Similar to the Russian Mi-24P, the layout of the Viper's tail rotor hitpoint is also more vulnerable to being disabled outright by only a few direct hits from autocannon shells or a single missile.

Crew Capacity
The Viper has only a seating capacity of two personnel for a crew that consists of the pilot and gunner. No passengers may be ferried either externally or internally.


Protection[]

The Viper has a base armour value of 60.[A2CfgV 8]

Arma2-viper-hitpoints

LEGEND
Green = Hull
Orange = Engines
Maroon = Instruments
Yellow = Main rotor
Dark blue = Tail rotor

Hull[]

The hull can withstand up to 60 points of damage.[A2CfgV 9][Formula 10] Depletion of its integrity will always result in a total loss.[A2CfgV 10]

Engines[]

The helicopter's engines can only take a maximum of 15 points of damage before they fail.[A2CfgV 11][Formula 11] 100% of incoming damage to either engine will always be shared with the helicopter's main "health" pool. Destroying the engines has the potential to result in the helicopter's destruction if it is at or near critical "health" status.[A2CfgV 12]

Instruments[]

The cockpit's flight instruments can only take 9 points of damage before they fail.[A2CfgV 13][Formula 12] 100% of incoming damage will always be shared with the helicopter's main "health" pool. Destruction of the instruments has the potential to cause the helicopter to explode if it is at critical "health" status.[A2CfgV 14]

Main rotor[]

The main rotor can only withstand a maximum of 18 points of damage before it fails.[A2CfgV 15][Formula 13] 30% of incoming damage will always be shared with the helicopter's main "health" pool. Destroying the main rotors will not cause a total loss by itself. However, it is possible for this to happen if the Viper is at critical "health" status.[A2CfgV 16]

Tail rotor[]

The tail rotor is only able to take 12 points of damage before it fails.[A2CfgV 17][Formula 14] Only 10% of incoming damage will be shared with the helicopter's main "health" pool. However, it is possible for the Viper to explode catastrophically if it is at critical "health" status at the time of the tail rotor's destruction.[A2CfgV 18]


Armament[]

The Viper's pilot exclusively has access to the twin Hydra 70 rocket pods.[A2CfgV 4] On the other hand, the gunner controls the turret-mounted M197 20 mm Gatling cannon and AGM-114 Hellfire anti-tank guided missiles/AIM-9L Sidewinder air-to-air missiles:[A2CfgV 5]

M197[]

Arma2-vehicleweapons-ah1z-m197
Ammo parameter Value
Base damage value 40[A2CfgA 1][A2CfgA 2][note 3]
Splash damage value 10[A2CfgA 3]
Damage type Armour Piercing + High-Explosive
Aerodynamic friction -0.00077[A2CfgA 4]
Muzzle velocity (m/s) 1,036[A2CfgM 1]
Expected velocity (m/s) 900[A2CfgA 5][note 2]

20 mm Gatling cannon. Fires armour-piercing incendiary (API) shells.

It can attain a fire rate of up to 1,500 RPM[A2CfgW 1][Formula 15] and has a muzzle velocity of 1,036 m/s.[A2CfgM 1] Accuracy-wise, the M197 has a dispersion of 0.00025 rad.[A2CfgW 2] The shells have a blast radius of 2 metres.[A2CfgA 6]

Manual zeroing is available, starting from a minimum of 100 metres up to a maximum of 1,500 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500).[A2CfgV 19] By default, it is set to a zeroing of 600 metres.[A2CfgV 20] The gun turret can be rotated in either direction horizontally up to a maximum of 70 degrees.[A2CfgV 21][A2CfgV 22] Vertical limits are restricted to a depression of 60 degrees[A2CfgV 23] and an elevation of just 10 degrees.[A2CfgV 24]

Hydra 70[]

Arma2-vehicleweapons-ah1z-hydra70
Parameter Value
Base damage value 150[A2CfgA 7]
Splash damage value 40[A2CfgA 8]
Warhead type High-Explosive
Blast radius (metres) 12[A2CfgA 9]
Launch velocity (m/s) 1[A2CfgM 2]
Maximum speed (m/s) 720[A2CfgA 10]

Unguided air-to-ground rockets. Fires rockets fitted with high-explosive (HE) warheads.

Both pods have a firing delay of 0.08 seconds between launches[A2CfgW 3] (~ 750 RPM[Formula 16]). Rockets are always launched in pairs.[A2CfgW 4] The rockets are fired with an initial velocity of only 1 m/s[A2CfgM 2], but can attain a top speed of up to 720 m/s[A2CfgA 10] after 1.07 seconds[A2CfgA 11] of flight time. The warheads have a blast radius of 12 metres.[A2CfgA 9]

AGM-114 Hellfire[]

Arma2-vehicleweapons-ah1z-agm114hellfire
Parameter Value
Base damage value 800[A2CfgA 12]
Splash damage value 20[A2CfgA 13]
Warhead type High-Explosive Anti-Tank
Blast radius (metres) 2[A2CfgA 14]
Launch velocity (m/s) 0[A2CfgM 3]
Maximum speed (m/s) 425[A2CfgA 15]

Air-to-ground anti-tank missiles. Can lock-on via infrared-guidance[A2CfgA 16] or laser lock-on.[A2CfgA 17][A2CfgA 18][note 4]

There is a forced delay of 1 second between missile launches.[A2CfgW 5] Hellfire missiles are always soft launched.[A2CfgM 3] They need at least 3.25 seconds[A2CfgA 19] of flight time to be able to attain a top speed of up to 425 m/s.[A2CfgA 15] The missile's warhead has a blast radius of 2 metres.[A2CfgA 14]

If the Hellfire is locking on via infrared, smoke-based countermeasures have a 20% chance to temporarily prevent a lock-on.[A2CfgW 6] If the Hellfire has already locked onto a target and is flying towards its target, there is also a 20% chance that the missile's seeker will lose lock to smoke countermeasures.[A2CfgA 20]

AIM-9L Sidewinder[]

Arma2-vehicleweapons-ah1z-aim9lsidewinder
Parameter Value
Base damage value 200[A2CfgA 21]
Splash damage value 85[A2CfgA 22]
Warhead type High-Explosive
Blast radius (metres) 10[A2CfgA 23]
Launch velocity (m/s) 0[A2CfgM 4]
Maximum speed (m/s) 828[A2CfgA 24]

Infrared-guided short range air-to-air missile.[A2CfgA 25][note 5]

Sidewinder missiles are always soft launched.[A2CfgM 4] There is a delay of only 0.1 seconds between launches.[A2CfgW 7] It takes a further 5 seconds[A2CfgA 26] of flight time for the missile to attain a top speed of 828 m/s.[A2CfgA 24]

The missile's seeker has a 20% chance to have its lock get broken by flare countermeasures.[A2CfgA 27] The warhead has a blast radius of 10 metres.[A2CfgA 23]


Optics[]

Gunner[]

Arma2-viper-optics-gunner

The gunner is the only crewman that has access to magnified optics. The turret's gunsight can switch between three fields-of-view: Wide (0.85x)[A2CfgV 25][A2CfgV 26][Formula 17], Medium (4.3x)[A2CfgV 27][A2CfgV 28][Formula 18], and Narrow (13.79x).[A2CfgV 29][A2CfgV 30][Formula 19]

The gunsight can toggle three vision modes: day, night, and black-/green-hot thermal vision.[A2CfgV 31][A2CfgV 32] A laser rangefinder is also available.[A2CfgV 33]


Avionics[]

MAWS[]

The Viper is equipped with a Missile Approach Warning System. The pilot will be alerted if there are missiles that have successfully locked onto the helicopter and are inbound towards it.[A2CfgV 34]

RWR[]

The Viper is equipped with a Radar Warning Receiver. The pilot will be alerted whenever a radar-based targeting system is attempting to acquire a lock onto the helicopter.[A2CfgV 35]

IWR[]

The Viper does not have access to an Infrared Warning Receiver. The pilot will not be alerted if an infrared-based targeting system is attempting to acquire a lock on the helicopter.[A2CfgV 35]

LWR[]

The Viper has access to a Laser Warning Receiver. The pilot will be alerted if a laser-based targeting system is acquiring a lock.[A2CfgV 35]


Trivia[]

  • Unlike the UH-1Y and MV-22 Osprey, the AH-1Z was one of the few aircraft from the original ArmA 2 that was "upgraded" with the ability to use countermeasure flares with the release of the Operation Arrowhead expansion pack.[3]
    • The gunner's turret optics were also enhanced with the ability to (initially) toggle a black-/white-hot thermal vision mode.[3]
  • As part of changes from latest Steam version patches (CorePatch), the M197 Gatling cannon's zeroing was increased to a maximum cap of 1500 m instead. CorePatch also changed the colour spectrums to black- and green-hot instead.[4]
  • While it is not technically anachronistic for the Viper to appear in ArmA 2 (as opposed to the F-35B), the AH-1Z variant was not actually declared to have IOC until February 2011 (just like in Armed Assault) almost a year and a half after the events of Operation Harvest Red.[2]

Gallery[]

Config/script references[]

CfgAmmo (ArmA: Armed Assault)

  1. CfgAmmo >> B_20mm_AP >> hit
  2. CfgAmmo >> B_20mm_AP >> indirectHit
  3. CfgAmmo >> B_20mm_AP >> airFriction
  4. CfgAmmo >> B_20mm_AP >> typicalSpeed
  5. CfgAmmo >> M_Hellfire_AT >> hit
  6. CfgAmmo >> M_Hellfire_AT >> indirectHit
  7. 7.0 7.1 CfgAmmo >> M_Hellfire_AT >> indirectHitRange
  8. 8.0 8.1 CfgAmmo >> M_Hellfire_AT >> maxSpeed
  9. CfgAmmo >> M_Hellfire_AT >> irLock
  10. CfgAmmo >> M_Hellfire_AT >> laserLock
  11. CfgAmmo >> M_Hellfire_AT >> thrustTime
  12. CfgAmmo >> R_Hydra_HE >> hit
  13. CfgAmmo >> R_Hydra_HE >> indirectHit
  14. 14.0 14.1 CfgAmmo >> R_Hydra_HE >> indirectHitRange
  15. 15.0 15.1 CfgAmmo >> R_Hydra_HE >> maxSpeed
  16. CfgAmmo >> R_Hydra_HE >> thrustTime

CfgMagazines (ArmA: Armed Assault)

  1. 1.0 1.1 CfgMagazines >> 750Rnd_M197_AH1 >> initSpeed
  2. 2.0 2.1 CfgMagazines >> 8Rnd_Hellfire >> initSpeed
  3. 3.0 3.1 CfgMagazines >> 38Rnd_FFAR >> initSpeed

CfgWeapons (ArmA: Armed Assault)

  1. CfgWeapons >> M197 >> reloadTime
  2. CfgWeapons >> M197 >> dispersion
  3. CfgWeapons >> HellfireLauncher >> reloadTime
  4. CfgWeapons >> FFARLauncher >> single >> reloadTime

CfgVehicles (ArmA: Armed Assault)

  1. CfgVehicles >> AH1W >> transportMaxWeapons
  2. CfgVehicles >> AH1W >> transportMaxMagazines
  3. CfgVehicles >> AH1W >> fuelCapacity
  4. 4.0 4.1 4.2 4.3 CfgVehicles >> AH1W >> Turrets >> MainTurret >> weapons[] >> {"M197","FFARLauncher","HellfireLauncher"}
  5. 5.0 5.1 5.2 CfgVehicles >> AH1W >> Turrets >> MainTurret >> magazines[] >> {"750Rnd_M197_AH1","38Rnd_FFAR","8Rnd_Hellfire"}
  6. CfgVehicles >> AH1W >> armor
  7. CfgVehicles >> AH1W >> HitHull >> armor
  8. CfgVehicles >> AH1W >> HitHull >> passThrough
  9. CfgVehicles >> AH1W >> HitEngine >> armor
  10. CfgVehicles >> AH1W >> HitEngine >> passThrough
  11. CfgVehicles >> AH1W >> HitAvionics >> armor
  12. CfgVehicles >> AH1W >> HitAvionics >> passThrough
  13. CfgVehicles >> AH1W >> HitVRotor >> armor
  14. CfgVehicles >> AH1W >> HitVRotor >> passThrough
  15. CfgVehicles >> AH1W >> HitHRotor >> armor
  16. CfgVehicles >> AH1W >> HitHRotor >> passThrough
  17. CfgVehicles >> AH1W >> Turrets >> MainTurret >> minTurn
  18. CfgVehicles >> AH1W >> Turrets >> MainTurret >> maxTurn
  19. CfgVehicles >> AH1W >> Turrets >> MainTurret >> maxElev
  20. CfgVehicles >> AH1W >> Turrets >> MainTurret >> minElev
  21. CfgVehicles >> AH1W >> ViewOptics >> maxFov >> "1.2"
  22. CfgVehicles >> AH1W >> ViewOptics >> minFov >> 0.3

CfgAmmo (ArmA 2)

  1. CfgAmmo >> B_20mm_AP >> hit
  2. CfgAmmo >> B_20mm_AP >> explosive >> "0.6"
  3. CfgAmmo >> B_20mm_AP >> indirectHit
  4. CfgAmmo >> B_20mm_AP >> airFriction
  5. CfgAmmo >> B_20mm_AP >> typicalSpeed
  6. CfgAmmo >> B_20mm_AP >> indirectHitRange
  7. CfgAmmo >> R_Hydra_HE >> hit
  8. CfgAmmo >> R_Hydra_HE >> indirectHit
  9. 9.0 9.1 CfgAmmo >> R_Hydra_HE >> indirectHitRange
  10. 10.0 10.1 CfgAmmo >> R_Hydra_HE >> maxSpeed
  11. CfgAmmo >> R_Hydra_HE >> thrustTime
  12. CfgAmmo >> M_Hellfire_AT >> hit
  13. CfgAmmo >> M_Hellfire_AT >> indirectHit
  14. 14.0 14.1 CfgAmmo >> M_Hellfire_AT >> indirectHitRange
  15. 15.0 15.1 CfgAmmo >> M_Hellfire_AT >> maxSpeed
  16. CfgAmmo >> M_Hellfire_AT >> irLock
  17. CfgAmmo >> M_Hellfire_AT >> laserLock
  18. CfgAmmo >> M_Hellfire_AT >> weaponLockSystem >> "16 + 4"
  19. CfgAmmo >> M_Hellfire_AT >> thrustTime
  20. CfgAmmo >> M_Hellfire_AT >> cmImmunity
  21. CfgAmmo >> M_Sidewinder_AA >> hit
  22. CfgAmmo >> M_Sidewinder_AA >> indirectHit
  23. 23.0 23.1 CfgAmmo >> M_Sidewinder_AA >> indirectHitRange
  24. 24.0 24.1 CfgAmmo >> M_Sidewinder_AA >> maxSpeed
  25. CfgAmmo >> M_Sidewinder_AA >> weaponLockSystem >> "16 + 2"
  26. CfgAmmo >> M_Sidewinder_AA >> thrustTime
  27. CfgAmmo >> M_Sidewinder_AA >> cmImmunity

CfgMagazines (ArmA 2)

  1. 1.0 1.1 CfgMagazines >> 750Rnd_M197_AH1 >> initSpeed
  2. 2.0 2.1 CfgMagazines >> 38Rnd_FFAR >> initSpeed
  3. 3.0 3.1 CfgMagazines >> 8Rnd_Hellfire >> initSpeed
  4. 4.0 4.1 CfgMagazines >> 2Rnd_Sidewinder_AH1Z >> initSpeed

CfgWeapons (ArmA 2)

  1. CfgWeapons >> M197 >> manual >> reloadTime
  2. CfgWeapons >> M197 >> manual >> dispersion
  3. CfgWeapons >> FFARLauncher >> Burst >> reloadTime
  4. CfgWeapons >> FFARLauncher >> Burst >> burst
  5. CfgWeapons >> HellfireLauncher >> reloadTime
  6. CfgWeapons >> HellfireLauncher >> cmImmunity
  7. CfgWeapons >> SidewinderLaucher_AH1Z >> reloadTime

CfgVehicles (ArmA 2)

  1. CfgVehicles >> AH1Z >> transportMaxWeapons
  2. CfgVehicles >> AH1Z >> transportMaxMagazines
  3. CfgVehicles >> AH1Z >> fuelCapacity
  4. 4.0 4.1 4.2 4.3 CfgVehicles >> AH1Z >> {"FFARLauncher","CMFlareLauncher"}
  5. 5.0 5.1 5.2 CfgVehicles >> AH1Z >> Turrets >> MainTurret >> {"M197","HellfireLauncher","SidewinderLaucher_AH1Z"}
  6. 6.0 6.1 CfgVehicles >> AH1Z >> magazines[] >> {"38Rnd_FFAR","120Rnd_CMFlareMagazine"}
  7. 7.0 7.1 CfgVehicles >> AH1Z >> Turrets >> MainTurret >> magazines[] >> {"750Rnd_M197_AH1","8Rnd_Hellfire","2Rnd_Sidewinder_AH1Z"}
  8. CfgVehicles >> AH1Z >> armor
  9. CfgVehicles >> AH1Z >> HitPoints >> HitHull >> armor
  10. CfgVehicles >> AH1Z >> HitPoints >> HitHull >> passThrough
  11. CfgVehicles >> AH1Z >> HitPoints >> HitEngine >> armor
  12. CfgVehicles >> AH1Z >> HitPoints >> HitEngine >> passThrough
  13. CfgVehicles >> AH1Z >> HitPoints >> HitAvionics >> armor
  14. CfgVehicles >> AH1Z >> HitPoints >> HitAvionics >> passThrough
  15. CfgVehicles >> AH1Z >> HitPoints >> HitVRotor >> armor
  16. CfgVehicles >> AH1Z >> HitPoints >> HitVRotor >> passThrough
  17. CfgVehicles >> AH1Z >> HitPoints >> HitHRotor >> armor
  18. CfgVehicles >> AH1Z >> HitPoints >> HitHRotor >> passThrough
  19. CfgVehicles >> AH1Z >> Turrets >> MainTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500}
  20. CfgVehicles >> AH1Z >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "5"
  21. CfgVehicles >> AH1Z >> Turrets >> MainTurret >> minTurn
  22. CfgVehicles >> AH1Z >> Turrets >> MainTurret >> maxTurn
  23. CfgVehicles >> AH1Z >> Turrets >> MainTurret >> maxElev
  24. CfgVehicles >> AH1Z >> Turrets >> MainTurret >> minElev
  25. CfgVehicles >> AH1Z >> Turrets >> MainTurret >> OpticsIn >> Wide >> maxFov >> "0.466"
  26. CfgVehicles >> AH1Z >> Turrets >> MainTurret >> OpticsIn >> Wide >> minFov >> "0.466"
  27. CfgVehicles >> AH1Z >> Turrets >> MainTurret >> OpticsIn >> Medium >> maxFov >> "0.093"
  28. CfgVehicles >> AH1Z >> Turrets >> MainTurret >> OpticsIn >> Medium >> minFov >> "0.093"
  29. CfgVehicles >> AH1Z >> Turrets >> MainTurret >> OpticsIn >> Narrow >> maxFov >> "0.029"
  30. CfgVehicles >> AH1Z >> Turrets >> MainTurret >> OpticsIn >> Narrow >> minFov >> "0.029"
  31. CfgVehicles >> AH1Z >> Turrets >> MainTurret >> OpticsIn >> Wide >> visionMode[] >> {"Normal","NVG","Ti"}
  32. CfgVehicles >> AH1Z >> Turrets >> MainTurret >> OpticsIn >> Wide >> thermalMode[] >> {2,3}
  33. CfgVehicles >> AH1Z >> Turrets >> MainTurret >> turretInfoType >> "RscUnitInfo_AH64D_gunner"
  34. CfgVehicles >> AH1Z >> incommingMisslieDetectionSystem >> "16"
  35. 35.0 35.1 35.2 CfgVehicles >> AH1Z >> lockDetectionSystem >> "4 + 8"

Formulae

  1. Base vehicle armor value * HitPoint armor value = 60 * 1
  2. Base vehicle armor value * HitPoint armor value = 60 * 0.25
  3. Base vehicle armor value * HitPoint armor value = 60 * 0.15
  4. Base vehicle armor value * HitPoint armor value = 60 * 0.3
  5. Base vehicle armor value * HitPoint armor value = 60 * 0.2
  6. 60 / reloadTime = 60 / 0.06
  7. 60 / reloadTime = 60 / 0.2
  8. 0.4 / maxFov = 0.4 / 1.2
  9. 0.4 / minFov = 0.4 / 0.3
  10. Base vehicle armor value * HitPoint armor value = 60 * 1
  11. Base vehicle armor value * HitPoint armor value = 60 * 0.25
  12. Base vehicle armor value * HitPoint armor value = 60 * 0.15
  13. Base vehicle armor value * HitPoint armor value = 60 * 0.3
  14. Base vehicle armor value * HitPoint armor value = 60 * 0.2
  15. 60 / reloadTime = 60 / 0.04
  16. 60 / reloadTime = 60 / 0.08
  17. 0.4 / minFov = 0.4 / 0.466
  18. 0.4 / minFov = 0.4 / 0.093
  19. 0.4 / minFov = 0.4 / 0.029

Notes[]

  1. 1.0 1.1 AP shells fired by Armed Assault's M197 are purely kinetic. They do not inflict any explosive-type damage and have no splash/spill radius.
  2. 2.0 2.1 Damage will be reduced if the projectile's velocity drops below this value.
  3. Due to its explosive coefficient of 0.6, ArmA 2's version of the M197 cannon's API shells inflict 60% explosive damage and only 40% kinetic damage.
  4. If available, the AGM-114 Hellfire can be detected by the target's Laser Warning Receiver (LWR) during lock-on and its Missile Approach Warning System (MAWS) while inbound towards it.
  5. If available, the AIM-9L Sidewinder can be detected by the target's Infrared Warning Receiver (IWR) during lock-on and its Missile Approach Warning System (MAWS) while inbound towards it.

References[]

  1. 1.0 1.1 Španěl, M et al. 2007, ArmA: Armed Assault: Version History, Bohemia Interactive Community Wiki, viewed 29 December 2018‎, <https://community.bistudio.com/wiki/ArmA:_Armed_Assault:_Version_History#Version_1.04>.
  2. 2.0 2.1 Department of Defense 2020, AH-1Z Viper, Naval Sea Systems Command, viewed 21 October 2022‎‎, <https://www.navair.navy.mil/product/AH-1Z-Viper>.
  3. 3.0 3.1 Suma_bi_wiki et al. 2010, Arma 2: Operation Arrowhead: Questions and Answers, Bohemia Interactive Community Wiki, viewed 12 June 2024, <https://community.bistudio.com/wiki/Arma_2:_Operation_Arrowhead:_Questions_and_Answers>.
  4. Mazzon, M et al. 2019, CorePatch, GitHub, viewed 11 June 2024, <https://github.com/Goliath86/CorePatch/blob/master/Changelog.txt>.

External links[]

See also[]

Aircraft of comparable role and configuration[]

Vehicles of ArmA: Armed Assault
Wheeled 5T TruckArmy 4x4BusBRDM-2CarHatchbackHMMWV (Civil) • Offroad (Hilux) • M1030 (TT650, TT650G) • Pick-Up (Datsun) • SedanStrykerTractorUAZUral
Tracked BMP-2M1A1M113ShilkaT-72
Rotor-wing AH-6AH-1ZKA-50MH-6Mi17UH-60
Fixed-wing A-10AV-8BCamelDC-3Su-34
Aquatic CRRCPBX BoatRHIB
(Parenthesis) denote variants.
Queen's Gambit
OFP-factionicon-unitedstates U.S. Army - Vehicles (ArmA: Armed Assault)
Wheeled 5T TruckHMMWVM1030Stryker
Tracked M1A1M113
Rotor-wing AH-6AH-1ZMH-6UH-60
Fixed-wing A-10AV-8BCamel
Aquatic CRRCRHIB
Vehicles of ArmA 2
Wheeled 9P117 SCUD-BATVBRDM-2* • BTR-40BTR-60BTR-90BM-21 Grad* • Bus* • CarDingo 2 CZHatchbackHMMWV* • GAZJackal 2 MWMIKKamazLada* • LAV-25Military OffroadMotorcycle* (Old moto) • Mountain bike (Old bike) • MTVR* • Offroad* • Pandur II 8x8 CZPickup* • RM-70S1203SedanStryker (MGS) • SUV (Armored SUV) • T810TractorTouring CarTowing TractorUAZ-469* • Ural* • V3S* • Vodnik
Tracked 2S6M TunguskaAAVP-7A1BMP-2BMP-3BVP-1FV510 WarriorM1 Abrams* (M1A2 TUSK*) • M113M2 BradleyM270 MLRS* • T-34* • T-55T-72* (T-72M4 CZ) • T-90ZSU-23-4*
Rotor-wing AH-1ZAH-6J Little Bird (AH-6X) • AH-11 WildcatAH-64D* (AH-1) • CH-47F Chinook (Chinook HC4) • Ka-52Ka-60Ka-137Merlin HC3MH-6J Little BirdMi-8MTV-3* (Mi-17*) • Mi-24P (Mi-24D*, Mi-24V*) • UH-1Y (UH-1H) • UH-60 Black Hawk (MH-60S)
Fixed-wing A-10 Thunderbolt II* • An-2AV-8B HarrierC-130J Hercules* • F-35 Lightning IIL-159 ALCAL-39ZA (L-39C) • MQ-9 Reaper* • MV-22 OspreyPchela-1TSu-39 (Su-25*) • Su-34
Aquatic CRRCFishing BoatPBXRHIBSmall Boat
(Parenthesis) denote variants.
* indicates partial DLC dependency.
Operation Arrowhead | British Armed Forces | Private Military Company | Army of the Czech Republic
Arma2-factionicon-usmc USMC - Vehicles (ArmA 2)
Wheeled HMMWVLAV-25MotorcycleMountain bikeMTVRTowing Tractor
Tracked AAVP-7A1M1 Abrams (M1A2 TUSK) • M270 MLRS
Rotor-wing AH-1ZAH-64DUH-1YMH-60S
Fixed-wing A-10 Thunderbolt IIAV-8B HarrierC-130J HerculesF-35 Lightning IIMQ-9 ReaperMV-22 Osprey
Aquatic CRRCRHIB
(Parenthesis) denote variants.
Advertisement