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The AH-99 Blackfoot is a reconnaissance attack helicopter used exclusively by NATO forces in ArmA 3.

Overview[]

  • Roles:
    • Observation
    • Reconnaissance
    • Light gunship
    • Laser targeting
« A two-seat attack helicopter armed with 20 mm Minigun, ASRAAM and DAGR missiles. Even though the construction dates back some time and the program faced cancelation in the first years of the 21st century, the project was finished successfully and the Blackfoot became the first attack helicopter with stealth technology applied even to the main rotor. The Blackfoot is extremely fast, agile and hard to detect even by contemporary sensors, but it's slowly becoming outdated.
Field Manual
»

Design[]

The Blackfoot is a five-bladed, rotary-wing stealth helicopter designed for both armed reconnaissance and ground attack duties.

Arma3-Blackfoot-Loadout

AH-99 pylon configuration

Armament
By default, the Blackfoot is armed with a 20 mm rotary cannon that is mounted to a turret located under the cockpit.[CfgVh 4] It is pre-loaded with a single 1,000-round linked belt[CfgVh 5] loaded with armour-piercing high-explosive (APHE) shells.[CfgAm 1][CfgAm 2][CfgAm 3]

It has up to six pylons (three on each wing) stored within retractable internal bays on either side of the fuselage that support dynamic loadouts.

  • Any of the following munitions can be fitted onto either the innermost or outermost pylons (1-2, 5-6):
    • ASRAAM (1×)
    • Scalpel (1×)
    • DAGR (12×)
    • DAR (12×)
  • The centre pylons (3-4) on both wings can only fit the following two missile types:
    • ASRAAM (1×)
    • Scalpel (1×)

The gunner's turret also has a laser designator that can be used to mark targets for its own DAGR rockets or for precision guided bombs dropped from fixed-wing jets like the GBU-12.[CfgVh 4]

Arma3-blackfoot-01

The Blackfoot's air-to-ground weapons suite works best against light/medium armour.

Features
The Blackfoot's rotors are modified so that they operate much more silently. It is more difficult to hear a Blackfoot flying in compared to the Mi-48, which can be easily heard from many kilometres away.

Meanwhile, its stealth coating provides the Blackfoot with electronic stealth capabilities against both active radars and infrared-based sensors.[CfgVh 9][CfgVh 10] This ensures that fighter aircraft and anti-aircraft vehicles like the ZSU-39 will have difficulty detecting it from afar; provided that the crew do not activate the Blackfoot's own radar whilst within range of their sensors.

Mobility
Unlike its bulkier and cumbersome CSAT counterpart, the Blackfoot is highly agile and very fast for its size, though subsequently it isn't as well protected in comparison. Nonetheless, it can gain lift and generate thrust rapidly at almost any angle and direction.

Its manoeuvrability rivals the MH-9 and is able to achieve this without sacrificing protection or armament to deal with a variety of threats. However, the Blackfoot does have a slight problem with losing a lot of lift while performing high speed/high-G turns, or from pulling out of a dive.

Arma3-blackfoot-02

Lacking proper ATGMs, this Blackfoot gunship was unable to destroy even a single MBT after expending two thirds of its DAGRs.

Drawbacks
The Blackfoot is ill-equipped to tackle heavily armoured ground threats. While its default loadout of DAGRs perform sufficiently against medium-armoured vehicles, they will not be able to inflict much damage on Main Battle Tanks. Its 20 mm cannon is also quite weak in comparison to the Mi-48's 30 mm autocannon, and is only useful against infantry, light vehicles, and other low-flying aircraft.

It should also be noted that unlike the larger (fixed-wing) Blackfish VTOL, the Blackfoot is unable to serve as an airborne radar platform. Even when its active radar is switched on, the Blackfoot is not actually capable of relaying targeting information to data link-capable vehicles.

Overall, it is better utilised either for forward air control purposes (specifically laser targeting ground targets) or intercepting enemy helicopters. Its minimal air-to-ground capabilities, even with Skalpel ATGMs equipped via dynamic loadouts, renders it inferior to its CSAT counterpart for ground-attack roles.

Crew Capacity
The Blackfoot supports a crew of two consisting of both the pilot and gunner. It is not capable of transporting any passengers.

Camouflage[]

  • Green: Drab green paint scheme.


Western Sahara Creator DLC only

NOTE: The following camouflage schemes will only be available if the third party-developed Western Sahara Creator DLC is activated.

  • Desert: Desert sand colour scheme.


Protection: Hitpoints[]

The Blackfoot has a base armour value of 40.[CfgVh 11]

Arma3-blackfoot-hitpoints

LEGEND[SCR 2]
Green = Hull
Orange = Engines
Violet = Fuel tank
Light blue = Transmission
Maroon = Instruments
Yellow = Main rotors
Dark blue = Tail rotors


Hull[]

The hull takes full damage from high-explosive (HE) type munitions.[CfgVh 12] 100% of incoming damage will always be shared with the Blackfoot's main "health" pool.[CfgVh 13]

Damage to the helicopter's hull is dependent on the total amount of damage inflicted to other components.[CfgVh 14][CfgVh 15] On its own, depletion of the hull's integrity cannot cause the helicopter to explode unless all other components have been destroyed as well.[CfgVh 16]

Engines[]

The Blackfoot's twin engines can each take up to 28 points of damage before they start to fail.[CfgVh 17][CfgVh 18][Formula 1] Both engines take 300% additional damage from HE-type munitions.[CfgVh 19][CfgVh 20]

100% of incoming damage to either engine will be shared with the helicopter's main "health" pool. If the Blackfoot is at critical "health" status, destruction of the engines has the potential to cause an explosion.[CfgVh 21][CfgVh 22]

Fuel tank[]

The Blackfoot's fuel tank can withstand up to 40 points of damage before it ruptures.[CfgVh 23][Formula 2] It takes full damage from HE-type munitions.[CfgVh 24] 100% of incoming damage will always be shared with the Blackfoot's main "health" pool. Depending on the helicopter's overall status, destruction of the fuel tank has the potential to cause an explosion if the Blackfoot is at critical "health" status.[CfgVh 25]

Instruments[]

The Blackfoot's flight instruments, Multi-Functional Displays (MFD) and Heads-Up Display (HUD) can take a maximum of 80 points of damage before they start suffering from failure.[CfgVh 26][Formula 3] They take full damage from HE-type munitions.[CfgVh 27] 100% of incoming damage will always be shared with the Blackfoot's main "health" pool.[CfgVh 28]

Main rotor[]

The Blackfoot's main rotors can take up to 160 points of damage before they start to fail.[CfgVh 29][Formula 4] They take 250% additional damage from HE-type munitions.[CfgVh 30] Only 10% of incoming damage will be shared with the Blackfoot's main "health" pool.[CfgVh 31]

Tail rotor[]

The Blackfoot's tail rotor can withstand up to 120 points of damage before it starts failing.[CfgVh 32][Formula 5] It takes 600% additional damage from HE-type munitions.[CfgVh 33] Only 30% of incoming damage will be shared with the Blackfoot's main "health" pool.[CfgVh 34]

Protection: Armour[]

Arma3-blackfoot-firegeo-penetration

LEGEND[SCR 3]
Teal = 12 mm armour plate
Purple = 20 mm armour plate
Yellow = 30 mm armour plate
Green = Armoured glass

.bisurf Parameter armour_plate_12mm.bisurf armour_plate_20mm.bisurf armour_plate_30mm.bisurf glass_armored_plate.bisurf
Density[1][2][3] 8600 8600 8600 8000
Thickness[1][2][3] 12 20 30 30
bulletPenetrability[1][2][3] N/A; not used by armour_plate_12mm.bisurf N/A; not used by armour_plate_20mm.bisurf N/A; not used by armour_plate_30mm.bisurf 36
bulletPenetrabilityWithThickness[1][2][3] 15 15 15 36

The Blackfoot is protected by a mix of armour plates that surround the entire hull, main/tail rotors, and cockpit:

  • The main/tail rotors, tail boom, internal weapon bay doors, and landing gear doors are protected by reinforced metal armour plates with a thickness of 12 millimetres.[rvmat 1][bisurf 1]
  • The majority of the helicopter's hull, tail structure and cockpit are protected by reinforced metal armour plates with a thickness of 20 millimetres.[rvmat 2][bisurf 2]
  • The back of the pilot and gunner's seats are protected by reinforced metal armour plates with a thickness of 30 millimetres.[rvmat 3][bisurf 3]
  • The cockpit windows are protected by armoured glass panes with a thickness of 30 millimetres.[rvmat 4][bisurf 4]

The cockpit's windows are considered to be bullet-resistant and can block bullet projectiles fired by 6.5 mm/7.62 mm assault rifles. However, they are not sufficiently durable enough to block hits from 7.62 mm DMRs/LMGs or any other larger calibre bullet projectiles.

Stealth[]

The Blackfoot provides limited stealth against active radars and infrared sensors. When pitted against fighter radars, it has a higher chance of staying undetected by hovering above ground clutter rather than flying over open terrain:

RCS[]

The Blackfoot has a radar cross-section rating of 0.7 which lowers the maximum range at which enemy active radars can detect it by up to 30%.[CfgVh 9]

IR[]

The Blackfoot has reduced visibility on the infrared spectrum and can only be detected at 80% of an infrared-based sensor's maximum range (factor of 0.8; reduction of 20%).[CfgVh 10]

Visual[]

The Blackfoot does not apply any reductions to visual-based sensors and can be tracked at full range.[CfgVh 35]

Sensors[]

Capable of both reconnaissance and providing fire support, the Blackfoot utilises several types of sensors optimised for its role as an air-to-ground platform:

Sensor type Max range (Air/Ground) Min range (Air/Ground) Affected by environment? Target max speed (km/h) Azimuth coverage (°) Elevation coverage (°) Friendly identification range (m)
Active A: 5,000 m
G: 4,000 m
[CfgVh 36][CfgVh 37]
A: 5,000 m
G: 4,000 m
[CfgVh 38][CfgVh 39]
Nothing 450 km/h
[CfgVh 40][Formula 6]
180°[CfgVh 41] 90°[CfgVh 42] 3,000 m[CfgVh 43]
Infrared A: 3,000 m
G: 2,000 m
[CfgVh 44][CfgVh 45]
A: 500 m
G: 500 m
[CfgVh 46][CfgVh 47]
Fog (0.005%)
[CfgVh 48]
252 km/h
[CfgVh 49][Formula 7]
46°[CfgVh 50] 34°[CfgVh 51] 2,000 m[CfgVh 52]
Laser A: 6,000 m
G: 6,000 m
[CfgVh 53][CfgVh 54]
A: 6,000 m
G: 6,000 m
[CfgVh 55][CfgVh 56]
Nothing 1e+10 km/h
[CfgVh 57]
180°[CfgVh 58] 180°[CfgVh 59] 0 m[CfgVh 60]
NV A: 6,000 m
G: 6,000 m
[CfgVh 61][CfgVh 62]
A: 6,000 m
G: 6,000 m
[CfgVh 63][CfgVh 64]
Nothing 1e+10 km/h
[CfgVh 65]
180°[CfgVh 66] 180°[CfgVh 67] 0 m[CfgVh 68]
Passive A: 16,000 m
G: 16,000 m
[CfgVh 69][CfgVh 70]
A: 16,000 m
G: 16,000 m
[CfgVh 71][CfgVh 72]
Nothing 1e+10 km/h
[CfgVh 73]
360°[CfgVh 74] 360°[CfgVh 75] 12,000 m[CfgVh 76]
Visual A: 2,000 m
G: 1,500 m
[CfgVh 77][CfgVh 78]
A: 500 m
G: 500 m
[CfgVh 79][CfgVh 80]
Fog/Light (6%)
[CfgVh 81][CfgVh 82]
252 km/h
[CfgVh 83][Formula 8]
46°[CfgVh 84] 34°[CfgVh 85] 2,000 m[CfgVh 86]

Active Radar[]

The Blackfoot's Active Radar can only detect targets once they get within bounds of the sensor's range (represented by the teal semi-circle on the SENSORS panel).[note 1] It has an elevation offset of 30 degrees.[CfgVh 87]

Infrared Sensor[]

The Blackfoot's IR Sensor is located in the gun turret camera (represented by the red cone on the SENSORS panel).[CfgVh 88] Although it is technically affected by heavy fog, the range reduction effect is so miniscule (-0.125 metre reduction[CfgVh 48]) that it will be barely noticeable.[note 2]

It should be noted that the Infrared Sensor has an elevation offset of 0.25 degrees.[CfgVh 89]

Laser Sensor[]

The Blackfoot's Laser Sensor is forward-facing only. Any designated targets will become visible on the Blackfoot's SENSORS panel only when the helicopter is (mostly) facing in the direction of the laser spot.[note 1]

NV Sensor[]

The Blackfoot's NV Sensor is forward-facing only. Any IR grenades on the ground will only become visible on the SENSORS panel when the Blackfoot is (mostly) facing in the direction of the grenade.[note 1]

Passive Radar[]

The Blackfoot's Passive Radar can detect Active Radar threats in any direction (regardless of the helicopter's facing direction).[note 1]

Visual Sensor[]

The Blackfoot's Visual Sensor is located in the gun turret camera (represented by the orange cone on the SENSORS panel).[CfgVh 90] The Visual Sensor can be affected by heavy fog and can lose up to 6% of its range depending on its thickness.[CfgVh 81] The Visual Sensor becomes completely blind at nighttime and very low-light conditions.[CfgVh 82][note 2]

It should be noted that the Visual Sensor has an elevation offset of 0.25 degrees.[CfgVh 91]

Armament[]

NOTE: Only the weapons used on the default loadout for the Blackfoot are listed here. For full details on ordnance that can be mounted on the Blackfoot's pylons, refer to the dynamic loadouts article.

The gunner position controls all weapon systems on the Blackfoot.[CfgVh 4][CfgVh 6] Except for the Minigun 20 mm, both the DAGR rocket pods and ASRAAM missiles are stored on racks located inside the Blackfoot's internal weapons bays located on both sides of the fuselage:

Minigun 20 mm[]

Arma3-vehicleweapons-ah99blackfoot-minigun20mm
Ammo parameter Value
Base damage value 60[CfgAm 4]
Splash damage value 6[CfgAm 5]
Damage type Armour Piercing + High-Explosive
[CfgAm 1][CfgAm 2][CfgAm 3][note 3]
Aerodynamic friction -0.00078[CfgAm 6]
Muzzle velocity (m/s) 1,030[CfgMa 1]
Expected velocity (m/s) 1,030[CfgAm 7][note 4]
Penetration depth (mm) 52.53[CfgAm 8][Formula 9]

20 mm rotary cannon. It fires armour-piercing high-explosive (APHE) shells.[CfgAm 1][CfgAm 2][CfgAm 3]

It can attain a fire rate of up to 1,500 rounds per minute[CfgWp 1][Formula 10] and has a muzzle velocity of 1,030 m/s.[CfgMa 1] Accuracy-wise, it has a dispersion spread of 0.0055 rad.[CfgWp 2] The shells have a blast radius of 1.6 metres[CfgAm 2] and can (partially) penetrate up to ~ 52 millimetres of armour plating.[CfgAm 8][Formula 9]

The Minigun 20 mm's Fire Control System features both automatic lead and zeroing capabilities, though only against targets moving at speeds of ~ 110 km/h or less.[CfgWp 3][Formula 11] It takes at least 0.5 seconds for the FCS to finish calculations against valid targets.[CfgWp 4] Manual zeroing is also available, starting from a minimum of 100 metres up to a maximum of 2,500 metres (100, 200, 300, 400, 500, 600, 700, 800, 1000, 1200, 1500, 1800, 2100, 2500).[CfgVh 92] By default, the Minigun 20 mm will be set to a zeroing of 600 metres.[CfgVh 93]

For the turret's rotation limits, the Minigun 20 mm can be freely swivelled up to a maximum of 120 degrees in both directions horizontally.[CfgVh 94][CfgVh 95] Vertically however, it is restricted to a depression of 51 degrees[CfgVh 96] and an elevation of only 9 degrees.[CfgVh 97]

DAGR[]

Arma3-vehicleweapons-ah99blackfoot-dagr
Main article: Dynamic loadouts#DAGR

Infrared-guided air-to-ground anti-vehicle rockets.

Relies on the Blackfoot's IR Sensor to function.

ASRAAM[]

Arma3-vehicleweapons-ah99blackfoot-asraam
Main article: Dynamic loadouts#ASRAAM

Infrared-guided air-to-air missile.

Relies on the Blackfoot's IR Sensor to function.

Optics[]

Pilot[]

Arma3-blackfoot-optics-pilot

The pilot can (optionally) look via the nose camera to assist in landings. No sensors are attached to this camera.

This camera can toggle three fields of view: Wide (WFOV 1x)[CfgVh 98], Medium (MFOV 5x)[CfgVh 99] and Narrow (NFOV 15x).[CfgVh 100] It can activate a day, night and black-/white-hot thermal vision mode.[CfgVh 101][CfgVh 102]

A laser rangefinder and display for grid coordinates are available.[CfgVh 103] Although it cannot be used for targeting purposes, the camera is stabilised and can be locked onto either point or area targets if needed.[CfgVh 104]

Gunner[]

Arma3-blackfoot-optics-gunner

The gunner can look directly through the turret's gunsight. The Blackfoot's IR and Visual sensors are specifically slaved to the turret's camera.[CfgVh 88][CfgVh 90]

Its camera is able to switch between three fields of view: Wide (WFOV 0.53x)[CfgVh 105], Medium (MFOV 2.68x)[CfgVh 106] and Narrow (NFOV 8.62x).[CfgVh 107] No matter the selected FOV, the camera is able to toggle three vision modes: day, night, and black-/white-hot thermal.[CfgVh 108][CfgVh 109]

A laser rangefinder is also available (albeit with no support for displaying for grid coordinates).[CfgVh 110] Although the gun turret itself is stabilised[CfgVh 111], the turret's camera cannot lock onto point/area targets.

Avionics[]

MAWS[]

The Blackfoot has a Missile Approach Warning System installed. It will warn the helicopter's crew if there are missiles that have successfully locked onto the helicopter are flying towards it.[CfgVh 112]

RWR[]

The Blackfoot has a Radar Warning Receiver that will alert the pilot and gunner if they are being locked onto by a radar-based targeting system.[CfgVh 113]

IWR[]

The Blackfoot does not have an Infrared Warning Receiver. The helicopter's crew will not be warned if an infrared-based targeting system is attempting to lock onto it.[CfgVh 113]

LWR[]

The Blackfoot is fitted with a Laser Warning Receiver that will alert the pilot/gunner if a laser-based targeting system is attempting to lock onto the helicopter.[CfgVh 113]

Trivia[]

  • As stated in the Field Manual, the Blackfoot's origins are derived from the real-world "RAH-66 Comanche" prototype helicopter.[4] However, unlike the Armaverse's Blackfoot gunship, the real-world Comanche was cancelled by the U.S. Army in 2004 and it is highly unlikely that its development will ever be revived.[5]
  • The Blackfoot was not originally available in ArmA 3's Alpha and was only later added in the Beta (as part of Game Update 0.70).[6]
  • Before Game Update 1.62, the Blackfoot's 20 mm cannon fired shells in bursts of ten rounds. This was later reduced to five rounds after the patch's release.[7]
    • However, Game Update 1.78 would subsequently remove this altogether, allowing the gunner to fire shells semi-automatically rather than being restricted to a ten-/five-round burst fire mode.[8]
  • Prior to the release of the Tanks DLC, the Blackfoot lacked the ability to use a laser designator unlike its real-world counterpart. The DLC's release finally gave the gunner the ability to use a laser designator (slaved to the turret) to mark targets for laser-guided munitions.[9]

Gallery[]

Config/script references[]

CfgAmmo

  1. 1.0 1.1 1.2 CfgAmmo >> B_20mm_Tracer_Red >> explosive >> "0.4"
  2. 2.0 2.1 2.2 2.3 CfgAmmo >> B_20mm_Tracer_Red >> indirectHitRange
  3. 3.0 3.1 3.2 CfgAmmo >> B_20mm_Tracer_Red >> warheadName
  4. CfgAmmo >> B_20mm_Tracer_Red >> hit
  5. CfgAmmo >> B_20mm_Tracer_Red >> indirectHit
  6. CfgAmmo >> B_20mm_Tracer_Red >> airFriction
  7. CfgAmmo >> B_20mm_Tracer_Red >> typicalSpeed
  8. 8.0 8.1 CfgAmmo >> B_20mm_Tracer_Red >> caliber

CfgMagazines

  1. 1.0 1.1 CfgMagazines >> 1000Rnd_20mm_shells >> initSpeed

CfgWeapons

  1. CfgWeapons >> gatling_20mm >> manual >> reloadTime
  2. CfgWeapons >> gatling_20mm >> manual >> dispersion
  3. CfgWeapons >> gatling_20mm >> FCSMaxLeadSpeed >> "30.5556"
  4. CfgWeapons >> gatling_20mm >> FCSZeroingDelay >> "0.5"

CfgVehicles

  1. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> fuelCapacity
  2. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> slingLoadCargoMemoryPoints[]
  3. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> slingLoadCargoMemoryPointsDir[]
  4. 4.0 4.1 4.2 4.3 4.4 CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Turrets >> MainTurret >> weapons[] >> {"gatling_20mm","Laserdesignator_mounted"}
  5. 5.0 5.1 5.2 CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Turrets >> MainTurret >> magazines[] >> {"1000Rnd_20mm_shells","Laserbatteries"}
  6. 6.0 6.1 CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> TransportPylonsComponent >> Presets >> Default >> attachment[] >> {"PylonMissile_1Rnd_AAA_missiles","PylonMissile_1Rnd_AAA_missiles","PylonRack_12Rnd_PG_missiles","PylonRack_12Rnd_PG_missiles","PylonMissile_1Rnd_AAA_missiles","PylonMissile_1Rnd_AAA_missiles"}
  7. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> weapons[] >> {"CMFlareLauncher"}
  8. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> magazines[] >> {"240Rnd_CMFlare_Chaff_Magazine"}
  9. 9.0 9.1 CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> radarTargetSize
  10. 10.0 10.1 CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> irTargetSize
  11. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> armor
  12. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitHull >> explosionShielding
  13. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitHull >> passThrough
  14. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitHull >> armor
  15. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitHull >> depends >> "Total"
  16. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> hullDamageCauseExplosion >> "0"
  17. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitEngine1 >> armor
  18. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitEngine2 >> armor
  19. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitEngine1 >> explosionShielding
  20. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitEngine2 >> explosionShielding
  21. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitEngine1 >> passThrough
  22. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitEngine2 >> passThrough
  23. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitFuel >> armor
  24. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitFuel >> explosionShielding
  25. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitFuel >> passThrough
  26. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitAvionics >> armor
  27. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitAvionics >> explosionShielding
  28. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitAvionics >> passThrough
  29. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitHRotor >> armor
  30. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitHRotor >> explosionShielding
  31. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitHRotor >> passThrough
  32. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitVRotor >> armor
  33. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitVRotor >> explosionShielding
  34. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> HitPoints >> HitVRotor >> passThrough
  35. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> visualTargetSize
  36. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> AirTarget >> maxRange
  37. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> GroundTarget >> maxRange
  38. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> AirTarget >> minRange
  39. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> GroundTarget >> minRange
  40. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> maxTrackableSpeed
  41. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> angleRangeHorizontal
  42. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> angleRangeVertical
  43. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> typeRecognitionDistance
  44. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> AirTarget >> maxRange
  45. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> GroundTarget >> maxRange
  46. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> AirTarget >> minRange
  47. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> GroundTarget >> minRange
  48. 48.0 48.1 CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> maxFogSeeThrough
  49. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> maxTrackableSpeed
  50. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> angleRangeHorizontal
  51. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> angleRangeVertical
  52. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> typeRecognitionDistance
  53. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> AirTarget >> maxRange
  54. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> GroundTarget >> maxRange
  55. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> AirTarget >> minRange
  56. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> GroundTarget >> minRange
  57. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> maxTrackableSpeed
  58. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> angleRangeHorizontal
  59. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> angleRangeVertical
  60. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> typeRecognitionDistance
  61. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> AirTarget >> maxRange
  62. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> GroundTarget >> maxRange
  63. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> AirTarget >> minRange
  64. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> GroundTarget >> minRange
  65. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> maxTrackableSpeed
  66. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> angleRangeHorizontal
  67. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> angleRangeVertical
  68. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> typeRecognitionDistance
  69. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> AirTarget >> maxRange
  70. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> GroundTarget >> maxRange
  71. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> AirTarget >> minRange
  72. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> GroundTarget >> minRange
  73. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> maxTrackableSpeed
  74. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> angleRangeHorizontal
  75. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> angleRangeVertical
  76. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> typeRecognitionDistance
  77. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> AirTarget >> maxRange
  78. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> GroundTarget >> maxRange
  79. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> AirTarget >> minRange
  80. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> GroundTarget >> minRange
  81. 81.0 81.1 CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> maxFogSeeThrough
  82. 82.0 82.1 CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> nightRangeCoef
  83. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> maxTrackableSpeed
  84. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> angleRangeHorizontal
  85. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> angleRangeVertical
  86. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> typeRecognitionDistance
  87. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> aimDown
  88. 88.0 88.1 CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> animDirection
  89. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> aimDown
  90. 90.0 90.1 CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> animDirection
  91. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> aimDown
  92. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Turrets >> MainTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,1000,1200,1500,1800,2100,2500}
  93. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "5"
  94. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Turrets >> MainTurret >> minTurn
  95. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Turrets >> MainTurret >> maxTurn
  96. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Turrets >> MainTurret >> minElev
  97. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Turrets >> MainTurret >> maxElev
  98. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> pilotCamera >> OpticsIn >> Wide
  99. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> pilotCamera >> OpticsIn >> Medium
  100. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> pilotCamera >> OpticsIn >> Narrow
  101. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> pilotCamera >> OpticsIn >> Wide >> visionMode[] >> {"Normal","NVG","Ti"}
  102. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> pilotCamera >> OpticsIn >> Wide >> thermalMode[] >> {0,1}
  103. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> pilotCamera
  104. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> pilotCamera >> OpticsIn >> Wide >> directionStabilized
  105. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Turrets >> MainTurret >> OpticsIn >> Wide
  106. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Turrets >> MainTurret >> OpticsIn >> Medium
  107. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Turrets >> MainTurret >> OpticsIn >> Narrow
  108. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Turrets >> MainTurret >> OpticsIn >> Wide >> visionMode[] >> {"Normal","NVG","Ti"}
  109. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Turrets >> MainTurret >> OpticsIn >> Wide >> thermalMode[] >> {0,1}
  110. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Turrets >> MainTurret >> turretInfoType >> "RscOptics_Heli_Attack_01_gunner"
  111. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> Turrets >> MainTurret >> stabilizedInAxes >> "3"
  112. CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> incomingMissileDetectionSystem >> "8 + 16"
  113. 113.0 113.1 113.2 CfgVehicles >> B_Heli_Attack_01_dynamicLoadout_F >> lockDetectionSystem >> "8 + 4"

.bisurf

  1. \a3\data_f\penetration\armour_plate_12mm.bisurf
  2. \a3\data_f\penetration\armour_plate_20mm.bisurf
  3. \a3\data_f\penetration\armour_plate_30mm.bisurf
  4. \a3\data_f\penetration\glass_armored_plate.bisurf

.rvmat

  1. \a3\data_f\penetration\armour_plate_12mm.rvmat
  2. \a3\data_f\penetration\armour_plate_20mm.rvmat
  3. \a3\data_f\penetration\armour_plate_30mm.rvmat
  4. \a3\data_f\penetration\glass_armored_plate.rvmat

Scripts

  1. getMass (get3DENSelected "object" select 0)
  2. diag_drawMode "FireGeometry"; diag_toggle "HitPoints";
  3. diag_drawMode "FireGeometry"; diag_toggle "Shots";

Formulae

  1. Base vehicle armor value * HitPoint armor value = 40 * 0.7
  2. Base vehicle armor value * HitPoint armor value = 40 * 1
  3. Base vehicle armor value * HitPoint armor value = 40 * 2
  4. Base vehicle armor value * HitPoint armor value = 40 * 4
  5. Base vehicle armor value * HitPoint armor value = 40 * 3
  6. maxTrackableSpeed * 3.6 = 125 * 3.6
  7. maxTrackableSpeed * 3.6 = 70 * 3.6
  8. maxTrackableSpeed * 3.6 = 70 * 3.6
  9. 9.0 9.1 initSpeed * caliber * 15 / 1000 = 1030 * 3.4 * 15 / 1000
  10. 60 / reloadTime = 60 / 0.04
  11. FCSMaxLeadSpeed * 3.6 = 30.5556 * 3.6

Notes[]

  1. 1.0 1.1 1.2 1.3 This sensor IS NOT affected by the player's View and Object Distance settings.
  2. 2.0 2.1 This sensor IS affected by the player's View and Object Distance settings and may not function at its maximum range unless their graphics settings are set to an equal or higher distance. However, it should be noted that specifically in the case of aerial targets, Object Distance settings will not affect the sensor's detection range (only View Distance still matters).
  3. For the purposes of damage interactions versus specific armour types, the Minigun 20 mm's shells inflict only high-explosive (HE) type damage due to the usage of the warheadName token (which is set to "HE"). However, because the explosive coefficient of the Minigun 20 mm's shells is set to only 0.4, this means that its shells are not fully explosive-based and mostly deal up to 60% kinetic damage (only 40% damage remains explosive).
  4. Damage will be reduced if the projectile's velocity drops below this value.

References[]

  1. 1.0 1.1 1.2 1.3 Foltyn, D, Reyhard et al. 2009, RVMAT basics, Bohemia Interactive Community Wiki, viewed 6 July 2024, <https://community.bistudio.com/wiki/RVMAT_basics#Physical_Properties>.
  2. 2.0 2.1 2.2 2.3 Kolář, P et al. 2013, Tanks Config Guidelines – Arma 3, Bohemia Interactive Community Wiki, viewed 6 July 2024, <https://community.bistudio.com/wiki/Arma_3:_Tanks_Config_Guidelines#Armour_plates_setup>.
  3. 3.0 3.1 3.2 3.3 Vida, J et al. 2014, Damage Description – Arma 3, Bohemia Interactive Community Wiki, viewed 6 July 2024, <https://community.bistudio.com/wiki/Arma_3:_Damage_Description>.
  4. Pike, J, Sherman, R 1999, RAH-66 Comanche, Military Analysis Network, viewed 4 February 2024, <https://man.fas.org/dod-101/sys/ac/rah-66.htm>.
  5. Demotes-Mainard, J 2012, RAH-66 Comanche– The Self-Inflicted Termination: Exploring the Dynamics of Change in Weapons Procurement, Defense Technical Information Center, viewed 4 February 2024, <https://apps.dtic.mil/sti/pdfs/ADA564477.pdf>.
  6. van 't Land, J.J. 2013, SPOTREP #00006, Arma 3, viewed 24 March 2023, <https://dev.arma3.com/post/spotrep-00006>.
  7. Kovařič, V 2016, SPOTREP #00058, Arma 3, viewed 22 September 2023, <https://dev.arma3.com/post/spotrep-00058>.
  8. Kovařič, V 2017, SPOTREP #00076, Arma 3, viewed 22 September 2023, <https://dev.arma3.com/post/spotrep-00076>.
  9. Kovařič, V 2018, SPOTREP #00079, Arma 3, viewed 24 March 2023, <https://dev.arma3.com/post/spotrep-00079>.

External links[]

See also[]

Aircraft of comparable role and configuration[]

Vehicles of ArmA 3
Wheeled AFV-4 GorgonAMV-7 MarshallHatchbackHEMTTHunterIfritKartMB 4WDMSE-3 MaridOffroadProwlerQilinRhino MGS (UP) • StriderSUVTempestTractorTruckQuadbikeUGV StomperVanZamak (MRL)
Tracked 2S9 SochorAWC NyxBTR-K KamyshCRV-6e BobcatED-1D Mini UGV (ED-1E) • IFV-6a CheetahIFV-6c PantherFV-720 MoraM2A1 Slammer (A4 UP) • M4 ScorcherM5 SandstormMBT-52 KumaT-100 Varsuk (X Futura) • T-140 Angara (T-140K) • ZSU-39 Tigris
Rotor-wing AH-9 PawneeAH-99 BlackfootAR-2 DarterCH-49 MohawkCH-67 HuronDemining DroneMH-9 Hummingbird (M900) • Mi-48 KajmanMi-290 TaruMQ-12 FalconPO-30 OrcaUH-80 Ghost HawkUtility DroneWY-55 Hellcat
Fixed-wing A-143 BuzzardA-149 GryphonA-164 WipeoutCaesar BTTF/A-181 Black Wasp IIKH-3A FenghuangMQ-4A GreyhawkTo-199 NeophronTo-201 ShikraUCAV SentinelV-44X BlackfishY-32 Xi'an
Aquatic Assault BoatMotorboatRHIBSpeedboatSDVWater Scooter
(Parenthesis) denote variants.
Karts DLC | Helicopters DLC | Apex DLC | Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC
Arma3-factionicon-nato NATO - Vehicles (ArmA 3)
Wheeled AMV-7 MarshallHEMTTHunterProwlerQuadbikeRhino MGS (UP) • UGV Stomper
Tracked CRV-6e BobcatED-1D Pelter (ED-1E Roller) • IFV-6a CheetahIFV-6c PantherM2A1 Slammer (A4 UP) • M4 ScorcherM5 Sandstorm
Rotor-wing AH-9 PawneeAH-99 BlackfootAL-6 PelicanAR-2 DarterCH-67 HuronMH-9 HummingbirdMQ-12 FalconUH-80 Ghost Hawk
Fixed-wing A-164 WipeoutF/A-181 Black Wasp IIMQ-4A GreyhawkUCAV SentinelV-44X Blackfish
Aquatic Assault Boat (Rescue) • Speedboat MinigunSDV
(Parenthesis) denote variants.
Helicopters DLC | Apex DLC | Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC
Western Sahara
Arma3-factionicon-nato NATO - Vehicles (Western Sahara)
Wheeled AMV-7 Marshall (ATGM, CV, Mortar) • HEMTTHunterQuadbikeUGV Stomper
Tracked CRV-6e BobcatIFV-6a CheetahIFV-6c PantherM2A1 Slammer (A4 UP) • M4 ScorcherM5 Sandstorm
Rotor-wing AH-9 PawneeAH-99 BlackfootAP-5 BustardAR-2 DarterMH-9 HummingbirdUH-80 Ghost Hawk
Fixed-wing A-164 Wipeout
(Parenthesis) denote variants.
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