Armed Assault Wiki

The BMP-3 is a tracked Infantry Fighting Vehicle used exclusively by the Russian Armed Forces in ArmA 2.

Overview[]

  • Roles:
    • Troop transport
    • Fire support
« The BMP-3 is is an infantry fighting vehicle developed in Russia. It is one of the most heavily armed combat vehicles worldwide. It features 2A70 100 mm rifled gun, 2A72 dual feed autocannon, 7.62 mm machine gun, and two 7.62 mm bow machine guns.
The BMP-3 is capable of engaging targets out to 5-6 km, however there is minimum engagement range of about 300 m.
Armoury Description[1]
»

Design[]

The BMP-3 is the latest model in the BMP series of IFVs. It is a tracked, armoured and amphibious vehicle that is designed to engage both armoured ground and air threats while stationary, on the move, and while afloat. It uses a rear-mounted engine for a better weight distribution and has improved amphibious capabilities over its predecessors.

Armament
It is armed with a 100 mm rifled gun as its primary weapon and has a dual-mount 30 mm autocannon/7.62 mm medium machine gun that serve as coaxial weapons. The BMP-3's main gun is also capable of launching anti-tank guided missiles.[CfgVh 6] In addition, there are two forward-facing 7.62 mm-chambered MMGs mounted onto both the left and right sides of the hull's bow.[CfgVh 8][CfgVh 9]

The standard loadout of the primary 2A70 gun consists of the following 100 mm shells:[CfgVh 7]

  • 22 rounds of high-explosive (HE) shells
  • 8 gun-launched Arkan 9M117M1 SACLOS-guided anti-tank missiles[note 1]

For its coaxial weapons, the PKT feeds from a single 2,000-round belt and has no spares to reload from. The 2A72 autocannon on the other hand, has access to two types of 30 mm shells:[CfgVh 7]

  • 250 shells worth of high-explosive (HE)
  • 250 rounds of armour-piercing (AP) shells

The BMP-3's commander has the ability to deploy up to 4× volleys worth of defensive smoke grenades.[CfgVh 10][CfgVh 11] Lastly, for the two hull gunner PKTs, they feed exclusively from 250-round belts. Each PKT has access to a total pool of 1,250 rounds split across 5× belts.[CfgVh 12][CfgVh 13]

Features
Originally envisioned as a light tank, the BMP-3 is arguably the best Infantry Fighting Vehicle in ArmA 2. It completely outclasses both the British Army's Warrior and the U.S. Army's M2 Bradley IFVs in terms of raw firepower thanks to the BMP-3's combination of a coaxial 30 mm autocannon and gun-launched ATGMs. Both weapons allow it to tackle Main Battle Tanks and low-flying helicopters head-on if there aren't any T-90s or 2S6Ms available for support, though it will need to rely on defilade and speed to avoid being hit by either threat.

Mobility
BMP-3s are fully amphibious and can ford across any body of water.[CfgVh 14]

With a top speed of 81 km/h, the BMP-3 is one of the fastest tracked IFVs in ArmA 2, outstripping both the BMP-2 and Bradley family of IFVs in pure speed. The only exceptions to this are Takistani BVP-1s and the British Warrior, though even then, both are only just slightly faster by 5 km/h.

Drawbacks
Although BMP-3s do have the requisite weapons to be able to fight MBTs, they can't directly tackle tanks head-on as the BMP-3 itself isn't sufficiently protected enough, nor does it have enough "health" to withstand a direct hit from 120 mm/125 mm tank shells (the BMP-3 has a base armour of only 300).[CfgVh 15] Flanking from behind or "sniping" enemy tanks with its 9M117M1 missiles will be necessary if the BMP-3's crew don't want to get blown up by a single AP shell.

Transportation-wise, the BMP-3 has the least passenger capacity out of all the tracked IFVs in ArmA 2. With enough seats for just five passengers (assuming the hull gunner seats aren't empty), the BMP-3 will barely be able to carry just half of a Russian rifle squad into combat.[CfgVh 1] In contrast, the Warrior IFV can carry up to seven passengers at a time. Against the USMC's AAVP-7A1 Armoured Personnel Carrier, this difference in troop capacity is even more pronounced as the AAV can ferry up to nineteen passengers at once, which is a ~ 116% increase in capacity compared to the BMP-3.

When swimming over water, BMP-3s are very slow and will experience difficulty when executing any hard turns. The BMP-3 will struggle to maintain a top speed of 6 km/h even when turbo is toggled. Compared to other tracked amphibious vehicles like the BVP-1 or BMP-2, it is exactly 1 km/h slower than its counterparts. Against wheeled IFVs and APCs, the gap in swimming speed widens even further, as BTR-90s and LAV-25s are almost ~ 58% faster than the BMP-3 (they can attain a top speed of 11 km/h).

Crew Capacity
The BMP-3 has a crew of five personnel consisting of the driver, a primary gunner (who operates the BMP-3's main turret), two hull gunners (who operate the front-left/front-right bow-mounted machine guns), and the vehicle's commander. It can transport up to five passengers at a time.[CfgVh 1]

Protection: Hitpoints[]

The BMP-3 has a base armour value of 300.[CfgVh 15]

Successful strikes to any of the following highlighted sections will inflict full damage to the component:

LEGENDGreen = BodyOrange = EngineLight blue = TracksMaroon = TurretGold = Main gun

LEGEND
Green = Body
Orange = Engine
Light blue = Tracks
Maroon = Turret
Gold = Main gun

Hull[]

The BMP-3's hull can withstand up to 300 points of damage.[CfgVh 16][Formula 1] Depletion of the hull's integrity will always result in a catastrophic kill if the BMP-3 is at critical "health" status.[CfgVh 17]

Engine[]

The BMP-3's engine can take a maximum of 105 points of damage before it fails.[CfgVh 18][Formula 2] At least 20% of incoming damage will be shared with the BMP-3's main "health" pool. Destruction of the engine can potentially result in a catastrophic kill if the BMP-3 is at critical "health" status.[CfgVh 19]

Tracks[]

Both of the BMP-3's tracks can each take up to 45 points of damage before they break.[CfgVh 20][CfgVh 21][Formula 3] At least 30% of incoming damage to either of the tracks will be shared with the BMP-3's main "health" pool. If the BMP-3 is at critical "health" status, it can potentially result in a catastrophic explosion if both tracks get completely wrecked.[CfgVh 22][CfgVh 23]

Turret[]

Traverse mechanisms for the BMP-3's turret can withstand a maximum of 300 points of damage.[CfgVh 24][Formula 4] 100% of damage inflicted upon the turret will always be shared with the BMP-3's main "health" pool. Depletion of the turret's integrity will consistently result in a catastrophic kill.[CfgVh 25]

Main gun[]

Elevation mechanisms for the BMP-3's main gun can take up to 90 points of damage.[CfgVh 26][Formula 5] Damage inflicted upon the main gun's elevation mechanisms will not be shared with the BMP-3's main "health" pool.[CfgVh 27]

Protection: Armour[]

LEGENDGreen = armour

LEGEND
Green = armour.bisurf

.bisurf Density[2] Thickness[2] bulletPenetrability[3] bulletPenetrabilityWithThickness[3]
armour.bisurf 7840 N/A; based on vehicle fire geometry thickness 1 N/A; not used by armour.bisurf

The entirety of the BMP-3's hull and turret are protected by metal armour plates.[rvmat 1][bisurf 1]

Thermal signature[]

Arma2-bmp3-thermalsignature

Armament[]

NOTE: For specifics on the 2A72's munitions, see its related section listed here.

All primary weapon systems (2A70 100 mm gun/coaxial 2A72 30 mm autocannon/Arkan 9M117M1 gun-launched anti-tank guided missiles/coaxial PKT 7.62 mm medium machine gun) are controlled by the gunner position.[CfgVh 6] On the other hand, the BMP-3's hull gunners handle the two forward-facing, bow-mounted PKT 7.62 mm MMGs instead.[CfgVh 8][CfgVh 9] Lastly, the commander has exclusive control over the BMP-3's defensive smoke grenade launchers.[CfgVh 10]

Turret rotation limits differ for the main turret and bow-mounted MGs:

  • The main turret (2A70/2A72/Arkan 9M117M1/PKT) can be freely rotated in any direction horizontally.[CfgVh 28][CfgVh 29] Vertical rotation is limited to a maximum elevation of 60 degrees[CfgVh 30] and a minimum depression of just 6 degrees.[CfgVh 31]
  • Vertical rotation limits for the hull PKTs allows for a maximum elevation and depression of 5 degrees.[CfgVh 32][CfgVh 33][CfgVh 34][CfgVh 35] Horizontal rotation differs for the left and right MGs:
    • The left MG can swivelled up to a maximum of 15 degrees towards the left[CfgVh 36] and only 5 degrees right.[CfgVh 37]
    • The right MG can be swivelled up to a maximum of 15 degrees towards the right[CfgVh 38] and only 5 degrees left.[CfgVh 39]

2A70[]

Arma2-vehicleweapons-bmp3-2a70
Ammo parameter Value
Base damage value 210
[CfgAm 1][CfgAm 2][note 2]
Splash damage value 40[CfgAm 3]
Damage type High-Explosive
Aerodynamic friction 0[CfgAm 4]
Muzzle velocity (m/s) 905[CfgMa 1]
Expected velocity (m/s) 1,300
[CfgAm 5][note 3]

100 mm rifled gun. Fires high-explosive (HE) shells.[CfgAm 2][note 2]

The 2A70 can fire one HE shell every 6 seconds (granting it a fire rate of 10 rounds per minute).[CfgWp 1][Formula 6] It has a muzzle velocity of 905 m/s.[CfgMa 1] Accuracy-wise, the 2A70 has a dispersion of 0.002 rad.[CfgWp 2] The shells have a blast radius of 20 metres.[CfgAm 6]

Manual zeroing is available, starting from a minimum of 100 metres up to a maximum of 3,000 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000, 2100, 2200, 2300, 2400, 2500, 2600, 2700, 2800, 2900, 3000).[CfgVh 40] By default, the 2A70 is set to a zeroing of 600 metres.[CfgVh 41] For automatic locking[note 4], the 2A70 uses a laser-based targeting system.[CfgWp 3][note 5]

2A72[]

Arma2-vehicleweapons-bmp3-2a72

Coaxial 30 mm autocannon. Can load and fire either AP or HE-type shells.

It can attain a fire rate of up to ~ 349 RPM.[CfgWp 4][Formula 7] Accuracy-wise, the 2A72 has a dispersion of 0.0005 rad.[CfgWp 5] There is no difference in muzzle velocity between its munition types as the 2A72 always has a muzzle velocity of 960 m/s.[CfgMa 2][CfgMa 3] There is no delay for swapping between munition types.[CfgWp 6]

Manual zeroing limits for the 2A72 are shared with the primary 2A70 rifled gun, allowing for a minimum zeroing of 100 metres up to a maximum of 3,000 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000, 2100, 2200, 2300, 2400, 2500, 2600, 2700, 2800, 2900, 3000).[CfgVh 40] The 2A72 is also set to a default zeroing of 600 metres.[CfgVh 41]

Arkan 9M117M1[]

Arma2-vehicleweapons-bmp3-9m117m1arkan

NOTE: Although it is fired from the 2A70's barrel, Arkan 9M117M1 missiles are treated as a separate "weapon" that has to be switched to. Unlike its standard loadout of HE shells, Arkan 9M117M1 missiles are not manually loaded as a "magazine" into the primary 2A70 gun.

Parameter Value
Base damage value 600[CfgAm 7]
Splash damage value 15[CfgAm 8]
Warhead type High-Explosive Anti-Tank
Blast radius (metres) 1.5[CfgAm 9]
Launch velocity (m/s) 370[CfgMa 4]
Maximum speed (m/s) 420[CfgAm 10]

Gun-launched anti-tank guided missiles. 9M117M1 missiles utilise SACLOS for guidance.[CfgAm 11] They can be manually controlled up to a maximum distance of 4,000 metres.[CfgAm 12]

The 2A70 can load and fire one 9M117M1 missile every 6 seconds (fire rate of 10 RPM).[CfgWp 7][Formula 8] Reloading another missile takes up to 8 seconds to complete.[CfgWp 8]

9M117M1 missiles are always hard-launched with an initial velocity of 370 m/s.[CfgMa 4] 1.5 seconds after being fired[CfgAm 13], the missile's motor will start gaining additional thrust over the next 6 seconds[CfgAm 14] until it attains a top speed of 420 m/s.[CfgAm 10] The missile has enough fuel for 13 seconds of flight time.[CfgAm 15] Its warhead is high-explosive anti-tank (HEAT) based and has a blast radius of just 1.5 metres.[CfgAm 9]

PKT[]

Arma2-vehicleweapons-bmp3-pkt
Ammo parameter Value
Base damage value 12[CfgAm 16]
Aerodynamic friction -0.00096[CfgAm 17]
Muzzle velocity (m/s) 855
[CfgMa 5][CfgMa 6]
Expected velocity (m/s) 900
[CfgAm 18][note 3]
Deflection angle (degrees) 10°[CfgAm 19]

7.62 mm medium machine gun. It is available as a coaxial gun and as bow-mounted weapons on the hull.

It can attain a fire rate of up to 800 RPM[CfgWp 9][Formula 9] and has a muzzle velocity of 855 m/s.[CfgMa 5][CfgMa 6] Accuracy-wise, the PKT has a dispersion of 0.00125 rad.[CfgWp 10] Every fourth round fired will emit a visible green tracer.[CfgMa 7][CfgMa 8] It takes up to 5 seconds to fully rearm any of the PKTs from a supply truck/ammunition crate.[CfgWp 11]

Manual zeroing adjustments are only available for coaxial PKTs (bow PKTs do not allow for manual zeroing adjustments). Zeroing limits are shared with the primary 2A70 rifled gun, allowing for a minimum zeroing of 100 metres up to a maximum of 3,000 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000, 2100, 2200, 2300, 2400, 2500, 2600, 2700, 2800, 2900, 3000).[CfgVh 40] The coaxial PKT uses a default zeroing setting of 600 metres.[CfgVh 41]

Optics[]

Driver[]

Arma2-bmp3-optics-driver

The driver's periscope does not have the ability to toggle enhanced vision modes. However, the driver can wear their own night vision goggles whilst they are looking through it.

Main Gunner[]

Arma2-bmp3-optics-maingunner

The gunner's gunsight has variable zoom capability, allowing for a minimum magnification of 1x zoom[CfgVh 42][Formula 10] up to a maximum of 4x zoom.[CfgVh 43][Formula 11] Its thermal imager allows the gunsight to toggle three vision modes: day, night green-/black-hot thermal.[CfgVh 44][CfgVh 45]

A laser rangefinder is available.[CfgVh 46] It should be noted that operating the main turret will necessitate turning the BMP-3's engine on as the turret is not powered by an auxiliary power unit (APU).[CfgVh 47]

Commander[]

Arma2-bmp3-optics-commander

The commander's periscope has variable zoom capability. It can switch between a minimum magnification of 1x zoom[CfgVh 48][Formula 12] up to a maximum of 12x zoom.[CfgVh 49][Formula 13] It can toggle three vision modes: day, night, and white-/black-hot thermal.[CfgVh 50][CfgVh 51]

A laser rangefinder is not available. Unlike the main turret, operating the commander's periscope will not require switching the vehicle's engine on.[CfgVh 52]

Hull Gunner[]

Arma2-bmp3-optics-hullgunner

Neither of the hull gunners' hatches have the ability to toggle enhanced vision modes. However, both gunners have the ability to wear their own night vision goggles whilst they are looking through the hatches.

Defensive sensors[]

MAWS RWR IWR LWR

The BMP-3 is not equipped with defensive sensors of any kind. The crew will not be warned if there are guided weapon systems attempting to acquire a lock onto the vehicle[CfgVh 53], nor if a guided projectile has successfully locked onto the BMP-3 and is inbound towards it.[CfgVh 54]

AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

The BMP-3 has a camouflage[4] rating of 8.[CfgVh 55]

Cost[]

Main article: AI Basics: Targeting priority

The BMP-3 has a cost[5] value of 150000.[CfgVh 56]

Threat values[]

Main article: AI Basics: Targeting priority

The BMP-3 is considered to be an extremely dangerous threat[6] to AI-controlled infantry units (1).[CfgVh 57]

On the other hand, AI-controlled ground vehicles (0.5) only see the BMP-3 as a medium-risk threat while aircraft consider it to be a low-risk threat (0.1).[CfgVh 57]

Noise factor[]

Main article: AI Basics: Detection

The BMP-3 has an audible[7] factor of 18.[CfgVh 58]

Trivia[]

  • Just like the BTR-90, the BMP-3's gunner position was not "upgraded" with the ability to use thermal optics even after the release of the Operation Arrowhead expansion pack.
    • This was finally addressed with the latest Steam version patches (as part of the CorePatch updates) with the BMP-3's gunner and commander both receiving access to thermal vision modes for their respective optics.[8]
    • The BMP-3's primary weapon systems also gained a laser rangefinder and manual/automatic zeroing capability. The reloading times for the Arkan ATGMs was also significantly cut down from its original delay of 90 seconds.[8]
  • To date, the BMP-3 remains as the most heavily armed IFV in the entire series. Only its wheeled counterpart and the CSAT BTR-K Kamysh in ArmA 3 come close to its capabilities and variety of armament available.

Gallery[]

Config/script references[]

CfgAmmo

  1. CfgAmmo >> Sh_100_HE >> hit
  2. 2.0 2.1 CfgAmmo >> Sh_100_HE >> explosive >> "0.8"
  3. CfgAmmo >> Sh_100_HE >> indirectHit
  4. CfgAmmo >> Sh_100_HE >> airFriction
  5. CfgAmmo >> Sh_100_HE >> typicalSpeed
  6. CfgAmmo >> Sh_100_HE >> indirectHitRange
  7. CfgAmmo >> M_AT10_AT >> hit
  8. CfgAmmo >> M_AT10_AT >> indirectHit
  9. 9.0 9.1 CfgAmmo >> M_AT10_AT >> indirectHitRange
  10. 10.0 10.1 CfgAmmo >> M_AT10_AT >> maxSpeed
  11. CfgAmmo >> M_AT10_AT >> manualControl
  12. CfgAmmo >> M_AT10_AT >> maxControlRange
  13. CfgAmmo >> M_AT10_AT >> initTime
  14. CfgAmmo >> M_AT10_AT >> thrustTime
  15. CfgAmmo >> M_AT10_AT >> timeToLive
  16. CfgAmmo >> B_762x54_Ball >> hit
  17. CfgAmmo >> B_762x54_Ball >> airFriction
  18. CfgAmmo >> B_762x54_Ball >> typicalSpeed
  19. CfgAmmo >> B_762x54_Ball >> deflecting

CfgMagazines

  1. 1.0 1.1 CfgMagazines >> 22Rnd_100mm_HE_2A70 >> initSpeed
  2. CfgMagazines >> 250Rnd_30mmAP_2A72 >> initSpeed
  3. CfgMagazines >> 250Rnd_30mmHE_2A72 >> initSpeed
  4. 4.0 4.1 CfgMagazines >> 8Rnd_AT10_BMP3 >> initSpeed
  5. 5.0 5.1 CfgMagazines >> 2000Rnd_762x54_PKT >> initSpeed
  6. 6.0 6.1 CfgMagazines >> 250Rnd_762x54_PKT_T90 >> initSpeed
  7. CfgMagazines >> 250Rnd_762x54_PKT_T90 >> tracersEvery
  8. CfgMagazines >> 2000Rnd_762x54_PKT >> tracersEvery

CfgWeapons

  1. CfgWeapons >> 2A70 >> reloadTime
  2. CfgWeapons >> 2A70 >> dispersion
  3. CfgWeapons >> 2A70 >> weaponLockSystem >> "4"
  4. CfgWeapons >> 2A72 >> manual >> reloadTime
  5. CfgWeapons >> 2A72 >> manual >> dispersion
  6. CfgWeapons >> 2A72 >> magazineReloadTime
  7. CfgWeapons >> 2A70Rocket >> reloadTime
  8. CfgWeapons >> 2A70Rocket >> magazineReloadTime
  9. CfgWeapons >> PKTBC >> manual >> reloadTime
  10. CfgWeapons >> PKTBC >> manual >> dispersion
  11. CfgWeapons >> PKTBC >> magazineReloadTime

CfgVehicles

  1. 1.0 1.1 1.2 CfgVehicles >> BMP3 >> transportSoldier
  2. CfgVehicles >> BMP3 >> transportMaxWeapons
  3. CfgVehicles >> BMP3 >> transportMaxMagazines
  4. CfgVehicles >> BMP3 >> transportMaxBackpacks
  5. CfgVehicles >> BMP3 >> fuelCapacity
  6. 6.0 6.1 6.2 6.3 6.4 CfgVehicles >> BMP3 >> Turrets >> MainTurret >> weapons[] >> {"2A72","2A70","PKTBC","2A70Rocket"}
  7. 7.0 7.1 7.2 CfgVehicles >> BMP3 >> Turrets >> MainTurret >> magazines[] >> {"8Rnd_AT10_BMP3","250Rnd_30mmAP_2A72","250Rnd_30mmHE_2A72","22Rnd_100mm_HE_2A70","2000Rnd_762x54_PKT"}
  8. 8.0 8.1 8.2 CfgVehicles >> BMP3 >> Turrets >> LeftTurret >> weapons[] >> {"PKTBC"}
  9. 9.0 9.1 9.2 CfgVehicles >> BMP3 >> Turrets >> RightTurret >> weapons[] >> {"PKTBC"}
  10. 10.0 10.1 10.2 CfgVehicles >> BMP3 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> weapons[] >> {"SmokeLauncher"}
  11. CfgVehicles >> BMP3 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> magazines[] >> {"SmokeLauncherMag","SmokeLauncherMag"}
  12. CfgVehicles >> BMP3 >> Turrets >> LeftTurret >> magazines[] >> {"250Rnd_762x54_PKT_T90","250Rnd_762x54_PKT_T90","250Rnd_762x54_PKT_T90","250Rnd_762x54_PKT_T90","250Rnd_762x54_PKT_T90"}
  13. CfgVehicles >> BMP3 >> Turrets >> RightTurret >> magazines[] >> {"250Rnd_762x54_PKT_T90","250Rnd_762x54_PKT_T90","250Rnd_762x54_PKT_T90","250Rnd_762x54_PKT_T90","250Rnd_762x54_PKT_T90"}
  14. CfgVehicles >> BMP3 >> canFloat >> "1"
  15. 15.0 15.1 CfgVehicles >> BMP3 >> armor
  16. CfgVehicles >> BMP3 >> HitPoints >> HitHull >> armor
  17. CfgVehicles >> BMP3 >> HitPoints >> HitHull >> passThrough
  18. CfgVehicles >> BMP3 >> HitPoints >> HitEngine >> armor
  19. CfgVehicles >> BMP3 >> HitPoints >> HitEngine >> passThrough
  20. CfgVehicles >> BMP3 >> HitPoints >> HitLTrack >> armor
  21. CfgVehicles >> BMP3 >> HitPoints >> HitRTrack >> armor
  22. CfgVehicles >> BMP3 >> HitPoints >> HitLTrack >> passThrough
  23. CfgVehicles >> BMP3 >> HitPoints >> HitRTrack >> passThrough
  24. CfgVehicles >> BMP3 >> Turrets >> MainTurret >> HitPoints >> HitTurret >> armor
  25. CfgVehicles >> BMP3 >> Turrets >> MainTurret >> HitPoints >> HitTurret >> passThrough
  26. CfgVehicles >> BMP3 >> Turrets >> MainTurret >> HitPoints >> HitGun >> armor
  27. CfgVehicles >> BMP3 >> Turrets >> MainTurret >> HitPoints >> HitGun >> passThrough
  28. CfgVehicles >> BMP3 >> Turrets >> MainTurret >> minTurn
  29. CfgVehicles >> BMP3 >> Turrets >> MainTurret >> maxTurn
  30. CfgVehicles >> BMP3 >> Turrets >> MainTurret >> maxElev
  31. CfgVehicles >> BMP3 >> Turrets >> MainTurret >> minElev
  32. CfgVehicles >> BMP3 >> Turrets >> LeftTurret >> minElev
  33. CfgVehicles >> BMP3 >> Turrets >> LeftTurret >> maxElev
  34. CfgVehicles >> BMP3 >> Turrets >> RightTurret >> minTurn
  35. CfgVehicles >> BMP3 >> Turrets >> RightTurret >> maxTurn
  36. CfgVehicles >> BMP3 >> Turrets >> LeftTurret >> maxTurn
  37. CfgVehicles >> BMP3 >> Turrets >> LeftTurret >> minTurn
  38. CfgVehicles >> BMP3 >> Turrets >> RightTurret >> minElev
  39. CfgVehicles >> BMP3 >> Turrets >> RightTurret >> maxElev
  40. 40.0 40.1 40.2 CfgVehicles >> BMP3 >> Turrets >> MainTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800,1900,2000,2100,2200,2300,2400,2500,2600,2700,2800,2900,3000}
  41. 41.0 41.1 41.2 CfgVehicles >> BMP3 >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "5"
  42. CfgVehicles >> BMP3 >> Turrets >> MainTurret >> ViewOptics >> maxFov >> "0.2"
  43. CfgVehicles >> BMP3 >> Turrets >> MainTurret >> ViewOptics >> minFov >> "0.05"
  44. CfgVehicles >> BMP3 >> Turrets >> MainTurret >> ViewOptics >> visionMode[] >> {"Normal","NVG","Ti"}
  45. CfgVehicles >> BMP3 >> Turrets >> MainTurret >> ViewOptics >> thermalMode[] >> {2,3}
  46. CfgVehicles >> BMP3 >> Turrets >> MainTurret >> turretInfoType >> "RscWeaponRangeZeroing"
  47. CfgVehicles >> BMP3 >> Turrets >> MainTurret >> startEngine >> "1"
  48. CfgVehicles >> BMP3 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> maxFov >> "0.3"
  49. CfgVehicles >> BMP3 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> minFov >> "0.025"
  50. CfgVehicles >> BMP3 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> visionMode[] >> {"Normal","NVG","Ti"}
  51. CfgVehicles >> BMP3 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> thermalMode[] >> {0,1}
  52. CfgVehicles >> BMP3 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> startEngine >> "0"
  53. CfgVehicles >> BMP3 >> lockDetectionSystem >> "0"
  54. CfgVehicles >> BMP3 >> incommingMisslieDetectionSystem >> "0"
  55. CfgVehicles >> BMP3 >> camouflage
  56. CfgVehicles >> BMP3 >> cost
  57. 57.0 57.1 CfgVehicles >> BMP3 >> threat[] >> {1,0.5,0.1}
  58. CfgVehicles >> BMP3 >> audible

.rvmat

  1. \ca\data\penetration\armour.rvmat

.bisurf

  1. \ca\data\penetration\armour.bisurf

Formulae

  1. Base vehicle armor value * HitPoint armor value = 300 * 1
  2. Base vehicle armor value * HitPoint armor value = 300 * 0.35
  3. Base vehicle armor value * HitPoint armor value = 300 * 0.15
  4. Base vehicle armor value * HitPoint armor value = 300 * 1
  5. Base vehicle armor value * HitPoint armor value = 300 * 0.3
  6. 60 / reloadTime = 60 / 6
  7. 60 / reloadTime = 60 / 0.171429
  8. 60 / reloadTime = 60 / 6
  9. 60 / reloadTime = 60 / 0.075
  10. initFov / maxFov = 0.2 / 0.2
  11. initFov / minFov = 0.2 / 0.05
  12. initFov / maxFov = 0.3 / 0.3
  13. initFov / minFov = 0.3 / 0.025

Notes[]

  1. Due to technical limitations with ArmA 2's iteration of the Real Virtuality engine, the BMP-3's 9M117M1 missiles are considered to be a standalone weapon even though the missile(s) is visually fired from the main gun. Because of this, the 9M117M1 launcher "weapon" must be switched into before it can be fired (it is not loaded as a "magazine" into the primary 2A70 gun alongside its HE shells).
  2. 2.0 2.1 Due to its explosive coefficient of 0.8, the 2A70 HE shells inflict 80% explosive damage and only 20% kinetic-type damage.
  3. 3.0 3.1 Damage will be reduced if the projectile's velocity drops below this value.
  4. Only applies to lower difficulty settings where auto guidance is available. Higher difficulty settings do not allow for automatic lock-ons by default.
  5. If available, the 2A70 can be detected by the target's Laser Warning Receiver (LWR) if it is "locking" onto its target (this mostly applies to the 2A70 when it is being operated by an AI gunner).

References[]

  1. Bohemia Interactive a.s., 2009, Tracked military vehicles, Arma 2, viewed 28 April 2025, <https://www.arma2.com/arma-2-vehicles/tracked-military-vehicles>.
  2. 2.0 2.1 Španěl, M et al. 2007, RVMAT – ArmA: Armed Assault, Bohemia Interactive Community Wiki, viewed 17 March 2025, <https://community.bistudio.com/wiki/ArmA:_Armed_Assault:_RVMAT#Surface_physical_properties>.
  3. 3.0 3.1 Foltyn, D et al. 2009, Bullet penetrability, Bohemia Interactive Community Wiki, viewed 17 March 2025, <https://community.bistudio.com/wiki/Bullet_penetrability>.
  4. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 28 April 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#camouflage>.
  5. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 28 April 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#cost>.
  6. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 28 April 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#threat>.
  7. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 28 April 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#audible>.
  8. 8.0 8.1 Mazzon, M et al. 2015, CorePatch, GitHub, viewed 10 April 2023, <https://github.com/Goliath86/CorePatch/blob/master/Changelog.txt>.

External links[]

See also[]

Vehicles of comparable role and configuration[]

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 WarriorM1A1 Abrams* (M1A2 TUSK*) • M113M2A3 Bradley (M2A2, M6) • M270 MLRS* • T-34* • T-55T-72* (T-72M4 CZ) • T-90ZSU-23-4*
Rotor-wing AH-1Z ViperAH-6J Little Bird (AH-6X) • AH-11 WildcatAH-64D Apache Longbow* (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 Venom (UH-1H) • UH-60M Black Hawk (MEV, MH-60S)
Fixed-wing A-10 Thunderbolt II* • An-2AV-8B HarrierC-130J Hercules* • F-35B 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-russianarmedforces Russian Armed Forces - Vehicles (ARMA 2)
Wheeled BTR-90 (HQ) • BM-21 GradKamaz (Ammunition, Fuel, Open, Repair, Salvage, Supply) • Vodnik (Ambulance, BPPU) • UAZ-469 (AGS-30)
Tracked 2S6M TunguskaBMP-3T-72T-90
Rotor-wing Ka-52Mi-8MTV-3 (Mi-8MT Medevac) • Mi-24P (V)
Fixed-wing Pchela-1TSu-39Su-34
Aquatic PBX
(Parenthesis) denote variants.