Armed Assault Wiki

The Dingo 2 CZ is an MRAP-class vehicle used exclusively by Czech military forces in ArmA 2. It was added with the release of the Army of the Czech Republic DLC.

Overview[]

  • Roles:
    • Troop transport
    • Reconnaissance
    • Fire support
« ATF Dingo 2 is an advanced heavily armored military infantry mobility vehicle. It is designed to withstand land mines, rifle fire, artillery fragments and NBC-threats. it can be transported by airplane or transport helicopter. Its weapons station with machinegun or grenadelauncher is controlled via a monitor inside the vehicle.
Armoury Description[1]
»

Design[]

Premium content logo
This is a premium asset that requires ownership of the Army of the Czech Republic DLC.

The Dingo is an all-terrain, MRAP-type Infantry Mobility Vehicle (IMV) that is primarily designed to serve as a troop carrier, though it can also fulfil reconnaissance, command and control, and cargo transport duties.

Armament
The Dingo is always armed with either a remote-operated 7.62 mm medium machine gun or a 40 mm automatic grenade launcher mounted onto the roof's turret:[CfgVh 11][CfgVh 12]

  • The MG variant's MG 3A1 feeds from 100-round ammoboxes. It has access 400 rounds in total, split across 4× 100-round ammoboxes.[CfgVh 13]
  • The GL variant's GMG feeds from 48-round belts loaded with high-explosive (HE) grenades. This variant's turret has access to 192 grenades in total, split across 4× grenade belts.[CfgVh 14]

Features
Unlike the Czech Army's own Military Offroad and other Light Utility Vehicles like the American HMMWV, the Dingo's crew and passengers are protected by a ballistic-resistant hull that has 5 millimetre-thick armour plates on all sides of the MRAP's body. Compared to the Russian military's Vodnik, the Dingo always uses a remote-operated turret which eliminates the risk of the gunner being shot (Vodniks with roof-mounted PKTs leave their gunners exposed).

Furthermore, the Dingo's only hitpoint that can be damaged by gunfire or explosives is the vehicle's body since all other hitpoints are not exposed. For instance, the engine and fuel tank HPs cannot be disabled directly by gunfire alone, and will only start taking damage once the vehicle's body HP incurs heavy damage (which is only then shared with the engine/fuel tank HPs). Thanks to this combination of traits, the Dingo is one of the safest troop transports to operate in ArmA 2.

Mobility
Despite being much bigger than the HMMWV and the Military Offroad, the Dingo can comfortably maintain a top speed of up to 91 km/h on turbo which is on par with the Vodnik and the smaller HMMWV. However, it isn't nearly as fast as Military Offroad and is ~ 22% slower than the latter (Military Offroads can attain a top speed of 114 km/h).

In terms of maintaining its speed when driving over rough terrain, the Dingo is identical to the HMMWV and is better compared to the Military Offroad.[CfgVh 15] The only aspect where the Dingo is definitively worse than both vehicles is its turn rate, since the Dingo requires slightly more room to manoeuvre. As a result, if the driver makes a hard turn, the Dingo will lose speed more quickly compared to both of its counterparts.[CfgVh 16]

Drawbacks
The Dingo is by no means impervious to small arms fire. Although its armour plating is thick enough to stop 5.45 mm/5.56 mm bullets, the same cannot be said for 7.62 mm DMR/MMG bullets. 12.7 mm heavy machine guns and autocannon shells alike can tear through the hull's armour plates with ease.

Lastly, even though the Dingo is classified as an MRAP, it cannot withstand the damage from an anti-tank mine and will explode if it gets caught in the blast. This similarly applies to Improvised Explosive Devices (IED) and RPGs, both of which can instantly destroy the Dingo without giving the crew or its passengers a chance to bail out.

Crew Capacity
Including the driver and gunner, the Dingo has a maximum seating capacity of six personnel. It can transport up to four passengers at a time.[CfgVh 1][CfgVh 2]

Variants[]

Arma2-render-dingomgwoodland
Baseline variant.

The FLW 100 RWS turret is armed with a 7.62 mm medium machine gun.[CfgVh 11] It is always pre-loaded with a single 100-round belt box and has another 3× boxes left in reserve, providing a combined pool of 400 rounds.[CfgVh 13] It can transport up to four passengers at once.[CfgVh 1]

Arma2-render-dingoglwoodland
Alternate variant that utilises an armoured FLW 200 RWS turret.

This variant's RWS turret is equipped with a 40 mm automatic grenade launcher[CfgVh 12] that feeds from a pre-loaded 48-round grenade belt. It has 3× additional belts left in reserve for a total of 192 grenades.[CfgVh 14] It can also carry up to four passengers at once.[CfgVh 2]

Camouflage[]

  • Desert: Bright desert tan paint scheme.
  • Woodland: Bright olive green paint scheme with dark green camouflage blobs.

Protection: Hitpoints[]

Both configurations of the Dingo have a base armour value of 40.[CfgVh 17][CfgVh 18]

Successful strikes to any of the following highlighted sections will inflict full damage to the component:[note 1]

LEGENDGreen = Body

LEGEND
Green = Body

Body[]

The Dingo's armoured body can withstand up to 40 points of damage.[CfgVh 19][Formula 1] Depletion of its integrity will always result in the vehicle's destruction.[CfgVh 20]

Engine[]

The Dingo's engine can only take a maximum of 20 points of damage before it fails.[CfgVh 21][Formula 2] 100% of damage to the engine will always be shared with the Dingo's main "health" pool. Destroying the engine can potentially result in an explosion if the Dingo is at critical "health" status.[CfgVh 22]

Fuel tank[]

The Dingo's fuel tank can only withstand up to 5.6 points of damage before it ruptures.[CfgVh 23][Formula 3] 100% of incoming damage will always be shared with the Dingo's main "health" pool. The Dingo can explode if it is at critical "health" status at the time of the fuel tank's destruction.[CfgVh 24]

Wheels[]

Each of the Dingo's four wheels can take up to 6 points of damage before their tyres burst.[CfgVh 25][CfgVh 26][CfgVh 27][CfgVh 28][Formula 4] Up to 30% of incoming damage to any of the wheels will be shared with the vehicle's main "health" pool. The Dingo can potentially explode if it is at or near critical "health" status when all four wheels are destroyed.[CfgVh 29][CfgVh 30][CfgVh 31][CfgVh 32]

Protection: Armour[]

.bisurf Density[2] Thickness[2] bulletPenetrability[3] bulletPenetrabilityWithThickness[3]
armor_5mm_plate.bisurf 7800 5 200 13
glass_armored.bisurf 2400 N/A; based on vehicle fire geometry thickness 50 N/A; not used by glass_armored.bisurf
metalplate.bisurf 7800 2 200 10

LEGENDGreen = glass_armored.bisurfYellow = armor_5mm_plate

LEGEND
Green = glass_armored.bisurf
Yellow = armor_5mm_plate.bisurf

LEGENDMaroon = metalplate

LEGEND
Maroon = metalplate.bisurf

LEGENDYellow = armor_5mm_plate

LEGEND
Yellow = armor_5mm_plate.bisurf

On both configurations of the Dingo, the entirety of the vehicle's body is protected by armour plates that have a thickness of 5 millimetres.[rvmat 1][bisurf 1] This also applies to Dingos armed with GMGs that have an FLW 200 RWS turret installed.

For Dingos armed with MG 3A1s that utilise an FLW 100 RWS turret, the turret is made out of plain metals instead. These metal plates have a thickness of just 2 millimetres.[rvmat 2][bisurf 2]

The vehicle's windows are all protected by panes of armoured glass.[rvmat 3][bisurf 3] They can block projectiles fired by 12.7 mm heavy machine guns and sniper rifles. However, these glass panes will eventually shatter once they take enough damage.

Thermal signature[]

Arma2-dingo2cz-thermalsignature

Armament[]

The gunner position remotely operates the Dingo's turret from the safety of the vehicle's interior. They exclusively have control over the GMG 40 mm automatic grenade launcher[CfgVh 12] and MG 3A1 7.62 mm medium machine gun.[CfgVh 11]

For rotation/elevation limits, the RWS turret can be freely adjusted in all directions horizontally but has a maximum elevation of 60 degrees[CfgVh 33][CfgVh 34] and a depression of 25 degrees:[CfgVh 35][CfgVh 36]

GMG[]

Arma2-vehicleweapons-dingo2cz-gmg

NOTE: Only available on Dingo 2 (GL) variants.

Parameter Value
Base damage value 12[CfgAm 1]
Splash damage value 10[CfgAm 2]
Warhead type High-Explosive
Blast radius (metres) 5[CfgAm 3]
Muzzle velocity (m/s) 240[CfgMa 1]

40 mm automatic grenade launcher.

It can attain a fire rate of up to 400 rounds per minute[CfgWp 1][Formula 5] and has a muzzle velocity of 240 m/s.[CfgMa 1] Accuracy-wise, the GMG has a dispersion of 0.006 rad.[CfgWp 2] It takes at least 6 seconds to reload the GMG with a fresh belt of grenades or to fully rearm from a supply truck/ammunition crate.[CfgWp 3]

Its 40 mm grenades use a high-explosive (HE) based warhead[CfgMa 2] that have a blast radius of 5 metres.[CfgAm 3] They have a minimum fuse range of 15 metres. Grenades impacting the terrain under this distance will not explode.[CfgAm 4] The fuse also has a maximum timer of 20 seconds; the grenade will automatically disappear if it does not hit a hard surface within that timeframe.[CfgAm 5]

The GMG supports manual zeroing adjustments. Zeroing starts from a minimum of 100 metres up to a maximum of 1,000 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000).[CfgVh 37] By default, the GMG is always set to a zeroing of 300 metres.[CfgVh 38]

MG 3A1[]

Arma2-vehicleweapons-dingo2cz-mg3a1

NOTE: Only available on Dingo 2 (MG) variants.

Ammo parameter Value
Base damage value 12[CfgAm 6]
Aerodynamic friction -0.0009324[CfgAm 7]
Muzzle velocity (m/s) 834[CfgMa 3]
Expected velocity (m/s) 900
[CfgAm 8][note 2]
Deflection angle (degrees) 10°[CfgAm 9]

7.62 mm medium machine gun.

The MG3A1 can attain a fire rate of up to 800 RPM.[CfgWp 4][Formula 6] It has a muzzle velocity of 834 m/s.[CfgMa 3] Accuracy-wise, the MG 3A1 has a dispersion of 0.0012 rad.[CfgWp 5][CfgWp 5] It takes up to 5 seconds to reload the MG3A1 with a fresh ammobox.[CfgWp 6] Every fourth round fired will emit a visible red tracer.[CfgMa 4] The last four rounds of the ammobox's belt will always emit visible red tracers.[CfgMa 5]

Manual zeroing is available, starting from a minimum of 100 metres up to a maximum of 1,000 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000).[CfgVh 39] By default, the MG 3A1 is always set to a zeroing of 300 metres.[CfgVh 40]

Optics[]

Gunner[]

The gunner's terminal is linked to the camera on the FLW 100/200 Remote Weapons Station turret. It allows for two magnification settings; a minimum of 0.83x zoom[CfgVh 41][CfgVh 42][Formula 7] and a maximum of 16.67x zoom.[CfgVh 43][CfgVh 44][Formula 8] The terminal can toggle day, night, and black-/white-hot thermal vision modes.[CfgVh 45][CfgVh 46][CfgVh 47][CfgVh 48]

Regardless of its configuration, a reading display for the turret's laser rangefinder is available.[CfgVh 49][CfgVh 50] It should be noted that operating the turret does not require the Dingo's engine to be switched on, as it is powered by the vehicle's auxiliary power unit (APU).[CfgVh 51][CfgVh 52]

Defensive sensors[]

MAWS RWR IWR LWR

Neither configuration of the Dingo is equipped with defensive sensors. The driver and gunner/passengers will not be warned if guided weapon systems are attempting to lock onto the vehicle.[CfgVh 53][CfgVh 54] Alerts will not be relayed if a guided projectile has successfully locked onto the Dingo and is inbound towards it.[CfgVh 55][CfgVh 56]

AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

Both variants of the Dingo share the same camouflage[4] rating of 2.[CfgVh 57][CfgVh 58]

Cost[]

Main article: AI Basics: Targeting priority

Both variants of the Dingo share the same cost[5] value of 100000.[CfgVh 59][CfgVh 60]

Threat values[]

Main article: AI Basics: Targeting priority

Both variants of the Dingo share the same threat[6] values regardless of their armament:

Noise factor[]

Main article: AI Basics: Detection

Both variants of the Dingo have an audible[7] factor of 3.[CfgVh 63][CfgVh 64]

Trivia[]

  • Despite being classified as an MRAP, the in-game Dingo is quite fragile and typical of all vehicles in ArmA 2, will violently explode once the vehicle's main "health" pool takes enough damage.
    • Even its in-game Armoury Description incorrectly states that it is capable of withstanding a blast from landmines and artillery shells.[1] In reality, ArmA 2's Dingo will always explode catastrophically if either type of ordnance hits it directly.
  • At release, the Dingo's default zeroing settings were different, and it was not possible to access the vehicle's inventory unless the user was inside the vehicle (AI units were not affected by this). Additionally, the GMG's smoke particle effects were excessively large and obscured the gunner's view. All of these were addressed after the release of the latest Steam version patches (as part of CorePatch's changes).[8]
  • Prior to the release of ArmA 3, the Dingo was the first dedicated MRAP-type vehicle in the series.
  • Bug
    Due to its fire geometry LOD not having passenger and driver/gunner proxies assigned, the Dingo's driver, gunner, and passengers cannot actually be killed by small arms fire even if the vehicle's windows are destroyed. Any bullet projectiles will simply phase through the Dingo's riders since their proxies are missing from the FG LOD.
    • This similarly applies to the Dingo's fuel tank and engine hitpoints. The requisite memory points that are needed to define where the fuel tank and engine are located on the Dingo's model were not added to its hitpoints LOD. As such, neither hitpoint ("palivo" and "motor") can be damaged since they don't exist.
The information below details unused, pre-release or removed content.
  • Unused German Dingo variants.

    Unused German Dingo variants.

    Curiously, there is a hidden third texture (Texture name: karosse_co.paa) that features a woodland camouflage scheme. Based on its appearance, it was clearly intended for German forces.[9]
    • This could suggest that at some point during ACR's development, the KSK faction may have potentially had the Dingo as a usable vehicle. Unfortunately, the vehicles themselves were not implemented in the DLC's final release. Therefore, the only way to make use of the textures are through custom addons or the setObjectTexture scripting command.

Gallery[]

Config/script references[]

CfgAmmo

  1. CfgAmmo >> G_40mm_HE >> hit
  2. CfgAmmo >> G_40mm_HE >> indirectHit
  3. 3.0 3.1 CfgAmmo >> G_40mm_HE >> indirectHitRange
  4. CfgAmmo >> G_40mm_HE >> fuseDistance
  5. CfgAmmo >> G_40mm_HE >> timeToLive
  6. CfgAmmo >> B_762x51_Ball >> hit
  7. CfgAmmo >> B_762x51_Ball >> airFriction
  8. CfgAmmo >> B_762x51_Ball >> typicalSpeed
  9. CfgAmmo >> B_762x51_Ball >> deflecting

CfgMagazines

  1. 1.0 1.1 CfgMagazines >> 48Rnd_40mm_MK19 >> initSpeed
  2. CfgMagazines >> 48Rnd_40mm_MK19 >> ammo >> "G_40mm_HE"
  3. 3.0 3.1 CfgMagazines >> 100Rnd_762x51_M240 >> initSpeed
  4. CfgMagazines >> 100Rnd_762x51_M240 >> tracersEvery
  5. CfgMagazines >> 100Rnd_762x51_M240 >> lastRoundsTracer

CfgWeapons

  1. CfgWeapons >> GMG_veh_ACR >> reloadTime
  2. CfgWeapons >> GMG_veh_ACR >> dispersion
  3. CfgWeapons >> GMG_veh_ACR >> magazineReloadTime
  4. CfgWeapons >> MG3A1_veh_ACR >> manual >> reloadTime
  5. 5.0 5.1 CfgWeapons >> MG3A1_veh_ACR >> manual >> dispersion
  6. CfgWeapons >> MG3A1_veh_ACR >> magazineReloadTime

CfgVehicles

  1. 1.0 1.1 1.2 CfgVehicles >> Dingo_WDL_ACR >> transportSoldier
  2. 2.0 2.1 2.2 CfgVehicles >> Dingo_GL_Wdl_ACR >> transportSoldier
  3. CfgVehicles >> Dingo_WDL_ACR >> transportMaxWeapons
  4. CfgVehicles >> Dingo_GL_Wdl_ACR >> transportMaxWeapons
  5. CfgVehicles >> Dingo_WDL_ACR >> transportMaxMagazines
  6. CfgVehicles >> Dingo_GL_Wdl_ACR >> transportMaxMagazines
  7. CfgVehicles >> Dingo_WDL_ACR >> transportMaxBackpacks
  8. CfgVehicles >> Dingo_GL_Wdl_ACR >> transportMaxBackpacks
  9. CfgVehicles >> Dingo_WDL_ACR >> fuelCapacity
  10. CfgVehicles >> Dingo_GL_Wdl_ACR >> fuelCapacity
  11. 11.0 11.1 11.2 11.3 CfgVehicles >> Dingo_WDL_ACR >> Turrets >> MainTurret >> weapons[] >> {"MG3A1_veh_ACR"}
  12. 12.0 12.1 12.2 12.3 CfgVehicles >> Dingo_GL_Wdl_ACR >> Turrets >> MainTurret >> weapons[] >> {"GMG_veh_ACR"}
  13. 13.0 13.1 CfgVehicles >> Dingo_WDL_ACR >> Turrets >> MainTurret >> magazines[] >> {"100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240"}
  14. 14.0 14.1 CfgVehicles >> Dingo_GL_Wdl_ACR >> Turrets >> MainTurret >> magazines[] >> {"48Rnd_40mm_MK19","48Rnd_40mm_MK19","48Rnd_40mm_MK19","48Rnd_40mm_MK19"}
  15. CfgVehicles >> Dingo_Base_ACR >> terrainCoef >> "2"
  16. CfgVehicles >> Dingo_Base_ACR >> turnCoef >> "4"
  17. CfgVehicles >> Dingo_WDL_ACR >> armor
  18. CfgVehicles >> Dingo_GL_Wdl_ACR >> armor
  19. CfgVehicles >> Dingo_Base_ACR >> HitPoints >> HitBody >> armor
  20. CfgVehicles >> Dingo_Base_ACR >> HitPoints >> HitBody >> passThrough
  21. CfgVehicles >> Dingo_Base_ACR >> HitPoints >> HitEngine >> armor
  22. CfgVehicles >> Dingo_Base_ACR >> HitPoints >> HitEngine >> passThrough
  23. CfgVehicles >> Dingo_Base_ACR >> HitPoints >> HitFuel >> armor
  24. CfgVehicles >> Dingo_Base_ACR >> HitPoints >> HitFuel >> passThrough
  25. CfgVehicles >> Dingo_Base_ACR >> HitPoints >> HitLFWheel >> armor
  26. CfgVehicles >> Dingo_Base_ACR >> HitPoints >> HitRFWheel >> armor
  27. CfgVehicles >> Dingo_Base_ACR >> HitPoints >> HitLBWheel >> armor
  28. CfgVehicles >> Dingo_Base_ACR >> HitPoints >> HitRBWheel >> armor
  29. CfgVehicles >> Dingo_Base_ACR >> HitPoints >> HitLFWheel >> passThrough
  30. CfgVehicles >> Dingo_Base_ACR >> HitPoints >> HitRFWheel >> passThrough
  31. CfgVehicles >> Dingo_Base_ACR >> HitPoints >> HitLBWheel >> passThrough
  32. CfgVehicles >> Dingo_Base_ACR >> HitPoints >> HitRBWheel >> passThrough
  33. CfgVehicles >> Dingo_WDL_ACR >> Turrets >> MainTurret >> maxElev
  34. CfgVehicles >> Dingo_GL_Wdl_ACR >> Turrets >> MainTurret >> maxElev
  35. CfgVehicles >> Dingo_WDL_ACR >> Turrets >> MainTurret >> minElev
  36. CfgVehicles >> Dingo_GL_Wdl_ACR >> Turrets >> MainTurret >> minElev
  37. CfgVehicles >> Dingo_GL_Wdl_ACR >> Turrets >> MainTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000}
  38. CfgVehicles >> Dingo_GL_Wdl_ACR >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "2"
  39. CfgVehicles >> Dingo_WDL_ACR >> Turrets >> MainTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000}
  40. CfgVehicles >> Dingo_WDL_ACR >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "2"
  41. CfgVehicles >> Dingo_GL_Wdl_ACR >> Turrets >> MainTurret >> ViewOptics >> maxFov >> "0.3"
  42. CfgVehicles >> Dingo_WDL_ACR >> Turrets >> MainTurret >> ViewOptics >> maxFov >> "0.3"
  43. CfgVehicles >> Dingo_GL_Wdl_ACR >> Turrets >> MainTurret >> ViewOptics >> minFov >> "0.015"
  44. CfgVehicles >> Dingo_WDL_ACR >> Turrets >> MainTurret >> ViewOptics >> minFov >> "0.015"
  45. CfgVehicles >> Dingo_GL_Wdl_ACR >> Turrets >> MainTurret >> ViewOptics >> visionMode[] >> {"Normal","NVG","Ti"}
  46. CfgVehicles >> Dingo_WDL_ACR >> Turrets >> MainTurret >> ViewOptics >> visionMode[] >> {"Normal","NVG","Ti"}
  47. CfgVehicles >> Dingo_GL_Wdl_ACR >> Turrets >> MainTurret >> ViewOptics >> thermalMode[] >> {0,1}
  48. CfgVehicles >> Dingo_WDL_ACR >> Turrets >> MainTurret >> ViewOptics >> thermalMode[] >> {0,1}
  49. CfgVehicles >> Dingo_GL_Wdl_ACR >> Turrets >> MainTurret >> turretInfoType >> "RscWeaponRangeZeroing"
  50. CfgVehicles >> Dingo_WDL_ACR >> Turrets >> MainTurret >> turretInfoType >> "RscWeaponRangeZeroing"
  51. CfgVehicles >> Dingo_GL_Wdl_ACR >> Turrets >> MainTurret >> startEngine >> "0"
  52. CfgVehicles >> Dingo_WDL_ACR >> Turrets >> MainTurret >> startEngine >> "0"
  53. CfgVehicles >> Dingo_GL_Wdl_ACR >> lockDetectionSystem >> "0"
  54. CfgVehicles >> Dingo_WDL_ACR >> lockDetectionSystem >> "0"
  55. CfgVehicles >> Dingo_GL_Wdl_ACR >> incommingMisslieDetectionSystem >> "0"
  56. CfgVehicles >> Dingo_WDL_ACR >> incommingMisslieDetectionSystem >> "0"
  57. CfgVehicles >> Dingo_GL_Wdl_ACR >> camouflage
  58. CfgVehicles >> Dingo_WDL_ACR >> camouflage
  59. CfgVehicles >> Dingo_GL_Wdl_ACR >> cost
  60. CfgVehicles >> Dingo_WDL_ACR >> cost
  61. 61.0 61.1 61.2 CfgVehicles >> Dingo_GL_Wdl_ACR >> threat[] >> {1,0.1,0.4}
  62. 62.0 62.1 62.2 CfgVehicles >> Dingo_WDL_ACR >> threat[] >> {1,0.1,0.4}
  63. CfgVehicles >> Dingo_GL_Wdl_ACR >> audible
  64. CfgVehicles >> Dingo_WDL_ACR >> audible

.rvmat

  1. \ca\data\penetration\armor_5mm_plate.rvmat
  2. \ca\data\penetration\metalplate.rvmat
  3. \ca\data\penetration\glass_armored.rvmat

.bisurf

  1. \ca\data\penetration\armor_5mm_plate.bisurf
  2. \ca\data\penetration\metalplate.bisurf
  3. \ca\data\penetration\glass_armored.bisurf

Formulae

  1. Base vehicle armor value * HitPoint armor value = 40 * 1
  2. Base vehicle armor value * HitPoint armor value = 40 * 0.5
  3. Base vehicle armor value * HitPoint armor value = 40 * 0.14
  4. Base vehicle armor value * HitPoint armor value = 40 * 0.15
  5. 60 / reloadTime = 60 / 0.15
  6. 60 / reloadTime = 60 / 0.075
  7. 0.25 / maxFov = 0.25 / 0.3
  8. 0.25 / minFov = 0.25 / 0.015

Notes[]

  1. Neither variant of the Dingo MRAP/IMV has exposed fuel and engine hitpoints. Damage can only be dealt indirectly to these components if the vehicle's body has taken 50% or more damage.
  2. Damage will be reduced if the projectile's velocity drops below this value.

References[]

  1. 1.0 1.1 Bohemia Interactive a.s., 2012, Vehicles, Arma 2, viewed 20 November 2023, <https://www.arma2.com/arma-2-acr-vehicles/vehicles>.
  2. 2.0 2.1 Španěl, M et al. 2007, RVMAT – ArmA: Armed Assault, Bohemia Interactive Community Wiki, viewed 15 June 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 15 June 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 16 June 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 16 June 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 16 June 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 16 June 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#audible>.
  8. Mazzon, M et al. 2019, CorePatch, GitHub, viewed 20 November 2023, <https://github.com/Goliath86/CorePatch/blob/master/Changelog.txt>.
  9. ARMA 2: Army of the Czech Republic 2012 [Video Game], Bohemia Interactive a.s., \ca\wheeled_acr\dingo\data\karosse_co.paa

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-acr ACR - Vehicles (ARMA 2)
Wheeled ATVBRDM-2Dingo 2 CZHMMWV GPKMilitary OffroadPandur II 8x8 CZRM-70T810UAZ-469
Tracked BMP-2T-72M4 CZ
Rotor-wing Mi-171ShMi-24V
Fixed-wing L-159 ALCAL-39CL-39ZA
Aquatic PBX
(Parenthesis) denote variants.
Operation Arrowhead | Army of the Czech Republic