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The F/A-181 Black Wasp II is a carrier-based, multi-role/air-superiority fighter jet used exclusively by NATO's naval aviation wings in ArmA 3. It was added as part of the Jets DLC.

Overview[]

  • Roles:
    • Air superiority
    • Close air support
    • SEAD
« The F/A-181 Black Wasp II is a fifth-generation, single-seat, twin-engine, all-weather tactical fighter aircraft. The aircraft was designed primarily as an air superiority fighter, but also has ground attack capabilities. This aircraft is fitted with required equipment for carrier operations. Additional external hardpoints allow this aircraft to carry a large variety of weapons configurations.
Field Manual
»

Design[]

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This is a premium asset that requires ownership of the Jets DLC.


The Black Wasp is a twin-engined stealth fighter that uses a clipped delta wing design with a reverse sweep on the rear.

It has both conventional and fully-stealthed variants; the latter can only store up to eight weapons internally and does not have any external hard points.

Arma3-BlackWasp-Loadout

Minimally-stealthed F/A-181 pylon configuration

Armament
By default, the Black Wasp is armed with a 20 mm rotary cannon[CfgVh 4] that feeds from a 450-round belt[CfgVh 5] loaded with armour-piercing (AP) shells.[CfgAm 1][CfgAm 2]

The Black Wasp's twelve pylons (eight for the stealth variant) all support dynamic loadouts.

  • The two small side-mounted internal bays (1-2) support:
    • BIM 9X AA (1×)
  • The two ventral-mounted pylons closest to the centre in the internal bays (7-8) support:
    • AMRAAM D AA (1×)
    • GBU 12 LGB (1×)
    • CBU-85 Cluster (1×)
    • BL778 Cluster (1×)
  • The other two ventral pylons directly next to the centre pylons (4-5) support:
    • AMRAAM D AA (1×)
    • GBU SDB (4×)
  • The final two outermost ventral pylons (3-6) only support:
    • AMRAAM D AA (1×)

NOTE: The following pylons only apply to the minimal-stealth variant of the Black Wasp:

  • The centre pylon on both wings (9-10) support:
    • AMRAAM D AA (1×)
    • AMRAAM D AA (2×)
    • BIM 9X AA (1×)
    • BIM 9X AA (2×)
    • Macer II AGM (1×)
    • Macer II AGM (2×)
    • GBU 12 LGB (1×)
    • GBU 12 LGB (2×)
    • CBU-85 Cluster (1×)
    • CBU-85 Cluster (2×)
    • BL778 Cluster (1×)
    • BL778 Cluster (2×)
    • AGM-88C HARM (1×)
    • GBU SDB (4×)
  • The outermost wing pylons (11-12) only support:
    • AMRAAM D AA (1×)
    • AMRAAM D AA (2×)
    • BIM 9X AA (1×)
    • BIM 9X AA (2×)
    • Macer II AGM (1×)
    • GBU 12 LGB (1×)
    • BL778 Cluster (1×)

Both variants of the Black Wasp also have targeting cameras with integrated laser designators that are located in the EOTS module just beneath the cockpit/nose.[CfgVh 7] The slaved laser designator[CfgVh 4] can be used to provide self-designation capability when used in conjunction with guided munitions like the GBU-12.

Arma3-blackwasp-00

Landing on the flight deck of the USS Freedom. Note the barely retracted tailhook at the rear of the fuselage.

Features
Like the UCAV Sentinel, the Black Wasp has a retractable tailhook that can be lowered or raised to assist in performing carrier landings, and can have its wings folded to allow for easier storage and transportation aboard aircraft carriers.

Compared to the CSAT To-201, the Black Wasp is slightly better when it comes to avionics and Beyond Visual Range (BVR) air-to-air combat. The fully-stealthed Black Wasp can also carry one extra missile in its internal bay. The majority of these pylons, both on the baseline and stealthed variants, support long-range AAMs in addition to glide bombs in the form of SDBs.

The minimally-stealthed Black Wasp is also technically capable of carrying more weapons for close air support despite having fewer external pylons, as most of its air-to-ground munitions have an alternate double-racked variant (like Macer II AGMs).

Drawbacks
Its flight model is slightly more sluggish and is unable to match the To-201's agility in close-range dogfights. Arming the Black Wasp for CAS also means that most of its BVR advantages will have to be sacrificed, since it will need to utilise all of its (already limited) number of pylons for ground attack weapons instead of AAMs.

Last but not least, the dedicated stealthed variant is unable to carry anti-radiation missiles (as opposed to the To-201), which prevents it from being able to engage SAM batteries at stand-off distances like its CSAT counterpart.

Crew Capacity
The Black Wasp has a maximum seating capacity of one for just the pilot. It is unable to transport any additional passengers.

Variants[]

Arma3-render-blackwaspgreycamo
Minimal stealth variant. It has a total of twelve pylons (four external) that support dynamic loadouts. It is configured to use a multi-role loadout by default.

Arma3-render-blackwaspstealthgreycamo
Dedicated stealth variant which cannot mount external munitions. It only has a total of eight internal pylons that support dynamic loadouts and is also configured to use a multi-role loadout by default.

Camouflage[]

  • Dark Grey: Pattern-less scheme that uses a dark ghost grey paint colour.
  • Dark Grey (Camo): Two-tone dark grey/ghost grey paint scheme designed for low observability.

Protection[]

Both variants of the Black Wasp have base armour values of 60.[CfgVh 8][CfgVh 9]

Arma3-blackwasp-hitpoints

LEGEND[SCR 2]
Green = Hull
Orange = Engines
Violet = Fuel tanks
Maroon = Instruments
Gold = Control surfaces (ailerons)
Yellow = Control surfaces (elevators)
Dark blue = Control surfaces (rudders)

Note that the baseline minimal stealth and dedicated stealth variants share the exact same hitpoint layouts (with the exception of the wing pylons that are removed on the latter).


Hull[]

The Black Wasp's hull can withstand up to 210 points of damage.[CfgVh 10][Formula 1] The hull takes 300% additional damage from high-explosive (HE) type munitions.[CfgVh 11] Depletion of its integrity will always result in a total loss.[CfgVh 12]

Engines[]

Both of the Black Wasp's engines can take up to a maximum of 180 points of damage before they fail.[CfgVh 13][CfgVh 14][Formula 2] The engines take 450% additional damage from HE-type munitions.[CfgVh 15][CfgVh 16]

Up to 80% of incoming damage will be shared with the Black Wasp's main "health" pool.[CfgVh 17][CfgVh 18] If the jet is at full "health", it may be possible for the Black Wasp to survive the destruction of both engines. However, if the jet has been partially damaged or is already at critical "health" status, then the risk of the Black Wasp outright exploding is significantly increased upon the loss of both engines.

Instruments[]

The Black Wasp's flight instruments, Head Mounted Display (HMD) and Multi-Functional Displays (MFD) can take up to 90 points of damage before they fail.[CfgVh 19][Formula 3] All instruments take 400% increased damage from HE-type munitions.[CfgVh 20] At least 40% of incoming damage will be shared with the jet's main "health" pool.[CfgVh 21]

Fuel tanks[]

The Black Wasp's twin fuel tanks can withstand up to 240 points of damage before they rupture.[CfgVh 22][CfgVh 23][Formula 4] The fuel tanks take 500% additional damage from HE-type munitions.[CfgVh 24][CfgVh 25]

Up to 60% of incoming damage will be shared with the Black Wasp's main "health" pool.[CfgVh 26][CfgVh 27] Destruction of the fuel tanks has the potential to cause the jet to explode, though only if the Black Wasp is at or near critical "health" status.

Control surfaces[]

The Black Wasp's control surfaces consist of six components:

  • Ailerons (left/right)
  • Elevators (left/right)
  • Rudders (left/right)

All six control surfaces can take up to 108 points of damage before they begin to fail.[CfgVh 28][CfgVh 29][CfgVh 30][CfgVh 31][CfgVh 32][CfgVh 33][Formula 5] They all suffer from a 250% increased damage penalty if they are struck by HE-type munitions.[CfgVh 34][CfgVh 35][CfgVh 36] At least 30% of damage inflicted upon any of these components will be shared with the Black Wasp's main "health" pool.[CfgVh 37][CfgVh 38][CfgVh 39]

The Black Wasp's handling and agility will be impacted depending on the severity of the damage and number of components lost. If all components are destroyed, the jet will take a severe hit to its in-flight stability.

Stealth[]

Both variants of the Black Wasp retain electronic stealth capabilities against active radars, though they have no masking against infrared/visual-based sensors:

RCS[]

The standard Black Wasp with external wing pylons has a radar cross-section rating of 0.8 which lowers the maximum detection range of active radars by 20%.[CfgVh 40] On the other hand, the dedicated stealth variant has an RCS rating of 0.4 (a reduction of 60%).[CfgVh 41]

IR[]

Neither variant of the Black Wasp has stealth capabilities against infrared-based sensors.[CfgVh 42][CfgVh 43]

Visual[]

Both variants of the Black Wasp can be tracked at full range by visual-based sensors.[CfgVh 44][CfgVh 45]

Sensors[]

The Black Wasp has an array of sensors designed to allow it to operate effectively in both ground attack and air superiority roles:

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: 15,000 m
G: 8,000 m
[CfgVh 46][CfgVh 47]
A: 15,000 m
G: 8,000 m
[CfgVh 48][CfgVh 49]
Terrain clutter (200 m)
[CfgVh 50]
1e+10 km/h
[CfgVh 51]
45°[CfgVh 52] 45°[CfgVh 53] 8,000 m[CfgVh 54]
Anti-Radiation A: 16,000 m
G: 16,000 m
[CfgVh 55][CfgVh 56]
A: 16,000 m
G: 16,000 m
[CfgVh 57][CfgVh 58]
Nothing 216 km/h
[CfgVh 59][Formula 6]
60°[CfgVh 60] 180°[CfgVh 61] 12,000 m[CfgVh 62]
Infrared A: 2,500 m
G: 2,000 m
[CfgVh 63][CfgVh 64]
A: 500 m
G: 500 m
[CfgVh 65][CfgVh 66]
Fog (0.005%)
[CfgVh 67]
1,440 km/h
[CfgVh 68][Formula 7]
360°[CfgVh 69] 90°[CfgVh 70] 2,000 m[CfgVh 71]
Laser A: 6,000 m
G: 6,000 m
[CfgVh 72][CfgVh 73]
A: 6,000 m
G: 6,000 m
[CfgVh 74][CfgVh 75]
Nothing 1e+10 km/h
[CfgVh 76]
180°[CfgVh 77] 180°[CfgVh 78] 0 m[CfgVh 79]
NV A: 6,000 m
G: 6,000 m
[CfgVh 80][CfgVh 81]
A: 6,000 m
G: 6,000 m
[CfgVh 82][CfgVh 83]
Nothing 1e+10 km/h
[CfgVh 84]
180°[CfgVh 85] 180°[CfgVh 86] 0 m[CfgVh 87]
Passive A: 16,000 m
G: 16,000 m
[CfgVh 88][CfgVh 89]
A: 16,000 m
G: 16,000 m
[CfgVh 90][CfgVh 91]
Nothing 1e+10 km/h
[CfgVh 92]
360°[CfgVh 93] 360°[CfgVh 94] 12,000 m[CfgVh 95]
Visual A: 4,000 m
G: 3,000 m
[CfgVh 96][CfgVh 97]
A: 500 m
G: 500 m
[CfgVh 98][CfgVh 99]
Fog/Light (6%)
[CfgVh 100][CfgVh 101]
360 km/h
[CfgVh 102][Formula 8]
26°[CfgVh 103] 20°[CfgVh 104] 2,000 m[CfgVh 105]

Active Radar[]

The Black Wasp's Active Radar is forward-facing only. Targets will only become lockable once they get within the bounds of the sensor cone (represented by the teal cone on the SENSORS panel).[note 1]

Note that although ground targets at distances below 200 metres remain "invisible" to the radar due to terrain clutter[CfgVh 50], any targets that begin moving at speeds of ~ 100 km/h or greater will immediately become visible on the Black Wasp's radar.[CfgVh 106][Formula 9]

Anti-Radiation Sensor[]

The Black Wasp's Anti-Radiation Sensor is forward-facing only. Its elevation coverage is specifically three times the circumference compared to azimuth and is therefore optimised to detect ground targets.[note 1]

Infrared Sensor[]

The Black Wasp's IR Sensor is located in the EOTS module (represented by the orange circle on the SENSORS panel), though it is not limited by the targeting camera's facing direction.[CfgVh 107] Although it is technically affected by heavy fog, the range reduction effect is so miniscule (-0.125 metre reduction[CfgVh 67]) that it will be barely noticeable.[note 2]

Laser Sensor[]

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

NV Sensor[]

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

Passive Radar[]

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

Visual Sensor[]

The Black Wasp's Visual Sensor is located in the EOTS module (represented by the red cone on the SENSORS panel).[CfgVh 108] The Visual Sensor can be affected by heavy fog and can lose up to 6% of its range depending on its thickness.[CfgVh 100] The Visual Sensor becomes completely blind at nighttime and very low-light conditions.[CfgVh 101][note 2]

It should be noted that the Visual Sensor has an elevation offset of 1 degree.[CfgVh 109]

Armament[]

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

M61 Minigun[]

Arma3-vehicleweapons-fa181blackwaspii-m61minigun
Ammo parameter Value
Base damage value 60[CfgAm 3]
Splash damage value 6[CfgAm 4]
Damage type Armour Piercing[CfgAm 2][CfgAm 1]
Aerodynamic friction -0.00078[CfgAm 5]
Muzzle velocity (m/s) 1,036[CfgMa 1]
Expected velocity (m/s) 1,030[CfgAm 6][note 3]
Penetration depth (mm) 52.836[CfgAm 7][Formula 10]

20 mm rotary cannon. Fires armour-piercing (AP) shells.[CfgAm 1][CfgAm 2]

It can attain a fire rate of up to ~ 4,000 rounds per minute[CfgWp 1][Formula 11] and has a muzzle velocity of 1,036 m/s.[CfgMa 1] Accuracy-wise, it has a dispersion of 0.002 rad.[CfgWp 2] The shells have a spill radius of 0.4 metres[CfgAm 8] and can penetrate approximately ~ 52 millimetres of armour plating.[CfgAm 7][Formula 10]

Target Lead Indication is provided on the pilot's Heads Up Display (HUD). Landing hits can be accomplished by pointing the M61's crosshair directly onto the HUD's circle.

BIM-9X[]

Arma3-vehicleweapons-fa181blackwaspii-bim9x
Main article: Dynamic loadouts#BIM-9X

Short range infrared-guided air-to-air missile.

Relies on the Black Wasp's IR Sensor to function.

AMRAAM D[]

Arma3-vehicleweapons-fa181blackwaspii-amraamd
Main article: Dynamic loadouts#AMRAAM D

Medium range radar-guided air-to-air missile.

Relies on the Black Wasp's Active Radar sensor to function.

Macer II[]

Arma3-vehicleweapons-fa181blackwaspii-macerii
Main article: Dynamic loadouts#Macer II

Air-to-ground infrared-guided missile.

Relies on the Black Wasp's IR Sensor to function.

GBU-12[]

Arma3-vehicleweapons-fa181blackwaspii-gbu12
Main article: Dynamic loadouts#GBU-12

Laser-guided bomb. Relies on the Black Wasp's Laser Sensor to function.

Predicted Impact Point assistance is provided for "aiming" with the GBU-12s if no laser guidance is available.

EOTS[]

Arma3-blackwasp-tgp-overview

The Electro-Optical Targeting System (EOTS) module on both variants of the Black Wasp is located under the fuselage just below the cockpit/close to the nose. Only the Black Wasp's Visual sensor is specifically slaved to its camera.[CfgVh 108] For rotation limits, there is no restriction to azimuth but elevation is limited to an angle of 10 degrees[CfgVh 110] and a depression of up to 180 degrees.[CfgVh 111]

Its camera can switch between three fields-of-view: Wide (WFOV 0.4x)[CfgVh 112], Medium (MFOV 2.1x)[CfgVh 113], and Narrow (NFOV 6.2x)[CfgVh 114]. It can toggle between day, night or white-/black-hot thermal vision modes.[CfgVh 115][CfgVh 116] The EOTS module's camera is fully stabilised and can be locked onto either point or area targets.[CfgVh 117]

Avionics[]

MAWS[]

Black Wasps are fitted with Missile Approach Warning Systems. The pilot will always be alerted if there are missiles that have successfully locked on and are homing in towards the jet.[CfgVh 118][CfgVh 119]

RWR[]

Black Wasps have Radar Warning Receivers installed. The pilot will be alerted if they are being locked onto by a radar-based targeting system.[CfgVh 120][CfgVh 121]

IWR[]

Black Wasps do not have access to Infrared Warning Receivers. The pilot will not be alerted if there are infrared-based targeting systems that are attempting to lock onto it.[CfgVh 120][CfgVh 121]

LWR[]

Black Wasps lack Laser Warning Receivers. The pilot will not be alerted if laser-based targeting systems are attempting to lock onto the jet.[CfgVh 120][CfgVh 121]

Achievements[]

  • Arma3-achievement-getarrested
    Get Arrested
    • Land either variant of the Black Wasp on the USS Freedom aircraft carrier and lower the tail hook to catch on the flight deck's arrestor wires. It can be done either manually (not recommended) or with autopilot enabled.

Trivia[]

  • The Black Wasp is based on Boeing's "F/A-18E Super Hornet", but combines its fuselage with additional elements such as the wings, tail assembly, internal weapon bays and engines from Lockheed Martin's "F-22A Raptor".[1]
    • However, the instruments and layout of the cockpit[2] along with positioning of the EOTS module[3], is also similar to that of the "F-35C Lightning II".
  • Prior to Game Update 1.72, the Black Wasp was very fragile and could be critically damaged or outright destroyed by a single hit from almost every kind of medium/heavy anti-aircraft weapon. Its durability was subsequently improved after the patch's release so that it can no longer be instantly blown up by AA fire.[4]
    • The patch also disabled the ability to mount ordnance externally on the dedicated Stealth variant (dynamic loadouts were still available on the wing pylons).[4]
  • The Black Wasp's flight model was improved after the release of Game Update 1.76. Before the patch, the Black Wasp was susceptible to stalling at specific angles of attack and had stability issues even in level flight.[5]

Gallery[]

Video[]

Config/script references[]

CfgAmmo

  1. 1.0 1.1 1.2 CfgAmmo >> ammo_Fighter01_Gun20mm_AA >> explosive
  2. 2.0 2.1 2.2 CfgAmmo >> ammo_Fighter01_Gun20mm_AA >> warheadName
  3. CfgAmmo >> ammo_Fighter01_Gun20mm_AA >> hit
  4. CfgAmmo >> ammo_Fighter01_Gun20mm_AA >> indirectHit
  5. CfgAmmo >> ammo_Fighter01_Gun20mm_AA >> airFriction
  6. CfgAmmo >> ammo_Fighter01_Gun20mm_AA >> typicalSpeed
  7. 7.0 7.1 CfgAmmo >> ammo_Fighter01_Gun20mm_AA >> caliber
  8. CfgAmmo >> ammo_Fighter01_Gun20mm_AA >> indirectHitRange

CfgMagazines

  1. 1.0 1.1 CfgMagazines >> magazine_Fighter01_Gun20mm_AA_x450 >> initSpeed

CfgWeapons

  1. CfgWeapons >> weapon_Fighter_Gun20mm_AA >> manual >> reloadTime
  2. CfgWeapons >> weapon_Fighter_Gun20mm_AA >> manual >> dispersion

CfgVehicles

  1. CfgVehicles >> B_Plane_Fighter_01_F >> maximumLoad
  2. CfgVehicles >> B_Plane_Fighter_01_F >> fuelCapacity
  3. CfgVehicles >> B_Plane_Fighter_01_F >> slingLoadCargoMemoryPoints[]
  4. 4.0 4.1 4.2 4.3 CfgVehicles >> B_Plane_Fighter_01_F >> weapons[] >> {"weapon_Fighter_Gun20mm_AA","Laserdesignator_pilotCamera","CMFlareLauncher_Singles"}
  5. 5.0 5.1 5.2 CfgVehicles >> B_Plane_Fighter_01_F >> magazines[] >> {"magazine_Fighter01_Gun20mm_AA_x450","Laserbatteries","240Rnd_CMFlare_Chaff_Magazine"}
  6. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> TransportPylonsComponent >> Presets >> Default >> attachment[] >> {"PylonRack_Missile_AMRAAM_D_x1","PylonRack_Missile_AMRAAM_D_x1","PylonRack_Missile_AGM_02_x2","PylonRack_Missile_AGM_02_x2","PylonMissile_Missile_BIM9X_x1","PylonMissile_Missile_BIM9X_x1","PylonMissile_Missile_AMRAAM_D_INT_x1","PylonMissile_Missile_AMRAAM_D_INT_x1","","","PylonMissile_Bomb_GBU12_x1","PylonMissile_Bomb_GBU12_x1"}
  7. CfgVehicles >> B_Plane_Fighter_01_F >> pilotCamera
  8. CfgVehicles >> B_Plane_Fighter_01_F >> armor
  9. CfgVehicles >> B_Plane_Fighter_01_Stealth_F >> armor
  10. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitHull >> armor
  11. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitHull >> explosionShielding
  12. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitHull >> passThrough
  13. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitEngine >> armor
  14. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitEngine2 >> armor
  15. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitEngine >> explosionShielding
  16. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitEngine2 >> explosionShielding
  17. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitEngine >> passThrough
  18. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitEngine2 >> passThrough
  19. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitAvionics >> armor
  20. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitAvionics >> explosionShielding
  21. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitAvionics >> passThrough
  22. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitFuel >> armor
  23. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitFuel2 >> armor
  24. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitFuel >> explosionShielding
  25. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitFuel2 >> explosionShielding
  26. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitFuel >> passThrough
  27. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitFuel2 >> passThrough
  28. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitLCElevator >> armor
  29. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitRElevator >> armor
  30. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitLCRudder >> armor
  31. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitRRudder >> armor
  32. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitLAileron >> armor
  33. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitRAileron >> armor
  34. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitLCElevator >> explosionShielding
  35. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitLCRudder >> explosionShielding
  36. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitLAileron >> explosionShielding
  37. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitLCElevator >> passThrough
  38. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitLCRudder >> passThrough
  39. CfgVehicles >> B_Plane_Fighter_01_F >> HitPoints >> HitLAileron >> passThrough
  40. CfgVehicles >> B_Plane_Fighter_01_F >> radarTargetSize
  41. CfgVehicles >> B_Plane_Fighter_01_Stealth_F >> radarTargetSize
  42. CfgVehicles >> B_Plane_Fighter_01_F >> irTargetSize
  43. CfgVehicles >> B_Plane_Fighter_01_Stealth_F >> irTargetSize
  44. CfgVehicles >> B_Plane_Fighter_01_F >> visualTargetSize
  45. CfgVehicles >> B_Plane_Fighter_01_Stealth_F >> visualTargetSize
  46. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> AirTarget >> maxRange
  47. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> GroundTarget >> maxRange
  48. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> AirTarget >> minRange
  49. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> GroundTarget >> minRange
  50. 50.0 50.1 CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> AirTarget >> maxGroundNoiseDistance
  51. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> maxTrackableSpeed
  52. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> angleRangeHorizontal
  53. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> angleRangeVertical
  54. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> typeRecognitionDistance
  55. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> AntiRadiationSensorComponent >> AirTarget >> maxRange
  56. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> AntiRadiationSensorComponent >> GroundTarget >> maxRange
  57. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> AntiRadiationSensorComponent >> AirTarget >> minRange
  58. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> AntiRadiationSensorComponent >> GroundTarget >> minRange
  59. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> AntiRadiationSensorComponent >> maxTrackableSpeed
  60. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> AntiRadiationSensorComponent >> angleRangeHorizontal
  61. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> AntiRadiationSensorComponent >> angleRangeVertical
  62. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> AntiRadiationSensorComponent >> typeRecognitionDistance
  63. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> AirTarget >> maxRange
  64. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> GroundTarget >> maxRange
  65. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> AirTarget >> minRange
  66. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> GroundTarget >> minRange
  67. 67.0 67.1 CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> maxFogSeeThrough
  68. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> maxTrackableSpeed
  69. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> angleRangeHorizontal
  70. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> angleRangeVertical
  71. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> typeRecognitionDistance
  72. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> AirTarget >> maxRange
  73. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> GroundTarget >> maxRange
  74. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> AirTarget >> minRange
  75. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> GroundTarget >> minRange
  76. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> maxTrackableSpeed
  77. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> angleRangeHorizontal
  78. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> angleRangeVertical
  79. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> typeRecognitionDistance
  80. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> AirTarget >> maxRange
  81. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> GroundTarget >> maxRange
  82. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> AirTarget >> minRange
  83. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> GroundTarget >> minRange
  84. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> maxTrackableSpeed
  85. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> angleRangeHorizontal
  86. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> angleRangeVertical
  87. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> typeRecognitionDistance
  88. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> AirTarget >> maxRange
  89. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> GroundTarget >> maxRange
  90. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> AirTarget >> minRange
  91. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> GroundTarget >> minRange
  92. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> maxTrackableSpeed
  93. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> angleRangeHorizontal
  94. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> angleRangeVertical
  95. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> typeRecognitionDistance
  96. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> AirTarget >> maxRange
  97. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> GroundTarget >> maxRange
  98. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> AirTarget >> minRange
  99. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> GroundTarget >> minRange
  100. 100.0 100.1 CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> maxFogSeeThrough
  101. 101.0 101.1 CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> nightRangeCoef
  102. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> maxTrackableSpeed
  103. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> angleRangeHorizontal
  104. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> angleRangeVertical
  105. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> typeRecognitionDistance
  106. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> maxSpeedThreshold
  107. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> animDirection
  108. 108.0 108.1 CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> animDirection
  109. CfgVehicles >> B_Plane_Fighter_01_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> aimDown
  110. CfgVehicles >> B_Plane_Fighter_01_F >> pilotCamera >> minElev
  111. CfgVehicles >> B_Plane_Fighter_01_F >> pilotCamera >> maxTurn
  112. CfgVehicles >> B_Plane_Fighter_01_F >> pilotCamera >> OpticsIn >> Wide
  113. CfgVehicles >> B_Plane_Fighter_01_F >> pilotCamera >> OpticsIn >> Medium
  114. CfgVehicles >> B_Plane_Fighter_01_F >> pilotCamera >> OpticsIn >> Narrow
  115. CfgVehicles >> B_Plane_Fighter_01_F >> pilotCamera >> OpticsIn >> Wide >> visionMode[] >> {"Normal","NVG","Ti"}
  116. CfgVehicles >> B_Plane_Fighter_01_F >> pilotCamera >> OpticsIn >> Wide >> thermalMode[] >> {0,1}
  117. CfgVehicles >> B_Plane_Fighter_01_F >> pilotCamera >> OpticsIn >> Wide >> directionStabilized
  118. CfgVehicles >> B_Plane_Fighter_01_F >> incomingMissileDetectionSystem >> "8 + 16"
  119. CfgVehicles >> B_Plane_Fighter_01_Stealth_F >> incomingMissileDetectionSystem >> "8 + 16"
  120. 120.0 120.1 120.2 CfgVehicles >> B_Plane_Fighter_01_F >> lockDetectionSystem >> "8"
  121. 121.0 121.1 121.2 CfgVehicles >> B_Plane_Fighter_01_Stealth_F >> lockDetectionSystem >> "8"

Scripts

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

Formulae

  1. Base vehicle armor value * HitPoint armor value = 60 * 3.5
  2. Base vehicle armor value * HitPoint armor value = 60 * 3
  3. Base vehicle armor value * HitPoint armor value = 60 * 1.5
  4. Base vehicle armor value * HitPoint armor value = 60 * 4
  5. Base vehicle armor value * HitPoint armor value = 60 * 1.8
  6. maxTrackableSpeed * 3.6 = 60 * 3.6
  7. maxTrackableSpeed * 3.6 = 400 * 3.6
  8. maxTrackableSpeed * 3.6 = 100 * 3.6
  9. maxSpeedThreshold * 3.6 = 27.7778 * 3.6
  10. 10.0 10.1 initSpeed * caliber * 15 / 1000 = 1036 * 3.4 * 15 / 1000
  11. 60 / reloadTime = 60 / 0.015

Notes[]

  1. 1.0 1.1 1.2 1.3 1.4 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. Damage will be reduced if the projectile's velocity drops below this value.

References[]

  1. Carpenter, J 2017, OPREP - JETS DLC, Arma 3, viewed 6 May 2017, <https://dev.arma3.com/post/oprep-jets-dlc>.
  2. Keller, J 2022, Lockheed Martin to redesign F-35 panoramic display electronics to blunt effects of component obsolescence, Military & Aerospace Electronics, viewed 7 March 2023, <https://www.militaryaerospace.com/sensors/article/14276510/panoramic-display-f35-cockpit-avionics>.
  3. Lockheed Martin Corporation 2022, F-35 Lightning II Electro-Optical Targeting System (EOTS), Lockheed Martin, viewed 7 March 2023, <https://web.archive.org/web/20221210075309/https://www.lockheedmartin.com/en-us/products/f-35-lightning-ii-eots.html>. (archived link)
  4. 4.0 4.1 Kovařič, V 2017, SPOTREP #00069, Arma 3, viewed 13 October 2023, <https://dev.arma3.com/post/spotrep-00069>.
  5. van 't Land, J.J. 2017, SPOTREP #00073, Arma 3, viewed 13 October 2023, <https://dev.arma3.com/post/spotrep-00073>.

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
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