Armed Assault Wiki

The M1A2 TUSK is a variant of the U.S. Marine/U.S. Army M1A1 Main Battle Tank in ArmA 2.

Overview[]

  • Role:
    • Direct fire and manoeuvre
« The M1A1, famous for its role in the Gulf Wars, is the United States’ primary Main Battle Tank. The M1A1 features an M256 smoothbore cannon capable of firing an armor-piercing fin-stabilized discarding sabot (APFSDS) round with a depleted uranium penetrator.
This one is upgraded with TUSK (Tank Urban Survival Kit) allowing for greater survivability in urban terrain.
Armoury Description[1][2]
»

Design[]

An advanced modification of the M1A1 Abrams Main Battle Tank, the M1A2 is equipped with a new Fire Control System, a panoramic commander's sight, and improved armour protection.

Armament
It is armed with a 120 mm smoothbore cannon, a coaxial 7.62 mm medium machine gun[CfgVh 4], a turret roof-mounted remote-operated .50 cal heavy machine gun[CfgVh 5], and another 7.62 mm MMG with a gunshield (also fitted to the turret's roof)[CfgVh 6] that can be fired from within the tank's interior.[CfgVh 7][CfgVh 8]

The main M256 cannon has access to the following munitions:[CfgVh 9]

  • 20 rounds worth of sabots
  • 20 rounds of high-explosive (HE) shells

The gunner's coaxial M240 feeds from a single 1,200-round belt and has no spares to reload from.[CfgVh 9] On the other hand, the commander's M2HB feeds from 100-round belts stored in ammocans. One ammocan is always pre-loaded by default and a further 4× ammoboxes are left in reserve, providing the commander with access to a total pool of 500 rounds.

The M1A2's defensive smoke launchers (controlled exclusively by the commander) can deploy up to 4× volleys' worth of smoke shells.[CfgVh 10] Lastly, the loader's M240 has access to a combined total of 400 rounds split across 4× ammoboxes.[CfgVh 11]

Features
The M1A2 is specifically retrofitted with the Tank Urban Survival Kit (TUSK), which installs an array of Explosive Reactive Armour (ERA) tiles onto both sides of the tank's hull. These ERA tiles act as an extra layer of armour and also grant a +50 boost to its base "health" pool (increased to 900)[CfgVh 12], making the M1A2 even more resilient to fire from autocannons, recoilless guns, and anti-tank missiles.

Other upgrades over the baseline M1A1 include the replacement of the commander's pintle-mounted HMG with a Common Remotely Operated Weapon Station (CROWS) turret, as well as a dedicated pintle-mounted M240 MMG for the tank's loader.[CfgVh 6] The tank's optics suite has also been enhanced accordingly, as a Commander's Independent Thermal Viewer (CITV) has been installed, and the CROWS turret camera allows for a maximum magnification of 16x zoom.[CfgVh 13][Formula 1]

Mobility
It is one of the three fastest MBTs in ArmA 2 since the M1A2 shares the same powerful engine with the baseline M1A1 tank. It can attain a top speed of 83 km/h on turbo, easily outstripping the Russian T-90 by ~ 10% (75 km/h). Only the Czech Army's T-72M4 CZ comes close to being able to match the M1A2's speed (81 km/h).

Drawbacks
Aside from the inclusion of an extra M240 for the loader, the M1A2's loadout for its main gun and the commander's CROWS turret remains completely unchanged. Just like the baseline M1A1 tank, M1A2s do not have the ability to fire gun-launched ATGMs.

The M1A2 also has an unusual quirk with its engine hitpoint as it is actually split into two locations on the tank: one in the tank's rear, and the other half at the back of the turret. Although this does mean that the M1A2's engine isn't as exposed to hits against the tank's rear from unguided munitions, it is more vulnerable to SACLOS missiles and other forms of manually-guided ordnance. All an enemy AT soldier or ATGM-armed Infantry Fighting Vehicle has to do is guide a missile directly towards the gap between the tank's rear hull section and back of the turret, destroying not just the engine but also disabling the tank's turret simultaneously.

Crew Capacity
The M1A2 TUSK has a crew of four that consists of the driver, a gunner, the tank's commander, and a loader. It is not possible for the M1A2 to carry any passengers.

Camouflage[]

  • Desert: Flat desert sand/desert tan paint scheme. Used by U.S. Army M1A2s.
  • Woodland: Three-colour woodland paint scheme. Used by USMC M1A2s.

Protection: Hitpoints[]

The M1A2 TUSK has a base armour value of 900.[CfgVh 12]

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

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

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

It should be noted that the Explosive Reactive Armour (ERA) tiles on both sides of the hull are not functional in regular gameplay and do not provide any enhanced protection against anti-tank weapons or AP-based projectiles.[note 1]

Hull[]

The M1A2's hull can withstand up to 810 points of damage.[CfgVh 14][Formula 2] Depletion of the hull's integrity has a high likelihood of resulting in a catastrophic kill if the tank is at critical "health" status.[CfgVh 15]

Engine[]

The M1A2's engine can take a maximum of 450 points of damage before it fails.[CfgVh 16][Formula 3] At least 20% of incoming damage will be shared with the M1A2's main "health" pool. Destruction of the engine can potentially result in the tank exploding if the M1A2 is at critical "health" status.[CfgVh 17]

Tracks[]

Both of the M1A2's tracks can each take up to 180 points of damage before they break.[CfgVh 18][CfgVh 19][Formula 4] No damage inflicted upon either of the tracks will be shared with the M1A2's main "health" pool.[CfgVh 20][CfgVh 21]

Turret[]

Traverse mechanisms for the M1A2's turret can withstand a maximum of 900 points of damage.[CfgVh 22][Formula 5] 100% of incoming damage to the turret will always be shared with the M1A2's main "health" pool. Depletion of the turret's integrity will result in a catastrophic kill if the tank is at critical "health" status.[CfgVh 23]

Main gun[]

Elevation mechanisms for the M1A2's main gun can take up to 270 points of damage.[CfgVh 24][Formula 6] Damage inflicted upon the gun's mechanisms will not be shared with the M1A2's main "health" pool.[CfgVh 25]

Protection: Armour[]

LEGENDGreen = armour

LEGEND
Green = armour.bisurf

.bisurf Density[3] Thickness[3] bulletPenetrability[4] bulletPenetrabilityWithThickness[4]
armour.bisurf 7840 N/A; based on vehicle fire geometry thickness 1 N/A; not used by armour.bisurf

The entirety of the M1A2's hull, turrets (both for the main gun and commander's CROWS), treads/wheels, and Explosive Reactive Armour (ERA) tiles[note 2] are protected by armour plates.[rvmat 1][bisurf 1]

It should be noted that the loader's Armored Gun Shield (AGS) is completely bulletproof. Small arms projectiles (up to and including 12.7 mm/.50 cal) as well as armour-piercing autocannon shells are unable to penetrate through the AGS's armour plates.[note 3]

Thermal signature[]

Arma2-m1a2tusk-thermalsignature

Armament[]

NOTE: For specifics on the M256's munitions, see its related section listed here.

Both the M256 120 mm smoothbore gun and coaxial M240 7.62 mm medium machine gun are controlled by the gunner position.[CfgVh 4] The commander has exclusive control over the remotely-operated M2HB .50 cal heavy machine gun and the tank's defensive smoke launchers[CfgVh 5], while the auxiliary M240 7.62 mm MMG (fitted with a gunshield) is handled by the M1A2's loader.[CfgVh 6]

It should be noted that the commander does not have the ability to fire the M2HB while they are turned out[CfgVh 26] (they must be buttoned up).[CfgVh 27] Only the loader can fire their M240 even if they are not turned out.[CfgVh 7][CfgVh 8]

Rotation limits differ for each of the M1A2's turrets:

  • The main turret (M256/coaxial M240) can be freely rotated in any direction horizontally.[CfgVh 28][CfgVh 29] Vertical rotation is more restrictive however, as the main turret only allows for a maximum elevation of 20 degrees[CfgVh 30] and a depression of just 9 degrees.[CfgVh 31]
  • The CROWS turret (M2HB) can also be freely rotated in any direction horizontally.[CfgVh 32][CfgVh 33] Vertical rotation limits are restricted to a maximum elevation of 60 degrees[CfgVh 34] and a minimum depression of 25 degrees.[CfgVh 35]
  • The loader's gun station (M240) can be rotated in any direction horizontally.[CfgVh 36][CfgVh 37] For its vertical rotation limits, it is restricted to an elevation of 25 degrees[CfgVh 38] and also a depression of 25 degrees.[CfgVh 39]

M256[]

Arma2-vehicleweapons-m1a2tusk-m256

120 mm smoothbore gun. Can load and fire HE and AP-type shells.[CfgWp 1]

Its muzzle velocity varies depending on the type of munition loaded:

It can fire a shell once every 6 seconds (fire rate of 10 rounds per minute).[CfgWp 2][Formula 7] It takes at least 8 seconds to switch between munition types.[CfgWp 3] Accuracy-wise, the M256 has a dispersion of 0.002 rad.[CfgWp 4]

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 M256 uses a zeroing of 600 metres.[CfgVh 41] For automatic locking[note 4], the M256 uses a laser-based targeting system.[CfgWp 5][note 5]

M240[]

Arma2-vehicleweapons-m1a2tusk-m240
Ammo parameter Value
Base damage value 12[CfgAm 1]
Aerodynamic friction -0.0009324[CfgAm 2]
Muzzle velocity (m/s) 834
[CfgMa 3][CfgMa 4]
Expected velocity (m/s) 900
[CfgAm 3][note 6]
Deflection angle (degrees) 10°[CfgAm 4]

7.62 mm medium machine gun. It is mounted either as a coaxial weapon or is fitted onto the main turret's roof as a standalone weapon.

Regardless of configuration, the M240 can attain a fire rate of up to 800 RPM[CfgWp 6][CfgWp 7][Formula 8] and has a muzzle velocity of 834 m/s.[CfgMa 3][CfgMa 4] Accuracy-wise, both M240s have a dispersion of 0.0012 rad.[CfgWp 8][CfgWp 9] It takes up to 5 seconds to reload the M240 with a fresh ammobox or to fully rearm from a supply truck/ammunition crate in the case of coaxial M240.[CfgWp 10][CfgWp 11] Every fourth round fired will emit a visible red tracer.[CfgMa 5]

Manual zeroing is available for both M240s, though the limits differ depending on the configuration:

  • The coaxial M240 shares the same zeroing limits with the main M256 cannon. This starts 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, coaxial M240s are set to a zeroing of 600 metres.[CfgVh 41]
  • The loader's M240 has a minimum zeroing of 100 metres and has a maximum zeroing of 800 metres (100, 200, 300, 400, 500, 600, 700, 800).[CfgVh 42] This M240 utilises a default zeroing setting of 300 metres.[CfgVh 43]

M2HB[]

Arma2-vehicleweapons-m1a2tusk-m2hb
Ammo parameter Value
Base damage value 26[CfgAm 5]
Aerodynamic friction -0.00068[CfgAm 6]
Muzzle velocity (m/s) 930[CfgMa 6]
Expected velocity (m/s) 900
[CfgAm 7][note 6]
Deflection angle (degrees) 10°[CfgAm 8]

General-purpose .50 cal heavy machine gun.

It can attain a fire rate of up to ~ 545 RPM[CfgWp 12][Formula 9] with a muzzle velocity of 930 m/s.[CfgMa 6] Accuracy-wise, the M2HB has a dispersion of 0.001 rad.[CfgWp 13] It takes at least 6 seconds to reload the M2HB with a fresh belt box or to fully rearm from a supply truck/ammunition crate.[CfgWp 14] Every third round in the belt will emit a visible red tracer.[CfgMa 7] The last five rounds of the belt will always consist of visible tracers.[CfgMa 8]

Manual zeroing is available, starting from a minimum of 100 metres up to a maximum of 2,000 metres (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500, 1600, 1700, 1800, 1900, 2000).[CfgVh 44] By default, the M2HB is set to a zeroing of 300 metres.[CfgVh 45]

It should be noted that the M2HB can only be remote-controlled if the commander is buttoned up.[CfgVh 27] It cannot be fired whilst they are turned out.[CfgVh 26]

Optics[]

Driver[]

Arma2-m1a2tusk-optics-driver

The driver's periscope hatch 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.

Commander[]

Arma2-m1a2tusk-optics-commander

The commander's terminal is linked to the camera on the Common Remotely Operated Weapon Station (CROWS) turret. The camera can toggle between three vision modes: day, night, and orange-/black-hot thermal.[CfgVh 46][CfgVh 47] The camera has variable zoom capability and can switch between a minimum of 0.83x zoom[CfgVh 48][Formula 10] up to a maximum of 16x zoom.[CfgVh 13][Formula 1]

A laser rangefinder is available.[CfgVh 49] It should be noted that operating the CROWS turret does not require switching the tank's engine on as it is powered by an auxiliary power unit (APU).[CfgVh 50]

Gunner[]

The Gunner's Primary Sight (GPS) can switch between two fields-of-view that have a fixed magnification of 2.58x (WFOV)[CfgVh 51][Formula 11] and 8.51x (NFOV)[CfgVh 52][Formula 12] zoom. Regardless of FOV, the GPS has the ability to toggle three vision modes: day, night, and green-/black-hot thermal.[CfgVh 53][CfgVh 54]

Its reticle is illuminated and will be visible under low-light conditions. A laser rangefinder is also available.[CfgVh 55] However, it should be noted that the M1A2 does not have a dedicated APU for the turret, therefore rotating the turret in any direction will force the M1A2's engine to be switched on.[CfgVh 56]

Loader[]

Arma2-m1a2tusk-optics-loader

When the loader isn't turned out, they can look through their dedicated Night Vision Sight (slaved to the turret roof M240). It can toggle either a day or night vision mode.[CfgVh 57] The NVS has variable zoom capability. It can switch between a minimum magnification of 0.63x zoom[CfgVh 58][Formula 13] and a maximum of 2.8x zoom.[CfgVh 59][Formula 14] [CfgVh 60]

No laser rangefinder is available. Operating the NVS does not require switching the M1A2's engine on.[CfgVh 61]

Defensive sensors[]

MAWS RWR IWR LWR

The M1A2 is equipped with a Missile Approach Warning System (MAWS). The crew will be alerted if a guided projectile has successfully locked onto the tank and is flying towards it.[CfgVh 62]

A Laser Warning Receiver (LWR) is also available. The M1A2's crew will be warned if a laser-based targeting system is attempting to acquire a lock onto the tank.[CfgVh 63]

AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

The M1A2 has a camouflage[5] rating of 8.[CfgVh 64]

Cost[]

Main article: AI Basics: Targeting priority

The M1A2 has a cost[6] value of 5000000.[CfgVh 65]

Threat values[]

Main article: AI Basics: Targeting priority

The M1A2 is considered to be an extremely dangerous threat[7] to both AI-controlled infantry units and ground vehicles (1/1). On the other hand, aircraft consider the M1A2 to be a low-risk threat (0.3).[CfgVh 66]

Noise factor[]

Main article: AI Basics: Detection

The M1A2 has an audible[8] factor of 18.[CfgVh 67]

Trivia[]

  • Prior to Patch 1.08 for ArmA 2 (pre-Operation Arrowhead), a bug would cause the M1A2 to slide on some terrain surface types if it was turning at high speeds.[9]
  • When ArmA 2 was first released, the M1A2's loader position was notorious for not allowing them to turn in even during combat.
    • While they were still protected from small arms fire due to the gunshield, it only covered the front (assuming the loader is facing towards the direction of the incoming fire) and were still rendered vulnerable to larger calibre weapons and explosions which can bypass the gunshield.
    • As per the latest Steam version patches (as part of the Community Configuration Project), the M1A2's loader can finally button up their hatch and take cover inside the tank.[10]
  • Both the M1A2 TUSK and the M1A1's gunner and commander optics were "upgraded" with the ability to use thermal optics after the release of the Operation Arrowhead expansion pack.
    • However, the loader would remain unable to switch to night vision optics (while turned in) until the release of the Community Configuration Project updates.[10]
  • The latest Steam version patches introduced many bugfixes and gameplay overhauls to the M1A2 TUSK:
    • The M1A2's driver could not turn out properly even though the tank's model clearly had an animated hatch (CCP).[10]
    • The commander's M2HB was limited to a maximum zeroing of only 800 m rather than 2000 m (CorePatch).[11]
    • Zeroing limits on the M256 gun were raised to 3000 m (CorePatch).[11]
    • The loader originally had the ability to toggle thermal vision after changes introduced with the CCP[10] but these were reverted by CorePatch.[11]
  • In reality at the time of ArmA 2's release, the U.S. Marine Corps did not (and does not as of 2020, pre-Force Design 2030[12]) utilise the M1A2.[13] It only operates the M1A1 variant of the Abrams family; specifically both the older "M1A1HC" (Heavy Common) and newer "M1A1FEP" (Firepower Enhancement Package) models.[14]
    • Only the U.S. Army and certain foreign countries allied to the United States actually have the M1A2 commissioned in service.[15]
The information below details unused, pre-release or removed content.
  • Interestingly, leftover text strings (String name: str_dn_m1a2mk19)[16] and unused model definitions in the game's source files[17] suggest that there was possibly more than one configuration of the M1A2 at some point in ArmA 2's development.
    • Along with the standard M2/M240 loadout, this variant was presumably meant to be armed with a MK19 automatic grenade launcher either in the loader's pintle or mounted onto the CROWS turret. However, neither the models nor config references exist in the game files anymore (only its model.cfg definition in ArmA 2's Sample Models pack and text string in the vanilla game files).

Gallery[]

Config/script references[]

CfgAmmo

  1. CfgAmmo >> B_762x51_Ball >> hit
  2. CfgAmmo >> B_762x51_Ball >> airFriction
  3. CfgAmmo >> B_762x51_Ball >> typicalSpeed
  4. CfgAmmo >> B_762x51_Ball >> deflecting
  5. CfgAmmo >> B_127x99_Ball >> hit
  6. CfgAmmo >> B_127x99_Ball >> airFriction
  7. CfgAmmo >> B_127x99_Ball >> typicalSpeed
  8. CfgAmmo >> B_127x99_Ball >> deflecting

CfgMagazines

  1. CfgMagazines >> 20Rnd_120mmHE_M1A2 >> initSpeed
  2. CfgMagazines >> 20Rnd_120mmSABOT_M1A2 >> initSpeed
  3. 3.0 3.1 CfgMagazines >> 1200Rnd_762x51_M240 >> initSpeed
  4. 4.0 4.1 CfgMagazines >> 100Rnd_762x51_M240 >> initSpeed
  5. CfgMagazines >> 1200Rnd_762x51_M240 >> tracersEvery
  6. 6.0 6.1 CfgMagazines >> 100Rnd_127x99_M2 >> initSpeed
  7. CfgMagazines >> 100Rnd_127x99_M2 >> tracersEvery
  8. CfgMagazines >> 100Rnd_127x99_M2 >> lastRoundsTracer

CfgWeapons

  1. CfgWeapons >> M256 >> magazines[] >> {"20Rnd_120mmSABOT_M1A2","20Rnd_120mmHE_M1A2"}
  2. CfgWeapons >> M256 >> reloadTime
  3. CfgWeapons >> M256 >> magazineReloadTime
  4. CfgWeapons >> M256 >> dispersion
  5. CfgWeapons >> M256 >> weaponLockSystem >> "4"
  6. CfgWeapons >> M240BC_veh >> manual >> reloadTime
  7. CfgWeapons >> M240BC_veh_2 >> manual >> reloadTime
  8. CfgWeapons >> M240BC_veh >> manual >> dispersion
  9. CfgWeapons >> M240BC_veh_2 >> manual >> dispersion
  10. CfgWeapons >> M240BC_veh >> magazineReloadTime
  11. CfgWeapons >> M240BC_veh_2 >> magazineReloadTime
  12. CfgWeapons >> M2BC >> manual >> reloadTime
  13. CfgWeapons >> M2BC >> manual >> dispersion
  14. CfgWeapons >> M2BC >> magazineReloadTime

CfgVehicles

  1. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> transportMaxWeapons
  2. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> transportMaxMagazines
  3. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> fuelCapacity
  4. 4.0 4.1 4.2 4.3 CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> weapons[] >> {"M256","M240BC_veh"}
  5. 5.0 5.1 5.2 5.3 CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> weapons[] >> {"M2BC","SmokeLauncher"}
  6. 6.0 6.1 6.2 6.3 CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> LoaderTurret >> weapons[] >> {"M240BC_veh_2"}
  7. 7.0 7.1 CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> LoaderTurret >> outGunnerMayFire >> "1"
  8. 8.0 8.1 CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> LoaderTurret >> inGunnerMayFire >> "1"
  9. 9.0 9.1 CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> magazines[] >> {"20Rnd_120mmSABOT_M1A2","20Rnd_120mmHE_M1A2","1200Rnd_762x51_M240"}
  10. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> magazines[] >> {"100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","SmokeLauncherMag","SmokeLauncherMag"}
  11. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> LoaderTurret >> magazines[] >> {"100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240","100Rnd_762x51_M240"}
  12. 12.0 12.1 CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> armor
  13. 13.0 13.1 CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> minFov >> "0.015"
  14. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> HitPoints >> HitHull >> armor
  15. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> HitPoints >> HitHull >> passThrough
  16. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> HitPoints >> HitEngine >> armor
  17. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> HitPoints >> HitEngine >> passThrough
  18. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> HitPoints >> HitLTrack >> armor
  19. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> HitPoints >> HitRTrack >> armor
  20. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> HitPoints >> HitLTrack >> passThrough
  21. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> HitPoints >> HitRTrack >> passThrough
  22. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> HitPoints >> HitTurret >> armor
  23. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> HitPoints >> HitTurret >> passThrough
  24. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> HitPoints >> HitGun >> armor
  25. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> HitPoints >> HitGun >> passThrough
  26. 26.0 26.1 CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> outGunnerMayFire >> "0"
  27. 27.0 27.1 CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> inGunnerMayFire >> "1"
  28. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> minTurn
  29. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> maxTurn
  30. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> maxElev
  31. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> minElev
  32. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> minTurn
  33. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> maxTurn
  34. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> maxElev
  35. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> minElev
  36. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> LoaderTurret >> minTurn
  37. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> LoaderTurret >> maxTurn
  38. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> LoaderTurret >> maxElev
  39. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> LoaderTurret >> minElev
  40. 40.0 40.1 CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> 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 CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "5"
  42. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> LoaderTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800}
  43. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> LoaderTurret >> discreteDistanceInitIndex >> "2"
  44. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800,1900,2000}
  45. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> discreteDistanceInitIndex >> "2"
  46. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> visionMode[] >> {"Normal","NVG","Ti"}
  47. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> thermalMode[] >> {4,5}
  48. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> maxFov >> "0.466"
  49. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> turretInfoType >> "RscWeaponRangeZeroing"
  50. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> startEngine >> "0"
  51. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> OpticsIn >> Wide >> minFov >> "0.155"
  52. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> OpticsIn >> Narrow >> minFov >> "0.047"
  53. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> OpticsIn >> Wide >> visionMode[] >> {"Normal","NVG","Ti"}
  54. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> OpticsIn >> Wide >> thermalMode[] >> {2,3}
  55. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> turretInfoType >> "RscWeaponRangeZeroing"
  56. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> startEngine >> "1"
  57. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> LoaderTurret >> ViewOptics >> visionMode[] >> {"Normal","NVG"}
  58. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> LoaderTurret >> ViewOptics >> maxFov >> "1.1"
  59. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> LoaderTurret >> ViewOptics >> minFov >> "0.25"
  60. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> LoaderTurret >> ViewOptics >>
  61. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> Turrets >> MainTurret >> Turrets >> LoaderTurret >> startEngine >> "0"
  62. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> IncommingMisslieDetectionSystem >> "16"
  63. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> LockDetectionSystem >> "4"
  64. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> camouflage
  65. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> cost
  66. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> threat[] >> {1,1,0.3}
  67. CfgVehicles >> M1A2_US_TUSK_MG_EP1 >> audible

.bisurf

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

.rvmat

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

Formulae

  1. 1.0 1.1 0.25 / minFov = 0.25 / 0.015
  2. Base vehicle armor value * HitPoint armor value = 900 * 0.9
  3. Base vehicle armor value * HitPoint armor value = 900 * 0.5
  4. Base vehicle armor value * HitPoint armor value = 900 * 0.2
  5. Base vehicle armor value * HitPoint armor value = 900 * 1
  6. Base vehicle armor value * HitPoint armor value = 900 * 0.3
  7. 60 / reloadTime = 60 / 6
  8. 60 / reloadTime = 60 / 0.075
  9. 60 / reloadTime = 60 / 0.11
  10. 0.25 / maxFov = 0.25 / 0.466
  11. 0.4 / minFov = 0.4 / 0.155
  12. 0.4 / minFov = 0.4 / 0.047
  13. initFov / maxFov = 0.7 / 1.1
  14. initFov / minFov = 0.7 / 0.25

Notes[]

  1. The M1A2 TUSK's Explosive Reactive Armour (ERA) tiles are purely cosmetic additions that visualise the M1A2 TUSK having increased "health" compared to the baseline M1A1 tank. Unlike in reality, they cannot actually protect the vehicle from high-explosive anti-tank (HEAT) projectiles.
  2. ArmA 2's iteration of the Real Virtuality engine does not have support for the simulation of Explosive Reactive Armour (ERA) functionality in regular gameplay. These tiles merely serve as an additional layer of vehicle armour on the M1A2.
  3. Fire geometry for the loader's gunshield uses the same armour.rvmat material as the rest of the model's sections, which is what makes it virtually impenetrable to the majority of ballistic-type projectiles (this does not apply to explosions).
  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 M256 can be detected by the target's Laser Warning Receiver (LWR) if it is "locking" onto its target (this mostly applies to the M256 when it is being operated by an AI gunner).
  6. 6.0 6.1 Damage will be reduced if the projectile's velocity drops below this value.

References[]

  1. Bohemia Interactive a.s., 2009, Tracked military vehicles, Arma 2, viewed 23 April 2025, <https://www.arma2.com/arma-2-vehicles/tracked-military-vehicles>.
  2. Bohemia Interactive a.s., 2010, Tracked military vehicles, Arma 2, viewed 23 April 2025, <https://www.arma2.com/arma-2-oa-vehicles/a-2-oa-tracked-military-vehicles>.
  3. 3.0 3.1 Španěl, M et al. 2007, RVMAT – ArmA: Armed Assault, Bohemia Interactive Community Wiki, viewed 25 September 2024, <https://community.bistudio.com/wiki/ArmA:_Armed_Assault:_RVMAT#Surface_physical_properties>.
  4. 4.0 4.1 Foltyn, D et al. 2009, Bullet penetrability, Bohemia Interactive Community Wiki, viewed 25 September 2024, <https://community.bistudio.com/wiki/Bullet_penetrability>.
  5. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 23 April 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#camouflage>.
  6. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 23 April 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#cost>.
  7. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 23 April 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#threat>.
  8. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 23 April 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#audible>.
  9. .kju et al. 2009, Arma 2: Version History, Bohemia Interactive Community Wiki, viewed 6 April 2024, <https://community.bistudio.com/wiki/Arma_2:_Version_History#Version_1.08>.
  10. 10.0 10.1 10.2 10.3 Foltyn, D, Španěl, M et al. 2013, Roadmap - Arma 2: Community Configuration Project, DevHeaven, viewed 6 April 2024, <http://web.archive.org/web/20130627131748/https://dev-heaven.net/projects/arma-2-ccp/roadmap>. (archived link)
  11. 11.0 11.1 11.2 Mazzon, M et al. 2019, CorePatch, GitHub, viewed 6 April 2024, <https://github.com/Goliath86/CorePatch/blob/master/Changelog.txt>.
  12. South, T 2021, Goodbye, tanks: How the Marine Corps will change, and what it will lose, by ditching its armor, Marine Corps Times, viewed 6 April 2024, <https://www.marinecorpstimes.com/news/your-marine-corps/2021/03/22/goodbye-tanks-how-the-marine-corps-will-change-and-what-it-will-lose-by-ditching-its-armor/>.
  13. Ong, P 2020, "The U.S. Marine Corps Has Divested In Their Tanks" Well, What Does That Mean?, Naval News, viewed 6 April 2024, <https://www.navalnews.com/naval-news/2020/09/the-u-s-marine-corps-has-divested-in-their-tanks-well-what-does-that-mean/>.
  14. Pike, J, Sherman, R 2000, M1 Abrams Main Battle Tank, Military Analysis Network, viewed 6 April 2024, <https://man.fas.org/dod-101/sys/land/m1.htm>.
  15. Operational Environment Enterprise 2019, M1A2 Abrams American Main Battle Tank (MBT), ODIN - OE Data Integration Network, viewed 6 April 2024, <https://odin.tradoc.army.mil/WEG/Asset/M1A2_Abrams_American_Main_Battle_Tank_>.
  16. ARMA 2 2009 [Video Game], Bohemia Interactive a.s., \ca\language\stringtable.xml
  17. Mořický, K et al. 2013, Arma 2 Sample Models, Bohemia Interactive Community Wiki, viewed 6 April 2024, <https://community.bistudio.com/wiki/Arma_2_Sample_Models>.

External links[]

See also[]

Variants[]

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-usmc USMC - Vehicles (ARMA 2)
Wheeled HMMWV (Ambulance, Avenger, M2, M240, Mk19, TOW) • LAV-25 (HQ) • MotorcycleMountain bikeMTVR (Ammunition, Fuel, Repair, Salvage, Supply) • Towing Tractor
Tracked AAVP-7A1M1A1 Abrams (A2 TUSK) • M270 MLRS
Rotor-wing AH-1Z ViperAH-64D Apache Longbow (AA) • UH-1Y VenomMH-60S Seahawk
Fixed-wing A-10 Thunderbolt IIAV-8B HarrierC-130J HerculesF-35B Lightning IIMQ-9 ReaperMV-22 Osprey
Aquatic CRRCRHIB (MK19)
(Parenthesis) denote variants.
Arma2-factionicon-usarmy U.S. Army - Vehicles (ARMA 2)
Wheeled ATVHMMWV (Ambulance, Avenger, CROWS M2, CROWS Mk19, GPK M2, M2, Mk19, SOV, Terminal, TOW, Utility) • MotorcycleMTVR (Ammunition, Fuel, Repair, Salvage, Supply) • Stryker (CV, ICV M2, ICV MK19, MC, MEV, MGS, TOW)
Tracked M1A1 Abrams (A2 TUSK) • M2A3 Bradley (M2A2, M6) • M270 MLRS
Rotor-wing AH-6J Little Bird (AH-6X) • AH-64D Apache LongbowCH-47F ChinookMH-6J Little BirdUH-60M Black Hawk (MEV)
Fixed-wing A-10 Thunderbolt IIC-130J HerculesMQ-9 Reaper
(Parenthesis) denote variants.
Operation Arrowhead