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The M1 Abrams is a family of Main Battle Tanks featured in ArmA: Cold War Assault, ArmA: Armed Assault and ArmA 2.


ArmA: Cold War Assault[]

The M1A1 is a Heavy Tank used exclusively by U.S. military forces in ArmA: Cold War Assault.

Overview[]

  • Role:
    • Direct fire and manoeuvre
« Designed and built for the dangers of modern ground warfare, the M1A1 includes many features, which enhance its deadly offensive and enhanced defensive capabilities: Battlefield Override, NBC (Nuclear Biological Chemical), Overpressure system, Position Location Reporting Systems and Deep Water Fording Kit. 120mm main gun is capable of engagement ranges up to 4km, uses many kinds of ammunition and has a hit/kill ratio that equals or surpasses any other modern main battle tank.
Vehicle Description
»

Design[]

Highly mobile and adapted for use in mounted warfare, the M1A1 is a heavily armed and well-protected heavy tank that was used by the U.S. military at the height of the Cold War.

Armament
It is armed with a 120 mm smoothbore cannon and has a coaxial .50 cal heavy machine gun.[CWACfgV 4]

The standard loadout of the M1A1 gives it 35 rounds of high-explosive anti-tank (HEAT) and 35 rounds of armour-piercing (AP) shells for the main gun. The coaxial M2 HMG on the other hand, is loaded with a single 500-round belt box. It has no spare belt boxes to reload with.[CWACfgV 5]

Features
One of the two heavy tanks in Cold War Assault, it is superior in all aspects to the smaller M60A3 and is directly comparable to the Soviet T-80 in terms of raw firepower. However, it is slightly better than the T-80 when it comes to mobility since the M1A1 has a higher top speed and can turn more rapidly on the spot. Protection-wise, the M1A1 is even tougher to take down and can survive a direct hit from AT-4 thanks to having 900 points of armour plating (making it one of the strongest vehicles in Cold War Assault).[CWACfgV 6]

Aside from its inability to attack helicopters directly (unless they fly within line-of-sight of the main gun), the M1A1 has almost no drawbacks and is by far one of the most powerful ground vehicles in Cold War Assault.

Crew Capacity
The M1A1 has a seating capacity of three for a driver, the gunner and commander. It is unable to transport any passengers.


Protection[]

The M1A1 has 900 points worth of armour plating.[CWACfgV 6]


Armament[]

NOTE: For specifics on the Cannon 120 mm's munitions, see its related section listed here.

All weapon systems are controlled by the gunner position (Cannon 120 mm/M2 .50):[CWACfgV 4]

Cannon 120 mm[]

OFP-vehicleweapons-m1a1-cannon120mm

120 mm smoothbore cannon. Can load either HE or AP-type munitions.

It can fire one shell every 8 seconds[CWACfgW 1][CWACfgW 2] (~ 7 rounds per minute[Formula 1]). It also takes 8 seconds to swap between munition types or to fully rearm from a logistics truck.[CWACfgW 1][CWACfgW 2] Accuracy-wise, it has a fixed dispersion of 0.002 rad.[CWACfgW 3][CWACfgW 4]

M2 .50[]

OFP-vehicleweapons-m1a1-m250
Ammo parameter Value
Base damage value 13[CWACfgA 1]
Spill damage value 4[CWACfgA 2]
Muzzle velocity (m/s) 1,000[CWACfgW 5]

Coaxial 12.7 mm heavy machine gun.

It can attain a fire rate of up to 600 RPM[CWACfgW 6][Formula 2] and has a muzzle velocity of 1,000 m/s.[CWACfgW 5] Accuracy-wise, the M2 .50 has a dispersion of 0.0007 rad.[CWACfgW 7] The bullets have a spill radius of 0.2 metres upon impact.[CWACfgA 3]


Optics[]

Driver[]

OFP-m1a1-optics-driver

The driver has the ability to wear their own night vision goggles while looking through the periscope.

Commander[]

OFP-m1a1-optics-commander

The commander's sight has variable zoom capability. It has a minimum of magnification of 1.14x[CWACfgV 7][Formula 3] and a maximum of 5.71x.[CWACfgV 8][Formula 4]

The reticle is illuminated and will be fully visible under low-light conditions. NVGs can be worn while the commander looking through the sight.

Gunner[]

OFP-m1a1-optics-gunner

The gunner's sight has variable zoom capability. It has a minimum of magnification of 1.14x[CWACfgV 7][Formula 3] and a maximum of 5.71x.[CWACfgV 8][Formula 4]

The reticle is illuminated and will be fully visible under low-light conditions. It is possible to equip an NVG whilst the gunner is looking through the sight.


AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

The M1A1 has a camouflage[1] rating of 8.[CWACfgV 9]

Cost[]

Main article: AI Basics: Targeting priority

The M1A1 has a cost[2] value of 4000000.[CWACfgV 10]

Threat values[]

Main article: AI Basics: Targeting priority

The M1A1 is considered to be an extremely dangerous threat[3] to both AI-controlled infantry units and ground vehicles (1/1).[CWACfgV 11]

On the other hand, aircraft consider the M1A1 to be a low-risk threat (0.3).[CWACfgV 11]

Noise factor[]

Main article: AI Basics: Detection

The M1A1 has an audible[4] factor of 6.[CWACfgV 12]


Trivia[]

  • Though it first entered into production in 1985, the M1A1's appearance in Cold War Assault is slightly anachronistic as the real-world U.S. Army - who predominately represent the in-game U.S. military forces, did not actually begin fielding the M1A1 to frontline units until the late 1980s.[5]
    • The initial "M1IP" tank would have been a more realistic choice as it was already deployed in large numbers throughout the U.S. military by the mid 1980s.[6] However, given its similarity to the M60A3 in terms of armament and protection (it uses a 105 mm cannon and was less well-armoured), it was likely overlooked in favour of the M1A1 to "balance" it against the Soviet T-80.
  • Before Patch 1.10 was released, a bug would cause the M1A1's commander to lose the ability to order the gunner to switch weapons.[7]
    • A physics-related bug could also cause the M1A1 to "bounce" when it was shot at small arms fire. This was fixed after the release of Patch 1.46.[8]
The information below details unused, pre-release or removed content.
  • There is a unique variant of the M1A1 (Classname: M1AbramsAuto) that is crewless and can be entirely operated by the driver alone. However, it cannot be placed or spawned in the mission editor without using script commands to spawn it.[9]

Gallery[]

ArmA: Armed Assault[]

The M1A1 is a Main Battle Tank used exclusively by U.S. Army forces in ArmA: Armed Assault.

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. Various other types of ammunition, such as High Explosive Anti-Tank (HEAT), are also available, and can be employed to engage lighter armored vehicles or infantry. The M1A1 is a fast, well armored and deadly piece of equipment.
Library Description
»

Design[]

Returning from Cold War Assault, Armed Assault's M1A1 remains just as heavily armoured but now utilises a more balanced loadout for its main 120 mm gun and gains a secondary .50 cal heavy machine gun for use by its commander.

Armament
Armed Assault's M1A1 is still armed with a primary 120 mm smoothbore cannon. However, its coaxial .50 cal heavy machine gun has now been replaced with a 7.62 mm medium machine gun instead.[A1CfgV 4] Meanwhile, the .50 cal HMG has been relocated to the turret roof and is now exclusively operated by the tank's commander.[A1CfgV 5]

The loadout for the primary M256 cannon consists of two shell types:[A1CfgV 6]

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

The coaxial M240 MMG feeds from a single 1,200-round linked belt. It has no spare belts to reload from.[A1CfgV 6] On the other hand, the commander's M2 HMG feeds from 100-round ammoboxes. It has access to two of these for a combined total of 200 rounds (one ammobox is always pre-loaded by default).[A1CfgV 7] The M2 HMG can be fired regardless of whether the commander is buttoned up or is turned out of the vehicle.[A1CfgV 8][A1CfgV 9]

Features
Like in Cold War Assault, the Armed Assault M1A1 remains superior to its SLA counterpart, the T-72.

Not only does it have better mobility and a higher top speed, but the M1A1 has a ~ 20% higher base armour value (850 versus the T-72's 690) and can withstand a greater amount of punishment.[A1CfgV 10] In addition, since the SLA lacks access to shoulder-launched anti-tank missiles (they only utilise unguided RPG-7Vs), the M1A1 can shrug off both of its grenade rounds with relative ease.

Crew Capacity
The M1A1 has a seating capacity of three personnel for a crew consisting of the driver, a gunner, and the commander.


Protection[]

The M1A1 has a base armour value of 850.[A1CfgV 10]

Hull[]

The M1A1's hull can take up to a maximum of 722.5 points of damage.[A1CfgV 11][Formula 5] Depletion of its integrity is highly likely to result in a catastrophic kill if the M1A1 is at critical "health" status.[A1CfgV 12]

Engine[]

The M1A1's engine can withstand up to 297.5 points of damage.[A1CfgV 13][Formula 6] 100% of incoming damage will always be shared with the M1A1's main "health" pool. Destroying the engine can potentially cause the M1A1 to explode catastrophically if the tank is at critical "health" status.[A1CfgV 14]

Treads[]

Both of the M1A1's tracks can take up to 127.5 points of damage before they break.[A1CfgV 15][A1CfgV 16][Formula 7] No damage inflicted upon either of the tracks is shared with the M1A1's main "health" pool.[A1CfgV 17][A1CfgV 18]

Turret[]

The M1A1's turret can withstand a maximum of 850 points of damage before its traverse mechanisms fail.[A1CfgV 19][Formula 8] 100% of incoming damage will always be shared with the tank's main "health" pool. Depletion of its integrity will always result in the M1A1's destruction if it is at critical "health" status.[A1CfgV 20]

Main gun[]

Elevation mechanisms for the turret's main gun can take up to 255 points of damage before they suffer from failure.[A1CfgV 21][Formula 9] Damage to the main gun's mechanisms will not be shared with the M1A1's main "health" pool.[A1CfgV 22]


Armament[]

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

The M256 120 mm cannon and coaxial M240 7.62 mm medium machine gun are controlled by the gunner position[A1CfgV 4], while the commander has control over the M2 .50 cal heavy machine gun[A1CfgV 5] (which can be rotated and fired while buttoned up[A1CfgV 8][A1CfgV 9]):

M256[]

Arma1-vehicleweapons-m1a1-m256

120 mm smoothbore cannon. Can load either AP or HE-type munitions.

It can fire a shell once every 6 seconds[A1CfgW 1] (10 rounds per minute[Formula 10]). It takes at least 8 seconds to swap between munition types or to fully rearm from a supply truck.[A1CfgW 2] Accuracy-wise, it has a dispersion of 0.002 rad.[A1CfgW 3]

The M1A1's turret allows the M256 to be freely rotated in any direction horizontally.[A1CfgV 23][A1CfgV 24] Vertical limits are restricted to a maximum elevation of 20 degrees[A1CfgV 25] and depression of just 9 degrees.[A1CfgV 26]

M240[]

Arma1-vehicleweapons-m1a1-m240
Ammo parameter Value
Base damage value 12[A1CfgA 1]
Aerodynamic friction -0.0009324[A1CfgA 2]
Muzzle velocity (m/s) 900[A1CfgM 1]
Expected velocity (m/s) 900[A1CfgA 3][note 1]
Deflection angle (degrees) 10°[A1CfgA 4]

Coaxial 7.62 mm medium machine gun.

It can attain a fire rate of up to 800 RPM[A1CfgW 4][Formula 11] and has a muzzle velocity of 900 m/s.[A1CfgM 1] It takes at least 7 seconds to reload it with a fresh belt (after rearming from a supply truck).[A1CfgW 5] Accuracy-wise, it has a dispersion of 0.0012 rad.[A1CfgW 6]

Due to being mounted as a coaxial weapon onto the M1A1's main turret, the M240 shares the exact same rotation limits with the M256 cannon (Horizontal: 360 degrees[A1CfgV 23][A1CfgV 24], Vertical: 20 degrees elevation[A1CfgV 25]/9 degrees depression[A1CfgV 26]).

M2[]

Arma1-vehicleweapons-m1a1-m2
Ammo parameter Value
Base damage value 26[A1CfgA 5]
Spill damage value 3[A1CfgA 6]
Aerodynamic friction -0.00068[A1CfgA 7]
Muzzle velocity (m/s) 930[A1CfgM 2]
Expected velocity (m/s) 900[A1CfgA 8][note 1]
Deflection angle (degrees) 10°[A1CfgA 9]

General-purpose .50 cal heavy machine gun.

It can attain a fire rate of up to ~ 545 RPM[A1CfgW 7][Formula 12] and has a muzzle velocity of 930 m/s.[A1CfgM 2] It takes at least 10 seconds to reload a fresh belt box.[A1CfgW 8] Accuracy-wise, it has a dispersion of 0.002 rad.[A1CfgW 9] The bullets have a spill radius of 0.01 metres upon impact.[A1CfgA 10]

The M2's pintle mount can be freely rotated in any direction horizontally.[A1CfgV 27][A1CfgV 28] Vertical rotation limits are more restrictive, as the turret permits a maximum elevation of 60 degrees[A1CfgV 29] and a minimum depression of only 25 degrees.[A1CfgV 30] It should be noted that there is no restriction to the M2's operation. The commander can fire it regardless of whether they are turned in or have their hatch unbuttoned.[A1CfgV 8][A1CfgV 9]


Optics[]

Driver[]

Arma1-m1a1-optics-driver

The driver's periscope hatch allows them to wear their own night vision goggles while looking through it.

Commander[]

Arma1-m1a1-optics-commander

When they are not turned out, the gunsight for the Commander's Weapon Station (CWS) has variable zoom capability (minimum of 0.35x zoom[A1CfgV 31][Formula 13] up to a maximum of 4x zoom[A1CfgV 32][Formula 14]).

The CWS gunsight cannot toggle enhanced vision modes and its reticle is not illuminated. However, the commander has the ability to wear their own night vision goggles whilst looking through it.

Gunner[]

Arma1-m1a1-optics-gunner

The Gunner's Primary Sight (GPS) has variable zoom capability, and can switch between a minimum of 0.75x zoom[A1CfgV 33][Formula 15] up to a maximum of 10x zoom.[A1CfgV 34][Formula 16]

The GPS is unable to toggle enhanced vision modes and its reticle is not illuminated. However, the gunner does have the ability to wear their own night vision goggles while looking through it.


AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

The M1A1 has a camouflage[1] rating of 8.[A1CfgV 35]

Cost[]

Main article: AI Basics: Targeting priority

The M1A1 has a cost[2] value of 4000000.[A1CfgV 36]

Threat values[]

Main article: AI Basics: Targeting priority

The M1A1 is considered to be an extremely dangerous threat[3] to both AI-controlled infantry units and ground vehicles (1/1).[A1CfgV 37]

On the other hand, aircraft consider the M1A1 to be a low-risk threat (0.3).[A1CfgV 37]

Noise factor[]

Main article: AI Basics: Detection

The M1A1 has an audible[4] factor of 6.[A1CfgV 38]


Trivia[]

  • In spite of what its in-game Library description states, Armed Assault's M1A1 can only be loaded with either AP sabots and HE (there are no HEAT shells available).
  • Prior to Patch 1.04, the M1A1's main gun could strike targets as far away as 6,000 metres with absolutely no dispersion while driving at its maximum speed. Its effective firing range was subsequently reduced to just under 2,500 metres for gameplay reasons, making it more in line with the T-72's D-81 125 mm cannon.[10]
  • Due to its high sound attenuation values, the M1A1's crew could clearly hear sounds from outside the tank in first person. This was reduced after Patch 1.05's release so that they are heavily muffled in first person.[11]
  • Before Patch 1.08, the crews of AI-controlled M1A1s would not turn out even if they were given a waypoint that set them to SAFE mode.[12]
The information below details unused, pre-release or removed content.
  • An unused text string within the game files (String name: STR_DN_M1A1_AUTO) implies that the crewless variant of the M1A1 from Cold War Assault was intended to make a comeback in Armed Assault.[13] The vehicle itself is not present in the final game however, which would suggest that the idea was scrapped early in development.

Gallery[]

ArmA 2[]

The M1A1 is used by both the U.S. Marines and U.S. Army forces 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. Various other types of ammunition, such as High Explosive Anti-Tank (HEAT), are also available and can be employed to engage lighter armored vehicles or infantry. The M1A1 is a fast, well armored and deadly piece of equipment.
Armoury Description
»

Design[]

The M1A1 returns once more in ArmA 2, but has been largely supplemented in its role as the U.S. military's MBT by the newer and tougher M1A2 TUSK.

Armament
The M1A1's armament remains unchanged in ArmA 2. It retains the 120 mm smoothbore cannon for vehicle targets, a coaxial 7.62 mm MMG for infantry[A2CfgV 4], and also has a .50 cal HMG for use by the tank's commander[A2CfgV 5] (it can be remotely operated from within the tank or manually fired while unbuttoned).[A2CfgV 6][A2CfgV 7]

As with its predecessor in Armed Assault, the loadout for ArmA 2's M1A1 remains the same for its main gun, using a 20/20 split for both APFSDS (sabot) and HE shells. The coaxial M240 still feeds from a single 1,200-round belt and has no spare belts to reload from.[A2CfgV 8] The sole difference is that the commander's M2HB now has access to four belt boxes to reload from for a combined total of 500 rounds (as opposed to only 200).[A2CfgV 9]

Features
Alongside the M1A2 TUSK, the M1A1 is still one of the most powerful ground vehicles in ArmA 2, with only the Russian T-90 MBT coming close to being able to challenge both variants of the Abrams. It is faster than the T-90 (83 km/h versus the T-90's 75 km/h) and also has slightly better handling as well.

With a base armour value of 850[A2CfgV 10], it is also one of the strongest vehicles and is extremely durable. Its armour plating renders it effectively impervious to small arms and autocannon fire. Aside from large Improvised Explosive Devices (IED), armour-piercing shells from the T-72/T-90, and satchels, enemies will need to utilise dedicated heavy anti-tank weapons in order to inflict any real damage to the M1A1.

Drawbacks
Unlike the Russian T-90, the M1A1 lacks the ability to fire gun-launched ATGMs, leaving it vulnerable to long-range ambushes if the crew are not aware of their surroundings. A well-placed anti-armour rocket that strikes its engine can also result in a mission kill and knock out the M1A1 instantly since it is fully exposed and isn't protected by the tank's armour plating.

Crew Capacity
It retains a seating capacity of three to support a crew consisting of the driver, gunner and a commander. The M1A1 is unable to transport any passengers.


Camouflage[]

  • Desert: Flat desert sand/desert tan paint scheme. Used on U.S. Army M1A1s.
  • Woodland: Three-colour woodland paint scheme. Used by USMC M1A1s.

Protection: Hitpoints[]

The M1A1 has a base armour value of 850.[A2CfgV 10]

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

Arma2-abrams-hitpoints

LEGEND
Green = Hull
Orange = Engine
Light blue = Tracks
Maroon = Turret

Hull[]

The M1A1's hull can withstand up to 722.5 points of damage.[A2CfgV 11][Formula 17] Depletion of the hull's integrity will always result in a catastrophic kill if the tank is at critical "health" status.[A2CfgV 12]

Engine[]

The M1A1's engine can take a maximum of 297.5 points of damage before it fails.[A2CfgV 13][Formula 18] At least 20% of incoming damage will be shared with the M1A1's main "health" pool. The tank can potentially blow up if the engine is destroyed while it is at critical "health" status.[A2CfgV 14]

Tracks[]

Both of the M1A1's tracks can each take up to 127.5 points of damage before they break.[A2CfgV 15][A2CfgV 16][Formula 19] At least 30% of incoming damage to either of the tracks will be shared with the M1A1's main "health" pool. If the tank is at critical "health" status, the M1A1 can potentially blow up if both tracks get completely wrecked.[A2CfgV 17][A2CfgV 18]

Turret[]

Traverse mechanisms for the M1A1's turret can withstand a maximum of 850 points of damage.[A2CfgV 19][Formula 20] 100% of incoming damage to the turret will always be shared with the M1A1's main "health" pool. Depletion of the turret's integrity can potentially result in a catastrophic kill if the tank is at critical "health" status.[A2CfgV 20]

Main gun[]

Elevation mechanisms for the M1A1's main gun can take up to 255 points of damage.[A2CfgV 21][Formula 21] Damage inflicted upon the gun's mechanisms will not be shared with the M1A1's main "health" pool.[A2CfgV 22]


Protection: Armour[]

Arma2-m1a1-firegeo-penetration

LEGEND
Green = armour.bisurf

.bisurf Parameter armour.bisurf
Density[14] 7840
Thickness[14] N/A; based on vehicle fire geometry thickness
bulletPenetrability[15] 1
bulletPenetrabilityWithThickness[15] N/A; not used by armour.bisurf

The entire hull and turret, as well as the tank's tracks and main gun/turret HMG are protected by metal armour plates.[rvmat 1][bisurf 1]


Armament[]

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

Both the M256 120 mm cannon and coaxial M240 7.62 mm medium machine gun are controlled by the gunner.[A2CfgV 4] Only the commander has access to the M2HB heavy machine gun (which can be rotated and fired while buttoned up).[A2CfgV 6][A2CfgV 7] The commander is also the only crewman who has control over the M1A1's smoke grenade launchers:[A2CfgV 5]

M256[]

Arma2-vehicleweapons-m1a1-m256

120 mm smoothbore gun. Can load and fire HE and AP-type shells.

It can fire a shell once every 6 seconds (fire rate of 10 RPM) or to switch between shell types.[A2CfgW 1][Formula 22] Shells are fired with a muzzle velocity of either 1,100 m/s (HE)[A2CfgM 1] or 1,676 m/s (sabot).[A2CfgM 2]

Accuracy-wise, the M256 has a dispersion of 0.002 rad.[A2CfgW 2] 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).[A2CfgV 23] By default, the M256 uses a zeroing of 600 metres.[A2CfgV 24] For automatic locking[note 2], the M256 uses a laser-based targeting system.[A2CfgW 3][note 3]

For turret rotation limits, the main gun can be freely rotated in any direction horizontally.[A2CfgV 25][A2CfgV 26] Vertical rotation is more restricted, allowing for maximum elevation of only 20 degrees[A2CfgV 27] and a depression of just 9 degrees.[A2CfgV 28]

M240[]

Arma2-vehicleweapons-m1a1-m240
Ammo parameter Value
Base damage value 12[A2CfgA 1]
Aerodynamic friction -0.0009324[A2CfgA 2]
Muzzle velocity (m/s) 834[A2CfgM 3]
Expected velocity (m/s) 900[A2CfgA 3][note 1]
Deflection angle (degrees) 10°[A2CfgA 4]

Coaxial 7.62 mm medium machine gun.

It can attain a fire rate of up to 800 RPM[A2CfgW 4][Formula 23] and has a muzzle velocity of 834 m/s.[A2CfgM 3] Accuracy-wise, the M240 has a dispersion of 0.0012 rad.[A2CfgW 5] It takes at least 5 seconds to reload the M240 with a fresh belt after rearming from a supply truck/ammunition crate.[A2CfgW 6] Every fourth round fired will emit a visible red tracer.[A2CfgM 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).[A2CfgV 23] By default, the M240 is set to a zeroing of 600 metres.[A2CfgV 24]

Turret rotation limits are shared with the M256 main gun (full 360 degrees horizontal rotation[A2CfgV 25][A2CfgV 26], vertical elevation of 20 degrees[A2CfgV 27] and depression of just 9 degrees[A2CfgV 28]).

M2HB[]

Arma2-vehicleweapons-m1a1-m2hb
Ammo parameter Value
Base damage value 26[A2CfgA 5]
Aerodynamic friction -0.00068[A2CfgA 6]
Muzzle velocity (m/s) 930[A2CfgM 5]
Expected velocity (m/s) 900[A2CfgA 7][note 1]
Deflection angle (degrees) 10°[A2CfgA 8]

General-purpose .50 cal heavy machine gun.

It can attain a fire rate of up to ~ 545 RPM[A2CfgW 7][Formula 24] with a muzzle velocity of 930 m/s.[A2CfgM 5] Accuracy-wise, the M2HB has a dispersion of 0.001 rad.[A2CfgW 8] 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.[A2CfgW 9] Every third round in the belt will emit a visible red tracer.[A2CfgM 6]

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).[A2CfgV 29] By default, the M2HB is set to a zeroing of 300 metres.[A2CfgV 30]

The M2HB's pintle mount can be freely rotated in any direction horizontally.[A2CfgV 31][A2CfgV 32] Vertical rotation limits are restricted to a maximum elevation of 20 degrees[A2CfgV 33] and a depression of only 15 degrees.[A2CfgV 34] The M2HB can operated whilst the commander remains buttoned up (they do not need to turn out in order to fire the gun).[A2CfgV 6][A2CfgV 7]


Optics[]

Driver[]

Arma2-m1a1-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-m1a1-optics-commander

When they are not turned out, the gunsight for the Commander's Weapon Station (CWS) has variable zoom capability (minimum of 0.36x zoom[A2CfgV 35][Formula 25] up to a maximum of 1.6x zoom[A2CfgV 36][Formula 26]).

The CWS gunsight's reticle is not illuminated and a laser rangefinder is not available. However, the commander can switch between three vision modes: day, night, and orange-/black-hot thermal vision modes.[A2CfgV 37][A2CfgV 38]

It should be noted that operating the CWS does not require the M1A1's engine to be switched on.[A2CfgV 39]

Gunner[]

The Gunner's Primary Sight (GPS) can switch between two fields-of-view that have a fixed magnification of 2.58x (WFOV)[A2CfgV 40][Formula 27] and 8.51x (NFOV)[A2CfgV 41][Formula 28] zoom. Regardless of FOV, the GPS has the ability to toggle three vision modes: day, night, and green-/black-hot thermal.[A2CfgV 42][A2CfgV 43]

Its reticle is illuminated and will be visible under low-light conditions. A laser rangefinder is also available.[A2CfgV 44] However, it should be noted that the M1A1 does not have a dedicated auxiliary power unit (APU) for the turret. Attempting to rotate the turret in any direction will automatically switch the engine on.[A2CfgV 45]


Defensive sensors[]

The M1A1 has a Missile Approach Warning System installed. It will alert the crew if a guided projectile has successfully locked onto the tank and is inbound towards it.[A2CfgV 46]

The M1A1 is also fitted with a Laser Warning Receiver. The crew will be alerted if a laser-based targeting system is attempting to acquire a lock onto the tank.[A2CfgV 47]


AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

The M1A1 has a camouflage[1] rating of 8.[A2CfgV 48]

Cost[]

Main article: AI Basics: Targeting priority

The M1A1 has a cost[2] value of 4000000.[A2CfgV 49]

Threat values[]

Main article: AI Basics: Targeting priority

The M1A1 is considered to be an extremely dangerous threat[3] to both AI-controlled infantry units and ground vehicles (1/1).[A2CfgV 50]

On the other hand, aircraft consider the M1A1 to be a low-risk threat (0.3).[A2CfgV 50]

Noise factor[]

Main article: AI Basics: Detection

The M1A1 has an audible[4] factor of 18.[A2CfgV 51]


Trivia[]

  • Prior to Patch 1.08 for ArmA 2 (pre-Operation Arrowhead), a bug would cause the M1A1 to slide on some terrain surface types if it was turning at high speeds.[16]
  • Except for the commander position on the baseline M1A1, the M1A1's gunner was "upgraded" with the ability to use thermal optics after the release of the Operation Arrowhead expansion pack.
  • After reaching its EOL (End-of-Life) stage, ArmA 2's M1A1 was given multiple overhauls with the release of the latest Steam version patches (as part of the Community Configuration Project as well as CorePatch):
    • The M1A1's driver could not turn out properly even though the tank's model clearly had an animated hatch (CCP).[17]
    • The commander's M2HB was limited to a maximum zeroing of only 800 m rather than 2000 m (CorePatch).[18]
    • Optics for the commander were not able to toggle thermal vision modes (CCP).[17]
    • Zeroing limits on the M256 gun were raised to 3000 m (CorePatch).[18]

Gallery[]

Config/script references[]

CfgAmmo (ArmA: Cold War Assault)

  1. CfgAmmo >> Bullet12_7 >> hit
  2. CfgAmmo >> Bullet12_7 >> indirectHit
  3. CfgAmmo >> Bullet12_7 >> indirectHitRange

CfgWeapons (ArmA: Cold War Assault)

  1. 1.0 1.1 CfgWeapons >> Shell120 >> reloadTime
  2. 2.0 2.1 CfgWeapons >> Heat120 >> reloadTime
  3. CfgWeapons >> Shell120 >> dispersion
  4. CfgWeapons >> Heat120 >> dispersion
  5. 5.0 5.1 CfgWeapons >> MachineGun12_7 >> initSpeed
  6. CfgWeapons >> MachineGun12_7 >> reloadTime
  7. CfgWeapons >> MachineGun12_7 >> dispersion

CfgVehicles (ArmA: Cold War Assault)

  1. CfgVehicles >> M1Abrams >> transportMaxWeapons
  2. CfgVehicles >> M1Abrams >> transportMaxMagazines
  3. CfgVehicles >> M1Abrams >> fuelCapacity
  4. 4.0 4.1 4.2 4.3 CfgVehicles >> M1Abrams >> weapons[] >> {"Gun120","MachineGun12_7"}
  5. CfgVehicles >> M1Abrams >> magazines[] >> {"Heat120","Shell120","MachineGun12_7"}
  6. 6.0 6.1 CfgVehicles >> M1Abrams >> armor
  7. 7.0 7.1 CfgVehicles >> M1Abrams >> ViewOptics >> maxFov >> "0.35"
  8. 8.0 8.1 CfgVehicles >> M1Abrams >> ViewOptics >> minFov >> "0.07"
  9. CfgVehicles >> M1Abrams >> camouflage
  10. CfgVehicles >> M1Abrams >> cost
  11. 11.0 11.1 CfgVehicles >> M1Abrams >> threat[] >> {1,1,0.3}
  12. CfgVehicles >> M1Abrams >> audible

CfgAmmo (ArmA: Armed Assault)

  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 >> indirectHit
  7. CfgAmmo >> B_127x99_Ball >> airFriction
  8. CfgAmmo >> B_127x99_Ball >> typicalSpeed
  9. CfgAmmo >> B_127x99_Ball >> deflecting
  10. CfgAmmo >> B_127x99_Ball >> indirectHitRange

CfgMagazines (ArmA: Armed Assault)

  1. 1.0 1.1 CfgMagazines >> 1200Rnd_762x51_M240 >> initSpeed
  2. 2.0 2.1 CfgMagazines >> 100Rnd_127x99_M2 >> initSpeed

CfgWeapons (ArmA: Armed Assault)

  1. CfgWeapons >> M256 >> reloadTime
  2. CfgWeapons >> M256 >> magazineReloadTime
  3. CfgWeapons >> M256 >> dispersion
  4. CfgWeapons >> M240_veh >> reloadTime
  5. CfgWeapons >> M240_veh >> magazineReloadTime
  6. CfgWeapons >> M240_veh >> dispersion
  7. CfgWeapons >> M2 >> reloadTime
  8. CfgWeapons >> M2 >> magazineReloadTime
  9. CfgWeapons >> M2 >> dispersion

CfgVehicles (ArmA: Armed Assault)

  1. CfgVehicles >> M1Abrams >> transportMaxWeapons
  2. CfgVehicles >> M1Abrams >> transportMaxMagazines
  3. CfgVehicles >> M1Abrams >> fuelCapacity
  4. 4.0 4.1 4.2 4.3 CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> weapons[] >> {"M256","M240_veh"}
  5. 5.0 5.1 5.2 CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> weapons[] >> {"M2"}
  6. 6.0 6.1 CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> magazines[] >> {"20Rnd_120mmSABOT_M1A2","20Rnd_120mmHE_M1A2","1200Rnd_762x51_M240"}
  7. CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> magazines[] >> {"100Rnd_127x99_M2","100Rnd_127x99_M2"}
  8. 8.0 8.1 8.2 CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> outGunnerMayFire >> "1"
  9. 9.0 9.1 9.2 CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> inGunnerMayFire >> "1"
  10. 10.0 10.1 CfgVehicles >> M1Abrams >> armor
  11. CfgVehicles >> M1Abrams >> HitHull >> armor
  12. CfgVehicles >> M1Abrams >> HitHull >> passThrough
  13. CfgVehicles >> M1Abrams >> HitEngine >> armor
  14. CfgVehicles >> M1Abrams >> HitEngine >> passThrough
  15. CfgVehicles >> M1Abrams >> HitLTrack >> armor
  16. CfgVehicles >> M1Abrams >> HitRTrack >> armor
  17. CfgVehicles >> M1Abrams >> HitLTrack >> passThrough
  18. CfgVehicles >> M1Abrams >> HitRTrack >> passThrough
  19. CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> HitTurret >> armor
  20. CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> HitTurret >> passThrough
  21. CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> HitGun >> armor
  22. CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> HitGun >> passThrough
  23. 23.0 23.1 CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> minTurn
  24. 24.0 24.1 CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> maxTurn
  25. 25.0 25.1 CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> maxElev
  26. 26.0 26.1 CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> minElev
  27. CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> minTurn
  28. CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> maxTurn
  29. CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> maxElev
  30. CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> minElev
  31. CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> maxFov >> "0.7"
  32. CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> minFov >> "0.0625"
  33. CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> ViewOptics >> maxFov >> "0.333"
  34. CfgVehicles >> M1Abrams >> Turrets >> MainTurret >> ViewOptics >> minFov >> "0.025"
  35. CfgVehicles >> M1Abrams >> camouflage
  36. CfgVehicles >> M1Abrams >> cost
  37. 37.0 37.1 CfgVehicles >> M1Abrams >> threat[] >> {1,1,0.3}
  38. CfgVehicles >> M1Abrams >> audible

CfgAmmo (ArmA 2)

  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 (ArmA 2)

  1. CfgMagazines >> 20Rnd_120mmHE_M1A2 >> initSpeed
  2. CfgMagazines >> 20Rnd_120mmSABOT_M1A2 >> initSpeed
  3. 3.0 3.1 CfgMagazines >> 1200Rnd_762x51_M240 >> initSpeed
  4. CfgMagazines >> 1200Rnd_762x51_M240 >> tracersEvery
  5. 5.0 5.1 CfgMagazines >> 100Rnd_127x99_M2 >> initSpeed
  6. CfgMagazines >> 100Rnd_127x99_M2 >> tracersEvery

CfgWeapons (ArmA 2)

  1. CfgWeapons >> M256 >> reloadTime
  2. CfgWeapons >> M256 >> dispersion
  3. CfgWeapons >> M256 >> weaponLockSystem >> "4"
  4. CfgWeapons >> M240BC_veh >> manual >> reloadTime
  5. CfgWeapons >> M240BC_veh >> manual >> dispersion
  6. CfgWeapons >> M240BC_veh >> magazineReloadTime
  7. CfgWeapons >> M2BC >> manual >> reloadTime
  8. CfgWeapons >> M2BC >> manual >> dispersion
  9. CfgWeapons >> M2BC >> magazineReloadTime

CfgVehicles (ArmA 2)

  1. CfgVehicles >> M1A1_US_DES_EP1 >> transportMaxWeapons
  2. CfgVehicles >> M1A1_US_DES_EP1 >> transportMaxMagazines
  3. CfgVehicles >> M1A1_US_DES_EP1 >> fuelCapacity
  4. 4.0 4.1 4.2 4.3 CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> weapons[] >> {"M256","M240BC_veh"}
  5. 5.0 5.1 5.2 5.3 CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> weapons[] >> {"M2BC","SmokeLauncher"}
  6. 6.0 6.1 6.2 CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> inGunnerMayFire >> "1"
  7. 7.0 7.1 7.2 CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> outGunnerMayFire >> "1"
  8. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> magazines[] >> {"20Rnd_120mmSABOT_M1A2","20Rnd_120mmHE_M1A2","1200Rnd_762x51_M240"}
  9. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> magazines[] >> {"100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","100Rnd_127x99_M2","SmokeLauncherMag","SmokeLauncherMag"}
  10. 10.0 10.1 CfgVehicles >> M1A1_US_DES_EP1 >> armor
  11. CfgVehicles >> M1A1_US_DES_EP1 >> HitPoints >> HitHull >> armor
  12. CfgVehicles >> M1A1_US_DES_EP1 >> HitPoints >> HitHull >> passThrough
  13. CfgVehicles >> M1A1_US_DES_EP1 >> HitPoints >> HitEngine >> armor
  14. CfgVehicles >> M1A1_US_DES_EP1 >> HitPoints >> HitEngine >> passThrough
  15. CfgVehicles >> M1A1_US_DES_EP1 >> HitPoints >> HitLTrack >> armor
  16. CfgVehicles >> M1A1_US_DES_EP1 >> HitPoints >> HitRTrack >> armor
  17. CfgVehicles >> M1A1_US_DES_EP1 >> HitPoints >> HitLTrack >> passThrough
  18. CfgVehicles >> M1A1_US_DES_EP1 >> HitPoints >> HitRTrack >> passThrough
  19. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> HitPoints >> HitTurret >> armor
  20. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> HitPoints >> HitTurret >> armor >> passThrough
  21. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> HitPoints >> HitGun >> armor
  22. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> HitPoints >> HitGun >> armor >> passThrough
  23. 23.0 23.1 CfgVehicles >> M1A1_US_DES_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}
  24. 24.0 24.1 CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "5"
  25. 25.0 25.1 CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> minTurn
  26. 26.0 26.1 CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> maxTurn
  27. 27.0 27.1 CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> maxElev
  28. 28.0 28.1 CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> minElev
  29. CfgVehicles >> M1A1_US_DES_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}
  30. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> discreteDistanceInitIndex >> "2"
  31. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> minTurn
  32. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> maxTurn
  33. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> maxElev
  34. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> minElev
  35. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> maxFov >> "1.1"
  36. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> minFov >> "0.25"
  37. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> visionMode[] >> {"Normal","NVG","Ti"}
  38. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> thermalMode[] >> {4,5}
  39. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> startEngine >> "0"
  40. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> OpticsIn >> Wide >> minFov >> "0.155"
  41. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> OpticsIn >> Narrow >> minFov >> "0.047"
  42. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> OpticsIn >> Wide >> visionMode[] >> {"Normal","NVG","Ti"}
  43. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> OpticsIn >> Wide >> thermalMode[] >> {2,3}
  44. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> turretInfoType >> "RscWeaponRangeZeroing"
  45. CfgVehicles >> M1A1_US_DES_EP1 >> Turrets >> MainTurret >> startEngine >> "1"
  46. CfgVehicles >> M1A1_US_DES_EP1 >> IncommingMisslieDetectionSystem >> "16"
  47. CfgVehicles >> M1A1_US_DES_EP1 >> LockDetectionSystem >> "4"
  48. CfgVehicles >> M1A1_US_DES_EP1 >> camouflage
  49. CfgVehicles >> M1A1_US_DES_EP1 >> cost
  50. 50.0 50.1 CfgVehicles >> M1A1_US_DES_EP1 >> threat[] >> {1,1,0.3}
  51. CfgVehicles >> M1A1_US_DES_EP1 >> audible

.bisurf

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

.rvmat

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

Formulae

  1. 60 / reloadTime = 60 / 8
  2. 60 / reloadTime = 60 / 0.1
  3. 3.0 3.1 0.4 / maxFov = 0.4 / 0.35
  4. 4.0 4.1 0.4 / minFov = 0.4 / 0.07
  5. Base vehicle armor value * HitPoint armor value = 850 * 0.85
  6. Base vehicle armor value * HitPoint armor value = 850 * 0.35
  7. Base vehicle armor value * HitPoint armor value = 850 * 0.15
  8. Base vehicle armor value * HitPoint armor value = 850 * 1
  9. Base vehicle armor value * HitPoint armor value = 850 * 0.3
  10. 60 / reloadTime = 60 / 6
  11. 60 / reloadTime = 60 / 0.075
  12. 60 / reloadTime = 60 / 0.11
  13. 0.25 / maxFov = 0.25 / 0.7
  14. 0.25 / minFov = 0.25 / 0.0625
  15. 0.25 / maxFov = 0.25 / 0.333
  16. 0.25 / minFov = 0.25 / 0.025
  17. Base vehicle armor value * HitPoint armor value = 850 * 0.85
  18. Base vehicle armor value * HitPoint armor value = 850 * 0.35
  19. Base vehicle armor value * HitPoint armor value = 850 * 0.15
  20. Base vehicle armor value * HitPoint armor value = 850 * 1
  21. Base vehicle armor value * HitPoint armor value = 850 * 0.3
  22. 60 / reloadTime = 60 / 6
  23. 60 / reloadTime = 60 / 0.075
  24. 60 / reloadTime = 60 / 0.11
  25. 0.4 / maxFov = 0.4 / 1.1
  26. 0.4 / minFov = 0.4 / 0.25
  27. 0.4 / minFov = 0.4 / 0.155
  28. 0.4 / minFov = 0.4 / 0.047

Notes[]

  1. 1.0 1.1 1.2 1.3 Damage will be reduced if the projectile's velocity drops below this value.
  2. Only applies to lower difficulty settings where auto guidance is available. Higher difficulty settings do not allow for automatic lock-ons by default.
  3. 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).

References[]

  1. 1.0 1.1 1.2 Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 25 September 2024, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#camouflage>.
  2. 2.0 2.1 2.2 Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 25 September 2024, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#cost>.
  3. 3.0 3.1 3.2 Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 25 September 2024, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#threat>.
  4. 4.0 4.1 4.2 Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 25 September 2024, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#audible>.
  5. Operational Environment Enterprise 2019, M1A1 Abrams American Main Battle Tank (MBT), ODIN - OE Data Integration Network, viewed 25 September 2024, <https://odin.tradoc.army.mil/WEG/Asset/M1A1_Abrams_American_Main_Battle_Tank_>.
  6. Pike, J, Sherman, R 2000, M1 Abrams Main Battle Tank, Military Analysis Network, viewed 25 September 2024, <https://man.fas.org/dod-101/sys/land/m1.htm>.
  7. Mcnicoll, J et al. 2006, Operation Flashpoint: Version History, Bohemia Interactive Community Wiki, viewed 6 April 2024, <https://community.bistudio.com/wiki/Operation_Flashpoint:_Version_History#Patch_v1.10>.
  8. Mcnicoll, J et al. 2006, Operation Flashpoint: Version History, Bohemia Interactive Community Wiki, viewed 6 April 2024, <https://community.bistudio.com/wiki/Operation_Flashpoint:_Version_History#Patch_v1.46>.
  9. ARMA: Cold War Assault 2011 [Video Game], Bohemia Interactive a.s., \BIN\CONFIG.BIN, CfgVehicles >> M1AbramsAuto
  10. Španěl, M et al. 2007, ArmA: Armed Assault: Version History, Bohemia Interactive Community Wiki, viewed 6 April 2024, <https://community.bistudio.com/wiki/ArmA:_Armed_Assault:_Version_History#Version_1.04>.
  11. Španěl, M et al. 2007, ArmA: Armed Assault: Version History, Bohemia Interactive Community Wiki, viewed 6 April 2024, <https://community.bistudio.com/wiki/ArmA:_Armed_Assault:_Version_History#Version_1.05>.
  12. Španěl, M et al. 2007, ArmA: Armed Assault: Version History, Bohemia Interactive Community Wiki, viewed 6 April 2024, <https://community.bistudio.com/wiki/ArmA:_Armed_Assault:_Version_History#Version_1.08>.
  13. ARMA: Armed Assault 2006 [Video Game], Bohemia Interactive a.s., \ca\language\tracked\stringtable.csv, M1A1 Auto
  14. 14.0 14.1 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>.
  15. 15.0 15.1 Foltyn, D et al. 2009, Bullet penetrability, Bohemia Interactive Community Wiki, viewed 25 September 2024, <https://community.bistudio.com/wiki/Bullet_penetrability>.
  16. .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>.
  17. 17.0 17.1 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)
  18. 18.0 18.1 Mazzon, M et al. 2019, CorePatch, GitHub, viewed 6 April 2024, <https://github.com/Goliath86/CorePatch/blob/master/Changelog.txt>.

External links[]

See also[]

Variants[]

Vehicles of comparable role and configuration[]

Vehicles of ArmA: Cold War Assault
Wheeled BikeBRDMBusHMMWVMotorcyclePV3SJeepSCUDSkodaSmall carSports carTrabantTractorTruck 5TUAZUral
Tracked BMP-1BMP-2M1A1M113 (Vulcan) • M60A3M2A2 BradleyShilkaT-55T-72T-80
Rotor-wing AH-1 CobraAH-64CH-47DKa-50Mi-17Mi-24OH-58UH-60
Fixed-wing A-10PlaneSopwith F.1 CamelSu-25
Aquatic BoatLSTMark II PBR
(Parenthesis) denote variants.
OFP-factionicon-unitedstates United States - Vehicles (ArmA: Cold War Assault)
Wheeled HMMWVJeepTruck 5T
Tracked M1A1M113 (Vulcan) • M60A3M2A2 Bradley
Rotor-wing AH-1 CobraAH-64CH-47DOH-58UH-60
Fixed-wing A-10Sopwith F.1 Camel
Aquatic LSTMark II PBR
(Parenthesis) denote variants.
Vehicles of ArmA: Armed Assault
Wheeled 5T TruckArmy 4x4BusBRDM-2CarHatchbackHMMWV (Civil) • Offroad (Hilux) • M1030 (TT650, TT650G) • Pick-Up (Datsun) • SedanStrykerTractorUAZUral
Tracked BMP-2M1A1M113ShilkaT-72
Rotor-wing AH-6AH-1ZKA-50MH-6Mi17UH-60
Fixed-wing A-10AV-8BCamelDC-3Su-34
Aquatic CRRCPBX BoatRHIB
(Parenthesis) denote variants.
Queen's Gambit
OFP-factionicon-unitedstates U.S. Army - Vehicles (ArmA: Armed Assault)
Wheeled 5T TruckHMMWVM1030Stryker
Tracked M1A1M113
Rotor-wing AH-6AH-1ZMH-6UH-60
Fixed-wing A-10AV-8BCamel
Aquatic CRRCRHIB
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 HMMWVLAV-25MotorcycleMountain bikeMTVRTowing Tractor
Tracked AAVP-7A1M1A1 Abrams (M1A2 TUSK) • M270 MLRS
Rotor-wing AH-1Z ViperAH-64D Apache LongbowUH-1Y VenomMH-60S Seahawk
Fixed-wing A-10 Thunderbolt IIAV-8B HarrierC-130J HerculesF-35B Lightning IIMQ-9 ReaperMV-22 Osprey
Aquatic CRRCRHIB
(Parenthesis) denote variants.
Arma2-factionicon-usarmy U.S. Army - Vehicles (ArmA 2)
Wheeled ATVHMMWVMotorcycleMTVRStryker (MGS)
Tracked M1A1 Abrams (M1A2 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
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