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The MBT-52 Kuma is a Main Battle Tank used exclusively by the AAF in ArmA 3.

Overview[]

  • Role:
    • Direct fire and manoeuvre
« The MBT-52 Kuma is the main battle tank used by Altian Armed Forces. A batch of a few dozen tanks and spare turrets were bought underprice from a south-European country facing an economic collapse. Like similar MBTs of the era, the Kuma is armed with a 120 mm cannon, a 7.62 mm coaxial machinegun and a remotely controlled 12.7 mm HMG. The level of protection for the crew is also remarkable, thanks to additional armor layers.
Field Manual[1]
»

Design[]

Designed specifically for use in low-intensity conflicts and urban warfare, the Kuma is an improved variant of its original model that has enhanced protection against a wide range of threats. Overall, it is less vulnerable to rocket-propelled grenades, anti-tank missiles, landmines, and Improvised Explosive Devices (IEDs).

Armament
It is armed with a 120 mm smoothbore cannon that can fire either armour-piercing or explosive shells. It also has a 7.62 mm coaxial medium machine gun[CfgVh 5] and a turret roof-mounted, remote-operated 12.7 mm heavy machine gun.[CfgVh 6]

The main gun's loadout consists of the following:[CfgVh 8]

  • 20 armour-piercing fin-stabilised discarding sabot (APFSDS-T) shells
  • 12 rounds worth of high-explosive (HE-T) shells
  • 12 high-explosive anti-tank (HEAT-T) shells

The coaxial MMG feeds from 200-round linked belts. One belt is always pre-loaded while a further 9× are left in reserve, providing the gunner access to a total pool of 2,000 rounds.[CfgVh 8] On the other hand, the commander's RCWS 12.7 mm HMG feeds from 200-round belts. One ammobox is pre-loaded by default while a second is left in reserve, providing a total of 400 rounds.[CfgVh 7] The commander also has exclusive control over the Kuma's defensive smoke launchers, and can deploy up to 2× volleys of smoke screens.[CfgVh 6][CfgVh 7]

Arma3-kuma-00

Clearing out the "Ghost Hotel" at point blank range.

Features
A recent addition to the Altis Armed Forces' motor pool, the MBT-52 Kuma combines decent mobility and survivability in a single platform.

When it comes to firepower and range, it has a slightly better main gun compared to its NATO counterpart, the Slammer, since its barrel is longer and has less dispersion at long ranges (dispersion of 0.0005 rad[CfgWp 1] versus the Slammer's 0.00057 rad[CfgWp 2]). When it is matched up against CSAT's T-100 tank, the Kuma has better protection since its turret and rear hull section alike aren't as exposed to damage thanks to the addition of appliqué armour panels and slat cages.

Mobility
The Kuma's engine has a power output of 1,230 kW[CfgVh 9] and can generate up to 5,000 N·m of torque.[CfgVh 10]

In terms of speed, the Kuma sits between the Slammer and the T-100. It is ~ 9% faster than the former (67 km/h versus the Slammer's 61 km/h on turbo) but is ~ 12% slower than the latter (76 km/h). Handling-wise, the Kuma lacks the agility or sharp acceleration of the T-100 since it still weighs 60 tonnes and cannot match the T-100's excellent torque curves. However, the Kuma is still easier to control and has a sharper turn rate compared to the bulky and cumbersome Slammer, which weighs 5 tonnes more than the Kuma (65 tonnes).

Notable Traits
Unlike other MBT designs, the Kuma's smoke launchers are uniquely capable of deploying a thick smoke screen in a 360-degree radius around the whole vehicle as opposed to concealing only the front.[CfgVh 11]

Furthermore, unlike the T-100 which only has thick turret armour from the frontal aspect, the Kuma has very thick armour plating on all sides of its turret. Despite lacking Explosive Reactive Armour (ERA) blocks/panels, it compensates for the lack of these addon armour modules by having thicker side turret armour and front-right/front-left hull armour instead. This 250 millimetre-thick, H-shaped layer of armour additionally covers the turret ring as well, meaning that the tank's commander and gunner have a good chance of surviving direct hits to the turret from the side by rocket launchers. Depending on the angle of impact, a single hit from a non-Vorona missile launcher like the Titan can be shrugged off (albeit only one hit at most).

Drawbacks
The Kuma's turret profile is quite tall, as the silhouette of the commander's remote-operated HMG means that it will stick out fairly prominently while the crew are attempting to maintain a hull-down position.

Arma3-mbt-profile-basic

From foreground-to-background: T-100, Slammer, Kuma. The Kuma (background) has the tallest profile of the three core MBTs and also has the longest hull.

In addition, even though the Kuma has extra armour panels, slat cages, and thick turret/frontal armour, its engine remains highly vulnerable to being disabled by anti-vehicle munitions in a first strike just like the T-100. Its slat cages will not do anything to stop or reduce the velocity of incoming AP shells, nor are they sufficient to stop 1-2 well-placed hits from an anti-armour grenade striking the top of the engine (and bypassing the slat cages entirely).

Crew Capacity
The Kuma has a seating capacity of three for a crew that consists of the driver, a gunner, and the tank's commander. No passengers may be carried either externally or internally.

Camouflage[]

  • Digital Green: Digitised semi-fractal camouflage pattern used by all AAF vehicles and aircraft. Suited to forested and grassy environments, but otherwise useless in arid and desert terrain.
  • Digital Green (Desert Camo Net):* Identical to the standard Digital Green camouflage pattern but changes any applied camo nets to use a two-tone desert camouflage scheme.
  • Digital Green (Jungle Camo Net):* Also identical to the baseline Digital Green camouflage pattern, but changes any applied camo nets to use a two-tone woodland camouflage scheme instead.

(*) Changes are only visible if the Kuma has the Camo Net component attached to it.


Western Sahara Creator DLC only

NOTE: The following camouflage schemes will only be available if the third party-developed Western Sahara Creator DLC is activated.

This is a premium asset that requires ownership of the Western Sahara Creator DLC.

  • UNA: Flat white colour scheme. A UNA decal is always emblazoned onto the tank's hull.


Protection: Hitpoints[]

The Kuma has a base armour value of 800.[CfgVh 12]

The following highlighted positions serve as weak points on the Kuma:

Arma3-kuma-hitpoints-revised

LEGEND[SCR 2]
Green = Hull
Orange = Engine
Violet = Fuel tank
Light blue = Tracks
Maroon = Turret
Gold = Main gun
Dark blue/Pink = Commander HMG

Note that in order to inflict actual damage, a munition must first penetrate through the surrounding armour plates and directly hit the component's weak point. Any strikes on non-highlighted parts will cause little (if any) noticeable damage.


Hull[]

The Kuma's hull can withstand up to 1,280 points of damage.[CfgVh 13][Formula 1] It takes 80% reduced damage from high-explosive (HE) type munitions.[CfgVh 14]

Depletion of the hull's integrity will instantly result in a catastrophic kill.[CfgVh 15][CfgVh 16]

Hull Slat[]

Arma3-vehiclearmour-kuma-slathull

The two slat cages shielding the rear-left and rear-right sides of the hull can each withstand up to 200 points of damage before they break.[CfgVh 17][CfgVh 18][note 1] They both take 200% additional damage from HE-type munitions.[CfgVh 19][CfgVh 20] Damage to either of these cages will not be shared with the Kuma's main "health" pool.[CfgVh 21][CfgVh 22]

If destroyed, slat cages must be manually repaired by hand using a Toolkit. Alternately, they can be fixed by mobile repair trucks and static vehicle repair stations.

Engine[]

The engine can take a maximum of 480 points of damage before it fails.[CfgVh 23][Formula 2] It takes 80% reduced damage from HE-type munitions.[CfgVh 24] Up to 50% of damage inflicted upon the engine will be shared with the Kuma's main "health" pool. Destroying the engine has a high likelihood of resulting in a catastrophic explosion if the Kuma is near or at critical "health" status.[CfgVh 25]

Engine Slat[]

Arma3-vehiclearmour-kuma-hullengine

The rearmost slat cage protecting the engine can withstand up to 200 points of damage before it breaks.[CfgVh 26][note 1] They both take 200% additional damage from HE-type munitions.[CfgVh 27] Damage to this slat cage will not be shared with the Kuma's main "health" pool.[CfgVh 28]

If destroyed, the cage must be manually repaired by hand using a Toolkit. Alternately, it can be fixed by mobile repair trucks and static vehicle repair stations.

Fuel tank[]

The Kuma's fuel tank can withstand up to 400 points of damage before it ruptures.[CfgVh 29][Formula 3] It takes 40% reduced damage from HE-type munitions.[CfgVh 30] At least 30% of incoming damage inflicted upon the tank will be shared with the Kuma's main "health" pool. If the Kuma is at critical "health" status, this can result in a catastrophic explosion.[CfgVh 31]

Tracks[]

The Kuma's treads and wheels can take up to 650 points of damage before they break.[CfgVh 32][CfgVh 33][note 2] They take 20% reduced damage from HE-type munitions.[CfgVh 34][CfgVh 35] No damage inflicted upon either of the tracks will be shared with the Kuma's main "health" pool.[CfgVh 36][CfgVh 37]

Turret[]

Traverse mechanisms for the main turret can withstand up to 640 points of damage before they suffer from failure.[CfgVh 38][Formula 4] They take 80% reduced damage from HE-type munitions.[CfgVh 39] Damage inflicted upon the turret is not shared with the Kuma's main "health" pool.[CfgVh 40]

Turret Slat[]

Arma3-vehiclearmour-kuma-slatturret

The turret's three slat cages can each withstand up to 200 points of damage before they break.[CfgVh 41][CfgVh 42][CfgVh 43][note 1] They all take 200% additional damage from HE-type munitions.[CfgVh 44][CfgVh 45][CfgVh 46] Damage to any of the slat cages will not be shared with the Kuma's main "health" pool.[CfgVh 47][CfgVh 48][CfgVh 49]

If any or all of the slat cages have been destroyed, they must be manually reinstalled with the help of a Toolkit, repair truck, or specialised vehicle repair station.

Main gun[]

Elevation mechanisms for the main gun can only take a maximum of 480 points of damage before they start to fail.[CfgVh 50][Formula 5] The mechanisms take 60% less damage from HE-type munitions.[CfgVh 51] No damage inflicted upon the elevation mechanisms will be shared with the Kuma's main "health" pool.[CfgVh 52]

Commander HMG[]

Elevation and traverse mechanisms for the commander's Remote Weapons Station (RWS) turret can each take a maximum of only 80 points of damage before they suffer from failure (individually).[CfgVh 53][CfgVh 54][Formula 6] The mechanisms do not reduce damage from HE-type munitions and will take full damage (100%).[CfgVh 55][CfgVh 56]

Regardless of whichever mechanisms get struck, no damage inflicted upon the RWS turret will be shared with the Kuma's main "health" pool.[CfgVh 57][CfgVh 58]

Protection: Armour[]

The Kuma uses a combination of Composite Armour plating, non-composite materials, appliqué armour panels, as well as Slat cages that specifically shield the engine and rear sections of the hull/turret.

.bisurf Density
[2][3][4]
Thickness
[2][3][4]
bulletPenetrability
[2][3][4]
bulletPenetrabilityWithThickness
[2][3][4]
Friction
[2][5]
Restitution
[2][5]
armour.bisurf 8600 N/A; based on vehicle fire geometry thickness 15 N/A; not used by armour.bisurf 0.7 0.3
armour_plate.bisurf 8600 30 N/A; not used by armour_plate.bisurf 15 0.7 0.3
armour_plate_7mm.bisurf 8600 7 N/A; not used by armour_plate_7mm.bisurf 15 0.7 0.3
armour_plate_12mm.bisurf 8600 12 N/A; not used by armour_plate_12mm.bisurf 15 0.7 0.3
armour_plate_20mm.bisurf 8600 20 N/A; not used by armour_plate_20mm.bisurf 15 0.7 0.3
armour_plate_40mm.bisurf 8600 40 N/A; not used by armour_plate_40mm.bisurf 15 0.7 0.3
armour_plate_60mm.bisurf 8600 60 N/A; not used by armour_plate_60mm.bisurf 15 0.7 0.3
armour_plate_100mm.bisurf 8600 100 N/A; not used by armour_plate_100mm.bisurf 15 0.7 0.3
armour_plate_250mm.bisurf 8600 250 N/A; not used by armour_plate_250mm.bisurf 15 0.7 0.3
glass_armored_plate.bisurf 8000 30 N/A; not used by glass_armored_plate.bisurf 36 0.7 0.3
plastic.bisurf 1200 N/A; based on vehicle fire geometry thickness 160 N/A; not used by plastic.bisurf 0.7 0.3
metal_plate.bisurf 4000 30 N/A; not used by metal_plate.bisurf 48 0.7 0.3
vehicle_interior.bisurf 6500 200 30 30 0.7 0.3

Composite armour[]

WIP

Slat[]

Arma3-kuma-firegeo-penetration-slat-7mm

LEGEND:[SCR 3]
Brown = armour_plate_7mm.bisurf

Arma3-kuma-firegeo-penetration-slat-40mm

LEGEND:[SCR 3]
Pink = armour_plate_40mm.bisurf

Arma3-kuma-firegeo-penetration-slat-metalplate

LEGEND:[SCR 3]
Magma = metal_plate.bisurf

Munition type Damage reduction (%)[6] Velocity reduction (%)[6]
Armour Piercing Cage intact: 100%
[CfgArmSim 1]
Cage destroyed: 100%
[CfgArmSim 1]
Cage intact: 5%
[CfgArmSim 2]
Cage destroyed: No reduction (100%)
[CfgArmSim 2]
High-Explosive Cage intact: No reduction (+200%)
[CfgArmSim 3]
Cage destroyed: No reduction (100%)
[CfgArmSim 3]
Cage intact: No reduction (100%)
[CfgArmSim 4]
Cage destroyed: No reduction (100%)
[CfgArmSim 4]
High-Explosive Anti-Tank[note 3] Cage intact: No reduction (100%)
[CfgArmSim 5]
Cage destroyed: No reduction (100%)
[CfgArmSim 5]
Cage intact: 95%
[CfgArmSim 6]
Cage destroyed: No reduction (100%)
[CfgArmSim 6]
Tandem High-Explosive Anti-Tank[note 3] Cage intact: No reduction (100%)
[CfgArmSim 7]
Cage destroyed: No reduction (100%)
[CfgArmSim 7]
Cage intact: 35%
[CfgArmSim 8]
Cage destroyed: No reduction (100%)
[CfgArmSim 8]

Three slat cages are attached to the Kuma's hull, shielding the engine[CfgVh 59] and both sides of the rear hull section.[CfgVh 60][CfgVh 61] Three more smaller slat cages are also affixed to the rear of the turret.[CfgVh 62][CfgVh 63][CfgVh 64]

Thickness and material types for the hull and engine slat cages differ slightly:

  • The exterior metal covers attached to the hull slat cages have a thickness of 7 millimetres.[rvmat 1][bisurf 1] The actual (interior) hull slat cages have a thickness of 40 millimetres.[rvmat 2][bisurf 2] All of these slat cages are made out of composite metals.
  • For the turret's rear slat cages, these cages have a thickness of 30 millimetres.[rvmat 3][bisurf 3] However, they are made out of non-composite metals and do not have the same density as the hull/engine slat cages.

Destroyed cages must be manually repaired by hand using a Toolkit, with the assistance of a dedicated repair truck, or at a specialised vehicle repair station.

Miscellaneous[]

WIP

Mobility[]

Engine[]

The Kuma's engine has a power output of 1,230 kW.[CfgVh 9] It has an idle rotational speed of 146.608 rad/s[CfgVh 65] and a maximum rotational speed of 345.575 rad/s.[CfgVh 66] It has a maximum attainable torque of 5,000 N·m[CfgVh 10] and a moment of inertia[7] value of 15.[CfgVh 67]

Torque curves[]

Engine RPM (@%) X-value[8] Y-value[8]
@ 42% 0.424242[CfgVh 68] 0.8[CfgVh 68]
@ 54% 0.545455[CfgVh 68] 0.95[CfgVh 68]
@ 60% 0.606061[CfgVh 68] 0.99[CfgVh 68]
@ 63% 0.636364[CfgVh 68] 1[CfgVh 68]
@ 66% 0.666667[CfgVh 68] 0.98[CfgVh 68]
@ 72% 0.727273[CfgVh 68] 0.93[CfgVh 68]
@ 87% 0.878788[CfgVh 68] 0.76[CfgVh 68]
@ 100% 1[CfgVh 68] 0.6[CfgVh 68]

Gearbox[]

The Kuma utilises an automatic gearbox:[CfgVh 69]

Gear #[9] Gearbox Ratio[9]
Reverse (R) -3.4[CfgVh 70]
Neutral (N) 0[CfgVh 70]
Gear 1 (D1) 4.4[CfgVh 70]
Gear 2 (D2) 3[CfgVh 70]
Gear 3 (D3) 1.75[CfgVh 70]
Gear 4 (D4) 1[CfgVh 70]

Idle[]

The Kuma's engine has an idle RPM of 1,400:[CfgVh 71][SCR 4]

Gear #[9] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -44.20 -0.00
Neutral (N) 0.455 0.333 0.00 0.00
Gear 1 (D1) 0.985 0.424 57.20 0.00
Gear 2 (D2) 0.985 0.606 39.00 0.00
Gear 3 (D3) 0.985 0.576 22.75 0.00
Gear 4 (D4) 1.000 0.545 13.00 0.00

Reverse[]

The Kuma's engine has an RPM of 3,300 when reversing:[SCR 4]

Gear #[9] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -44.20 3723.56
Neutral (N) 0.455 0.333 0.00 -0.00
Gear 1 (D1) 0.985 0.424 57.20 -4818.73
Gear 2 (D2) 0.985 0.606 39.00 -3285.50
Gear 3 (D3) 0.985 0.576 22.75 -1916.54
Gear 4 (D4) 1.000 0.545 13.00 -1095.17

Drive (4th gear/normal)[]

When accelerating at 4th gear without vehicle turbo active, the Kuma's engine has an RPM of 2,152.18:[SCR 4]

Gear #[9] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -44.20 -7406.30
Neutral (N) 0.455 0.333 0.00 0.00
Gear 1 (D1) 0.985 0.424 57.20 9584.63
Gear 2 (D2) 0.985 0.606 39.00 6534.97
Gear 3 (D3) 0.985 0.576 22.75 3812.07
Gear 4 (D4) 1.000 0.545 13.00 2178.32[note 4]

Drive (4th gear/turbo)[]

When accelerating at 4th gear with vehicle turbo toggled, the Kuma's engine has an RPM of 2,810.69:[SCR 4]

Gear #[9] Up Ratio Down Ratio Ratio RPM
Reverse (R) 1.000 0.000 -44.20 -9672.33
Neutral (N) 0.455 0.333 0.00 0.00
Gear 1 (D1) 0.985 0.424 57.20 12517.13
Gear 2 (D2) 0.985 0.606 39.00 8534.41
Gear 3 (D3) 0.985 0.576 22.75 4978.40
Gear 4 (D4) 1.000 0.545 13.00 2844.80[note 5]

Components[]

  • Slat Armor Cover (Hull): Removes the 7 mm metal armour covers placed over the rear-right/rear-left/engine slat cages.
  • Slat Armor Cover (Turret): Removes the metal plate covers attached to the turret's rear slat cages.
  • Camo Net (Hull): Drapes most of the hull with camouflage netting. Note that the turret itself is not covered. Partially conceals covered sections from thermal sensors.
  • Camo Net (Turret): Identical to the Hull camo nets but for the turret only. Certain components such as the RWS and the commander's optics are not concealed.

Sensors[]

The Kuma is not equipped with sensors that can be used for targeting purposes.

Armament[]

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

The Kuma's gunner has control over the primary Cannon 120 mm and Coaxial MG 7.62 mm.[CfgVh 5] The commander exclusively operates the turret roof-mounted RCWS HMG 12.7 mm and the tank's defensive smoke launchers.[CfgVh 6]

Rotation limits for the Kuma's turrets differ:

  • The main turret can be freely rotated in any direction horizontally.[CfgVh 72][CfgVh 73] However, vertical rotation limits are limited to a maximum elevation of 20 degrees[CfgVh 74] and a depression of just 9 degrees.[CfgVh 75]
  • The commander's HMG turret can also be freely rotated in any direction horizontally.[CfgVh 76][CfgVh 77] For vertical rotation limits, it is restricted to a maximum elevation of 60 degrees[CfgVh 78] and has a depression limit of 25 degrees.[CfgVh 79]

Cannon 120 mm[]

Arma3-vehicleweapons-mbt52kuma-cannon120mm

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

The Cannon 120 mm's muzzle velocity depends on the type of shell being fired:

It can fire a shell once every 6 seconds[CfgWp 3] (fire rate of 10 rounds per minute).[Formula 7] It takes at least 6 seconds to swap between munition types or to rearm from a supply truck.[CfgWp 4] Accuracy-wise, the Cannon 120 mm has a dispersion of 0.0005 rad.[CfgWp 1]

A dedicated Fire Control System is available. It can adjust for both lead and zeroing, though only against targets moving at speeds of 90 km/h or less.[CfgWp 5][Formula 8] It takes at least 1 second for the FCS to finish calculations against valid targets.[CfgWp 6]

Manual zeroing is also available in lieu of the FCS computer's auto-lead/auto-zeroing. It starts from a minimum of 100 metres up to a maximum of 5,000 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, 3100, 3200, 3300, 3400, 3500, 3600, 3700, 3800, 3900, 4000, 4100, 4200, 4300, 4400, 4500, 4600, 4700, 4800, 4900, 5000).[CfgVh 80] By default, the Cannon 120 mm is set to a zeroing of 600 metres.[CfgVh 81]

Coaxial MG 7.62 mm[]

Arma3-vehicleweapons-mbt52kuma-coaxialmg762mm
Ammo parameter Value
Base damage value 11.6[CfgAm 1]
Aerodynamic friction -0.001[CfgAm 2]
Muzzle velocity (m/s) 860[CfgMa 4]
Expected velocity (m/s) 800
[CfgAm 3][note 6]
Penetration depth (mm) 20.64
[CfgAm 4][Formula 9]
Deflection angle (degrees) 15°[CfgAm 5]

Coaxial 7.62 mm medium machine gun.

It can attain a fire rate of up to 800 RPM[CfgWp 7][Formula 10] with a muzzle velocity of 860 m/s.[CfgMa 4] Accuracy-wise, the Coaxial MG 7.62 mm has a dispersion of 0.0016 rad.[CfgWp 8] It takes at least 10 seconds to reload the Coaxial MG 7.62 mm with a fresh belt or to fully rearm from a supply truck/ammunition crate.[CfgWp 9] Every fifth round in the belt will emit a visible yellow tracer.[CfgMa 5] The last four rounds of the belt will always consist of yellow tracers.[CfgMa 6]

It should be noted that the Coaxial MG 7.62 mm does not share the same FCS limitations with the Cannon 120 mm as it can track targets moving at speeds of up to ~ 110 km/h instead[CfgWp 10][Formula 11], though it still has the same 1 second computation time delay.[CfgWp 11] The Coaxial MG 7.62 mm does not allow for zeroing beyond 1,500 metres. This applies to both automatic and manual zeroing adjustments (100, 200, 300, 400, 500, 600, 700, 800, 900, 1000, 1100, 1200, 1300, 1400, 1500).[CfgWp 12] Its default zeroing remains unchanged at 600 metres.[CfgVh 81]

RCWS HMG 12.7 mm[]

Arma3-vehicleweapons-mbt52kuma-rcwshmg127mm
Ammo parameter Value
Base damage value 30[CfgAm 6]
Aerodynamic friction -0.00086[CfgAm 7]
Muzzle velocity (m/s) 910[CfgMa 7]
Expected velocity (m/s) 880
[CfgAm 8][note 6]
Penetration depth (mm) 35.49
[CfgAm 9][Formula 12]
Deflection angle (degrees) 15°[CfgAm 10]

Remote-operated 12.7 mm heavy machine gun.

It can attain a fire rate of up to 600 RPM[CfgWp 13][Formula 13] and has a muzzle velocity of 910 m/s.[CfgMa 7] Accuracy-wise, the RCWS HMG 12.7 mm has a dispersion of 0.0012 rad.[CfgWp 14] It takes at least 20 seconds for the RWS turret to reload itself with a fresh belt or to fully rearm from a supply truck.[CfgWp 15] Every third round fired will emit a visible yellow tracer.[CfgMa 8]

Its FCS only supports automatic zeroing against stationary targets.[CfgWp 16] It takes at least 1 second for the FCS to finish adjustments.[CfgWp 17] Manual zeroing is also 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 82] By default, the RCWS HMG 12.7 mm is set to a zeroing of 300 metres.[CfgVh 83]

Optics[]

Driver[]

Arma3-kuma-optics-driver

The driver's periscope hatch has the ability to switch between a day or night vision mode.[CfgVh 84]

Commander[]

The camera for the commander's Remote Weapons Station (RWS) has the ability to toggle two vision modes: day and white-/black-hot thermal.[CfgVh 85][CfgVh 85][CfgVh 85][CfgVh 86][CfgVh 87][CfgVh 88]

The camera can switch between three fields of view: Wide (WFOV 0.83x)[CfgVh 89][Formula 14], Medium (MFOV 3.5x)[CfgVh 90][Formula 15], and Narrow (NFOV 8.8x).[CfgVh 91][Formula 16]

A laser rangefinder and displays for elevation/azimuth are also available.[CfgVh 92]

Gunner[]

The Gunner's Primary Sight (GPS) can switch between three vision modes: day, night, and white-/black-hot thermal.[CfgVh 93][CfgVh 94][CfgVh 95][CfgVh 96][CfgVh 97][CfgVh 98]

It can toggle between three fields of view: Wide (WFOV 1.25x)[CfgVh 99][Formula 17], Medium (MFOV 4.44x)[CfgVh 100][Formula 18], and Narrow (NFOV 8.88x).[CfgVh 101][Formula 19]

Element displays for the gunner's Fire Control System (FCS) are available, comprising of a laser rangefinder, elevation, azimuth, and speed display.[CfgVh 102]

Defensive sensors[]

The Kuma does not have the ability to detect guided weapon systems that are attempting to acquire a lock onto it.[CfgVh 103]

However, it is equipped with a Missile Approach Warning System (MAWS) that will instantly alert the crew if a guided projectile has successfully locked onto the tank and is inbound towards it.[CfgVh 104]

AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

The Kuma has a camouflage[10] rating of 8.[CfgVh 105]

Cost[]

Main article: AI Basics: Targeting priority

The Kuma has a cost[11] value of 2500000.[CfgVh 106]

Threat values[]

Main article: AI Basics: Targeting priority

The Kuma is considered to be a dangerous threat[12] to AI-controlled infantry units (0.8).[CfgVh 107]

AI-controlled ground vehicles consider the Kuma to be an extremely dangerous threat and will always prioritise attacking it unless they lack the means to do so (1).[CfgVh 107]

AI-controlled aircraft consider the Kuma to be a low-risk threat and will only attack it if there are no other more threatening targets within range (0.3).[CfgVh 107]

Noise factor[]

Main article: AI Basics: Detection

The Kuma has an audible[13] factor of 18.[CfgVh 108]

Achievements[]

  • Commander
    • Spend at least three hours controlling the Kuma from the commander's seat.
    • Can be earned in either singleplayer or multiplayer scenarios. It does not have to be accumulated in a single playthrough and can be earned over multiple sessions.
  • In It Together
    • Spend a total of twenty four hours of playtime inside the Kuma with a team of human players seated (in real-world time).
    • The driver, gunner and commander seats must be occupied by humans and not AI.
    • This time can be earned over multiple sessions. There is no need for the same group of players to participate for the hours to accumulate.
  • Steel Sniper
    • Must land a hit on another Main Battle Tank that is on the move at a minimum distance of 3.5 kilometres or more. Destroying the vehicle is not necessary; you only need to inflict damage on any part of the vehicle.
    • This can be earned in the editor or in singleplayer/multiplayer scenarios.

Trivia[]

  • The Kuma is based on the real-world "Leopard 2" MBT.
    • More specifically, it is based on the "Revolution" upgrade package made by Rheinmetall Defence AG that is designed to enhance the Leopard 2's capabilities in urban areas and low-intensity warfare.[14]
  • The Kuma was not initially available on ArmA 3's release. It would not be included into the game until Game Update 1.08 was released where it was added as part of the AAF Reinforcements Pack.[15]
  • Before the release of Game Update 1.12, the Kuma shared the same main gun with NATO Slammers even though it was modelled with a longer barrel. This was changed with the patch's release so that the Kuma uses its own unique version of the Cannon 120 mm that has a higher muzzle velocity and better accuracy.[16]
  • Prior to Game Update 1.58, it was possible to depress the Kuma's main gun low enough to clip into the tank's hull. Depression limits for the cannon were subsequently changed so that this is no longer possible.[17]
  • At launch, player-controlled Kuma tanks could trigger a glitch that would enable them to drive underwater depending on the player's speed and what angle they were at when first entering the water. This was eventually fixed after Game Update 1.70.[18]
The information below details unused, pre-release or removed content.
  • An unused text entry can be found within the game's internal files which curiously refers to a so-called "MBT-52 Kuma SLAT" sub-variant (String name: str_a3_cfgvehicles_i_mbt_03_cannon_slat_f0).[19]

Gallery[]

Config/script references[]

CfgAmmo

  1. CfgAmmo >> B_762x51_Tracer_Yellow >> hit
  2. CfgAmmo >> B_762x51_Tracer_Yellow >> airFriction
  3. CfgAmmo >> B_762x51_Tracer_Yellow >> typicalSpeed
  4. CfgAmmo >> B_762x51_Tracer_Yellow >> caliber
  5. CfgAmmo >> B_762x51_Tracer_Yellow >> deflecting
  6. CfgAmmo >> B_127x99_Ball_Tracer_Yellow >> hit
  7. CfgAmmo >> B_127x99_Ball_Tracer_Yellow >> airFriction
  8. CfgAmmo >> B_127x99_Ball_Tracer_Yellow >> typicalSpeed
  9. CfgAmmo >> B_127x99_Ball_Tracer_Yellow >> caliber
  10. CfgAmmo >> B_127x99_Ball_Tracer_Yellow >> deflecting

CfgMagazines

  1. CfgMagazines >> 20Rnd_120mm_APFSDS_shells_Tracer_Yellow >> initSpeed
  2. CfgMagazines >> 12Rnd_120mm_HE_shells_Tracer_Yellow >> initSpeed
  3. CfgMagazines >> 12Rnd_120mm_HEAT_MP_T_Yellow >> initSpeed
  4. 4.0 4.1 CfgMagazines >> 200Rnd_762x51_Belt_Yellow >> initSpeed
  5. CfgMagazines >> 200Rnd_762x51_Belt_Yellow >> tracersEvery
  6. CfgMagazines >> 200Rnd_762x51_Belt_Yellow >> lastRoundsTracer
  7. 7.0 7.1 CfgMagazines >> 200Rnd_127x99_mag_Tracer_Yellow >> initSpeed
  8. CfgMagazines >> 200Rnd_127x99_mag_Tracer_Yellow >> tracersEvery

CfgWeapons

  1. 1.0 1.1 CfgWeapons >> cannon_120mm_long >> player >> dispersion
  2. CfgWeapons >> cannon_120mm >> player >> dispersion
  3. CfgWeapons >> cannon_120mm_long >> player >> reloadTime
  4. CfgWeapons >> cannon_120mm_long >> player >> magazineReloadTime
  5. CfgWeapons >> cannon_120mm_long >> FCSMaxLeadSpeed >> "25"
  6. CfgWeapons >> cannon_120mm_long >> FCSZeroingDelay >> "1"
  7. CfgWeapons >> LMG_coax >> manual >> reloadTime
  8. CfgWeapons >> LMG_coax >> manual >> dispersion
  9. CfgWeapons >> LMG_coax >> magazineReloadTime
  10. CfgWeapons >> LMG_coax >> FCSMaxLeadSpeed >> "30.5556"
  11. CfgWeapons >> LMG_coax >> FCSZeroingDelay >> "1"
  12. CfgWeapons >> LMG_coax >> maxZeroing
  13. CfgWeapons >> HMG_127_APC >> manual >> reloadTime
  14. CfgWeapons >> HMG_127_APC >> manual >> dispersion
  15. CfgWeapons >> HMG_127_APC >> magazineReloadTime
  16. CfgWeapons >> HMG_127_APC >> FCSMaxLeadSpeed >> "0"
  17. CfgWeapons >> HMG_127_APC >> FCSZeroingDelay >> "1"

CfgArmorSimulations

  1. 1.0 1.1 CfgArmorSimulations >> Armor_SLAT >> AP >> hit[] >> {0}
  2. 2.0 2.1 CfgArmorSimulations >> Armor_SLAT >> AP >> speed[] >> {0.95,1}
  3. 3.0 3.1 CfgArmorSimulations >> Armor_SLAT >> HE >> hit[] >> {2,1}
  4. 4.0 4.1 CfgArmorSimulations >> Armor_SLAT >> HE >> speed[] >> {1}
  5. 5.0 5.1 CfgArmorSimulations >> Armor_SLAT >> HEAT >> hit[] >> {1}
  6. 6.0 6.1 CfgArmorSimulations >> Armor_SLAT >> HEAT >> speed[] >> {0.05,1}
  7. 7.0 7.1 CfgArmorSimulations >> Armor_SLAT >> TandemHEAT >> hit[] >> {1}
  8. 8.0 8.1 CfgArmorSimulations >> Armor_SLAT >> TandemHEAT >> speed[] >> {0.65,1}

CfgVehicles

  1. CfgVehicles >> I_MBT_03_cannon_F >> maximumLoad
  2. CfgVehicles >> I_MBT_03_cannon_F >> fuelCapacity
  3. CfgVehicles >> I_MBT_03_cannon_F >> slingLoadCargoMemoryPoints[] >> {}
  4. CfgVehicles >> I_MBT_03_cannon_F >> slingLoadCargoMemoryPointsDir[] >> {}
  5. 5.0 5.1 5.2 5.3 CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> weapons[] >> {"cannon_120mm_long","LMG_coax"}
  6. 6.0 6.1 6.2 6.3 6.4 CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> weapons[] >> {"HMG_127_APC","SmokeLauncher"}
  7. 7.0 7.1 7.2 CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> magazines[] >> {"200Rnd_127x99_mag_Tracer_Yellow","200Rnd_127x99_mag_Tracer_Yellow","SmokeLauncherMag"}
  8. 8.0 8.1 CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> magazines[] >> {"20Rnd_120mm_APFSDS_shells_Tracer_Yellow","12Rnd_120mm_HE_shells_Tracer_Yellow","12Rnd_120mm_HEAT_MP_T_Yellow","200Rnd_762x51_Belt_Yellow","200Rnd_762x51_Belt_Yellow","200Rnd_762x51_Belt_Yellow","200Rnd_762x51_Belt_Yellow","200Rnd_762x51_Belt_Yellow","200Rnd_762x51_Belt_Yellow","200Rnd_762x51_Belt_Yellow","200Rnd_762x51_Belt_Yellow","200Rnd_762x51_Belt_Yellow","200Rnd_762x51_Belt_Yellow"}
  9. 9.0 9.1 CfgVehicles >> I_MBT_03_cannon_F >> enginePower
  10. 10.0 10.1 CfgVehicles >> I_MBT_03_cannon_F >> peakTorque
  11. CfgVehicles >> I_MBT_03_cannon_F >> smokeLauncherAngle
  12. CfgVehicles >> I_MBT_03_cannon_F >> armor
  13. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitHull >> armor
  14. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitHull >> explosionShielding
  15. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitHull >> passThrough
  16. CfgVehicles >> I_MBT_03_cannon_F >> hullDamageCauseExplosion >> "1"
  17. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_Left >> armor
  18. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_Right >> armor
  19. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_Left >> explosionShielding
  20. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_Right >> explosionShielding
  21. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_Left >> passThrough
  22. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_Right >> passThrough
  23. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitEngine >> armor
  24. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitEngine >> explosionShielding
  25. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitEngine >> passThrough
  26. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_back >> armor
  27. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_back >> explosionShielding
  28. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_back >> passThrough
  29. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitFuel >> armor
  30. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitFuel >> explosionShielding
  31. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitFuel >> passThrough
  32. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitLTrack >> armor
  33. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitRTrack >> armor
  34. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitLTrack >> explosionShielding
  35. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitRTrack >> explosionShielding
  36. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitLTrack >> passThrough
  37. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitRTrack >> passThrough
  38. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> HitPoints >> HitTurret >> armor
  39. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> HitPoints >> HitTurret >> explosionShielding
  40. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> HitPoints >> HitTurret >> passThrough
  41. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_top_back >> armor
  42. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_top_left >> armor
  43. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_top_right >> armor
  44. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_top_back >> explosionShielding
  45. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_top_left >> explosionShielding
  46. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_top_right >> explosionShielding
  47. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_top_back >> passThrough
  48. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_top_left >> passThrough
  49. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_top_right >> passThrough
  50. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> HitPoints >> HitGun >> armor
  51. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> HitPoints >> HitGun >> explosionShielding
  52. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> HitPoints >> HitGun >> passThrough
  53. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> HitPoints >> HitComTurret >> armor
  54. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> HitPoints >> HitComGun >> armor
  55. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> HitPoints >> HitComTurret >> explosionShielding
  56. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> HitPoints >> HitComGun >> explosionShielding
  57. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> HitPoints >> HitComTurret >> passThrough
  58. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> HitPoints >> HitComGun >> passThrough
  59. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_back >> simulation >> "Armor_SLAT"
  60. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_Left >> simulation >> "Armor_SLAT"
  61. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_Right >> simulation >> "Armor_SLAT"
  62. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_top_back >> simulation >> "Armor_SLAT"
  63. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_top_left >> simulation >> "Armor_SLAT"
  64. CfgVehicles >> I_MBT_03_cannon_F >> HitPoints >> HitSLAT_top_right >> simulation >> "Armor_SLAT"
  65. CfgVehicles >> I_MBT_03_cannon_F >> minOmega
  66. CfgVehicles >> I_MBT_03_cannon_F >> maxOmega
  67. CfgVehicles >> I_MBT_03_cannon_F >> engineMOI
  68. 68.00 68.01 68.02 68.03 68.04 68.05 68.06 68.07 68.08 68.09 68.10 68.11 68.12 68.13 68.14 68.15 CfgVehicles >> I_MBT_03_cannon_F >> torqueCurve[] >> {{0.424242,0.8},{0.545455,0.95},{0.606061,0.99},{0.636364,1},{0.666667,0.98},{0.727273,0.93},{0.878788,0.76},{1,0.6}}
  69. CfgVehicles >> I_MBT_03_cannon_F >> complexGearbox >> gearBoxMode >> "auto"
  70. 70.0 70.1 70.2 70.3 70.4 70.5 CfgVehicles >> I_MBT_03_cannon_F >> complexGearbox >> GearboxRatios[] >> {"R1",-3.4,"N",0,"D1",4.4,"D2",3,"D3",1.75,"D4",1}
  71. CfgVehicles >> I_MBT_03_cannon_F >> idleRpm
  72. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> minTurn
  73. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> maxTurn
  74. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> maxElev
  75. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> minElev
  76. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> minTurn
  77. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> maxTurn
  78. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> maxElev
  79. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> minElev
  80. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,900,1000,1100,1200,1300,1400,1500,1600,1700,1800,1900,2000,2100,2200,2300,2400,2500,2600,2700,2800,2900,3000,3100,3200,3300,3400,3500,3600,3700,3800,3900,4000,4100,4200,4300,4400,4500,4600,4700,4800,4900,5000}
  81. 81.0 81.1 CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "5"
  82. CfgVehicles >> I_MBT_03_cannon_F >> 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}
  83. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> discreteDistanceInitIndex >> "2"
  84. CfgVehicles >> I_MBT_03_cannon_F >> ViewOptics >> visionMode[] >> {"Normal","NVG"}
  85. 85.0 85.1 85.2 CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> ViewOptics >> visionMode[] >> {"Normal","TI"}
  86. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> OpticsIn >> Wide >> thermalMode[] >> {0,1}
  87. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> OpticsIn >> Medium >> thermalMode[] >> {0,1}
  88. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> OpticsIn >> Narrow >> thermalMode[] >> {0,1}
  89. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> OpticsIn >> Wide >> minFov >> "0.3"
  90. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> OpticsIn >> Medium >> minFov >> "0.0703125"
  91. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> OpticsIn >> Narrow >> minFov >> "0.028125"
  92. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> Turrets >> CommanderOptics >> turretInfoType >> "RscOptics_APC_Wheeled_03_commander"
  93. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> OpticsIn >> Wide >> visionMode[] >> {"Normal","NVG","TI"}
  94. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> OpticsIn >> Medium >> visionMode[] >> {"Normal","NVG","TI"}
  95. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> OpticsIn >> Narrow >> visionMode[] >> {"Normal","NVG","TI"}
  96. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> OpticsIn >> Wide >> thermalMode[] >> {0,1}
  97. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> OpticsIn >> Medium >> thermalMode[] >> {0,1}
  98. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> OpticsIn >> Narrow >> thermalMode[] >> {0,1}
  99. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> OpticsIn >> Wide >> minFov >> "0.2"
  100. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> OpticsIn >> Medium >> minFov >> "0.05625"
  101. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> OpticsIn >> Narrow >> minFov >> "0.028125"
  102. CfgVehicles >> I_MBT_03_cannon_F >> Turrets >> MainTurret >> turretInfoType >> "RscOptics_MBT_03_gunner"
  103. CfgVehicles >> I_MBT_03_cannon_F >> LockDetectionSystem >> "0"
  104. CfgVehicles >> I_MBT_03_cannon_F >> incomingMissileDetectionSystem >> "16"
  105. CfgVehicles >> I_MBT_03_cannon_F >> camouflage
  106. CfgVehicles >> I_MBT_03_cannon_F >> cost
  107. 107.0 107.1 107.2 CfgVehicles >> I_MBT_03_cannon_F >> threat[] >> {0.8,1,0.3}
  108. CfgVehicles >> I_MBT_03_cannon_F >> audible

.bisurf

  1. \a3\data_f\penetration\armour_plate_7mm.bisurf
  2. \a3\data_f\penetration\armour_plate_40mm.bisurf
  3. \a3\data_f\penetration\metal_plate.bisurf

.rvmat

  1. \a3\data_f\penetration\armour_plate_7mm.rvmat
  2. \a3\data_f\penetration\armour_plate_40mm.rvmat
  3. \a3\data_f\penetration\metal_plate.rvmat

Scripts

  1. getMass (get3DENSelected "object" select 0)
  2. diag_drawMode "FireGeometry"; diag_toggle "HitPoints";
  3. 3.0 3.1 3.2 diag_drawMode "FireGeometry"; diag_toggle "Shots";
  4. 4.0 4.1 4.2 4.3 "EPEVehicle" diag_enable true;

Formulae

  1. Base vehicle armor value * HitPoint armor value = 800 * 1.6
  2. Base vehicle armor value * HitPoint armor value = 800 * 0.6
  3. Base vehicle armor value * HitPoint armor value = 800 * 0.5
  4. Base vehicle armor value * HitPoint armor value = 800 * 0.8
  5. Base vehicle armor value * HitPoint armor value = 800 * 0.6
  6. Base vehicle armor value * HitPoint armor value = 800 * 0.1
  7. 60 / reloadTime = 60 / 6
  8. FCSMaxLeadSpeed * 3.6 = 25 * 3.6
  9. Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 860 * 1.6 * 15 / 1000
  10. 60 / reloadTime = 60 / 0.075
  11. FCSMaxLeadSpeed * 3.6 = 30.5556 * 3.6
  12. Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 910 * 2.6 * 15 / 1000
  13. 60 / reloadTime = 60 / 0.1
  14. 0.25 / minFov = 0.25 / 0.3
  15. 0.25 / minFov = 0.25 / 0.0703125
  16. 0.25 / minFov = 0.25 / 0.028125
  17. 0.25 / minFov = 0.25 / 0.2
  18. 0.25 / minFov = 0.25 / 0.05625
  19. 0.25 / minFov = 0.25 / 0.028125

Notes[]

  1. 1.0 1.1 1.2 Hitpoints for the Kuma's slat cages do not use a coefficient value. Instead, they are always set to a fixed value of 200.
  2. The Kuma's track hitpoints do not use a coefficient value and are always set to a fixed value of 650.
  3. 3.0 3.1 Only applies to the explosive component of the munition.
  4. The RPM value has a slight deviation of ±1%-2% while the vehicle remains on 4th gear (but without toggling turbo on).
  5. The RPM value has a slight deviation of ±1%-2% while the vehicle remains on 4th gear with turbo activated.
  6. 6.0 6.1 Damage will be reduced if the projectile's velocity drops below this value.

References[]

  1. Hlava, B et al. 2014, Arma 3: Field Manual - Vehicles Info, Bohemia Interactive Community Wiki, viewed 12 April 2025, <https://community.bistudio.com/wiki/Arma_3:_Field_Manual_-_Vehicles_Info>.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 Foltyn, D, Reyhard et al. 2009, RVMAT basics, Bohemia Interactive Community Wiki, viewed 12 April 2025, <https://community.bistudio.com/wiki/RVMAT_basics#Physical_Properties>.
  3. 3.0 3.1 3.2 3.3 Kolář, P et al. 2013, Tanks Config Guidelines – Arma 3, Bohemia Interactive Community Wiki, viewed 12 April 2025, <https://community.bistudio.com/wiki/Arma_3:_Tanks_Config_Guidelines#Armour_plates_setup>.
  4. 4.0 4.1 4.2 4.3 Vida, J et al. 2014, Damage Description – Arma 3, Bohemia Interactive Community Wiki, viewed 12 April 2025, <https://community.bistudio.com/wiki/Arma_3:_Damage_Description>.
  5. 5.0 5.1 Dedmen, Reyhard et al. 2014, Config Properties Megalist, Bohemia Interactive Community Wiki, viewed 12 April 2025, <https://community.bistudio.com/wiki/Config_Properties_Megalist#ARMOR/MATERIAL_Configs>.
  6. 6.0 6.1 Smiešková, K et al. 2018, Arma 3: Damage Enhancement, Bohemia Interactive Community Wiki, viewed 26 April 2025, <https://community.bistudio.com/wiki/Arma_3:_Damage_Enhancement>.
  7. Revial, F, Vida, J et al. 2018, Arma 3: Vehicle Handling Configuration, Bohemia Interactive Community Wiki, viewed 12 April 2025, <https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#engineMOI>.
  8. 8.0 8.1 Revial, F, Vida, J et al. 2018, Arma 3: Vehicle Handling Configuration, Bohemia Interactive Community Wiki, viewed 12 April 2025, <https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#torqueCurve>.
  9. 9.0 9.1 9.2 9.3 9.4 9.5 Revial, F, Vida, J et al. 2018, Arma 3: Vehicle Handling Configuration, Bohemia Interactive Community Wiki, viewed 12 April 2025, <https://community.bistudio.com/wiki/Arma_3:_Vehicle_Handling_Configuration#class_complexGearbox>.
  10. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 12 April 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#camouflage>.
  11. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 12 April 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#cost>.
  12. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 12 April 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#threat>.
  13. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 12 April 2025, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#audible>.
  14. Rheinmetall AG 2010, MBT Revolution: Rheinmetall's mission-oriented, modular upgrade package for main battle tanks, rheinmetall-defence.com, viewed 22 June 2017, <http://web.archive.org/web/20140720083714/http://www.rheinmetall-defence.com/en/rheinmetall_defence/public_relations/news/detail_1408.php>. (archived link)
  15. van 't Land, J.J. 2013, SPOTREP #00016, Arma 3, viewed 22 June 2017, <https://dev.arma3.com/post/spotrep-00016>.
  16. van 't Land, J.J. 2014, SPOTREP #00019, Arma 3, viewed 10 March 2024, <https://dev.arma3.com/post/spotrep-00019>.
  17. Kovařič, V 2016, SPOTREP #00054, Arma 3, viewed 11 September 2023, <https://dev.arma3.com/post/spotrep-00054>.
  18. Kovařič, V 2017, SPOTREP #00067, Arma 3, viewed 11 September 2023, <https://dev.arma3.com/post/spotrep-00067>.
  19. ARMA 3 2013 [Video Game], Bohemia Interactive a.s., \a3\language_f_epb\stringtable.xml

External links[]

See also[]

Vehicles 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
AAF - Vehicles (ArmA 3)
Wheeled AFV-4 GorgonQuadbikeStrider (HMG, GMG) • UGV Stomper (RCWS) • Zamak (Ammo, Fuel, Medical, MRL, Repair, Transport Covered)
Tracked AWC Nyx (304 Autocannon, 301 AT, 302 AA, 303 Recon) • ED-1D Pelter (ED-1E Roller) • FV-720 MoraMBT-52 Kuma
Rotor-wing AR-2 DarterAL-6 Pelican (Medical) • CH-49 MohawkWY-55 Hellcat (Unarmed)
Fixed-wing A-143 BuzzardA-149 GryphonK40 Abalil-3
Aquatic Assault Boat (Rescue) • Speedboat MinigunSDV
Parenthesis denote variants.
Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC
Western Sahara
UNA - Vehicles (Western Sahara)
Wheeled AMV-7 Marshall CVHEMTTHunterOffroad (UP)
Tracked MBT-52 Kuma
Rotor-wing CH-49 Mohawk