Armed Assault Wiki

The Mi-48 Kajman is a helicopter gunship used by both CSAT forces and Russian Spetsnaz operatives in ArmA 3.

Overview[]

  • Roles:
    • Heavy gunship
    • Troop transport
    • Laser targeting
« A multi-purpose successor to the Mi-24, the Mi-48 Kajman (BLUFOR designation "Hornet") is a large gunship and attack helicopter with troop transport capacity for 8 passengers. The front part of the helicopter is based on the Mi-28 attack helicopter, but the hull is modified for passenger transport. The Kajman has a coaxial rotor providing increased stability. It is armed with a 30mm three-barrel Minigun, unguided Skyfire rockets and guided Skalpel AT missiles.
Field Manual[1]
»

Design[]

The Mi-48 (NATO reporting name: Hornet) is a large helicopter gunship with low-capacity troop transport capability. It uses a tandem cockpit layout and has a distinctive coaxial rotor system that removes the need for a tail rotor.

Armament
By default, the Mi-48 is armed with a 30 mm autocannon that is pre-loaded with interchangeable belts of either 250 rounds of high-explosive (HE-T) shells, or 250 rounds of armour-piercing discarding sabot (APDS-T) shells.[CfgVh 6][CfgVh 7] The gunner can instantaneously swap between ammunition types at any time without having to wait for the cannon to reload.[CfgWp 1][CfgWp 2]

Arma3-Kajman-Loadout

Mi-48 pylon configuration

It has two pylons on each stub wing (totalling up to four) fixed on both sides of the fuselage that support dynamic loadouts. The following weapons and munitions can then be fitted onto any of the pylons (1-4):

  • Scalpel (1×)
  • Scalpel (3×)
  • Twin Cannon 20 mm
  • Tratnyr HE (20×)
  • Tratnyr AP (20×)
  • Skyfire (19×)
  • Sahr-3 (1×)
  • Sharur (1×)
  • LOM-250G (1×)
  • RBK-500F (1×)
Arma3-kajman-00

Unique to the Mi-48 out of all the rotary-wing helicopters, it can double both as a heavily armed gunship and flying troop transport.

Features
Unique to the Mi-48, it is capable of acting both as a heavy attack helicopter and troop transport. Although it lacks an internal weapons bay and has no electronic stealth capabilities (as opposed to its NATO counterpart), the Mi-48 compensates with stub wings that are capable of carrying heavier ordnance.

Additionally, the gunner's turret also has access to a laser designator.[CfgVh 6] This grants the Mi-48's crew the ability to serve as a flying Forward Air Control platform, allowing the helicopter's gunner to lase targets for fixed-wing jets or laser-guided artillery.

Notable Traits
Since it isn't constrained by the limitations of an internal weapons bay or the need to be stealthy, the Mi-48 is able to fit multiple Skalpel ATGMs that are more than capable of destroying most NATO tanks in one or two hits.[CfgVh 11] The wings can even be armed with laser-guided cluster bombs, allowing the Mi-48 to serve as an (albeit improvised) flying anti-infantry/anti-structure bomb truck.[CfgVh 12]

In addition, the Mi-48 is better armoured and can withstand significantly more punishment before suffering from any critical component failures.[CfgVh 13] The softer-skinned Blackfoot on the other hand, will be outright destroyed if it takes more than just one or two direct hits from anti-air weaponry.

Arma3-kajman-01

With both rotors knocked out by a single missile, this Mi-48 is unable to auto-rotate and plummets straight to the ground.

Drawbacks
Its only real downside stems from its coaxial-rotor configuration. While this layout removes a major vulnerability that other conventional helicopters share (their tail rotor), it also means that the Mi-48 stands no chance at auto-rotating safely to the ground should both of its main rotors get disabled at the same time by a single hit.

Likewise, the airframe's weight means that it will usually lose altitude rapidly once its rotors are knocked out. Both the crew and passengers are almost certainly guaranteed to perish unless the helicopter was already hovering close to the ground at the time of the rotor's failure.

Electronically, the Mi-48 is easy to detect both on active radars and infrared sensors. The NATO Blackfoot can simply switch its radar off to remain hidden from passive sensors. The Mi-48 on the other hand, will always be spotted at distances of 20% more than the opposing sensor's usual maximum range, regardless of whether the pilot has activated the Mi-48's radar.[CfgVh 14][CfgVh 15]

Lastly, the Mi-48 is not able to relay targeting information to friendly forces even when its radar is activated. It cannot receive nor transmit data and as a result, is unable to serve as an airborne radar platform (as opposed to the likes of the Y-32 VTOL).

Crew Capacity
The Mi-48 has a maximum seating capacity of ten personnel. This consists of both crewmembers (a pilot and the gunner) as well as up to eight passengers in the troop compartment.[CfgVh 1]

Camouflage[]

  • Black: Pattern-less chrome black paint scheme. Used on Pacific CSAT and Russian Spetsnaz Mi-48s.
  • Hex: Light tan/dark tan/dark green cell pattern camouflage. Only used by Mediterranean CSAT forces.


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.

  • Sand: Desert sand colour scheme.
  • SFIA: The SFIA's arid camouflage scheme.


Protection: Hitpoints[]

The Mi-48 has a base armour value of 60.[CfgVh 13]

Arma3-kajman-hitpoints

LEGEND[SCR 2]
Green = Hull
Orange = Engines
Violet = Fuel tank
Light blue = Transmission
Maroon = Instruments
Yellow = Main rotors (1)
Dark blue = Main rotors (2)


Hull[]

The hull takes full damage from high-explosive (HE) type munitions.[CfgVh 16] 100% of incoming damage will always be shared with the Mi-48's main "health" pool.[CfgVh 17]

Damage to the helicopter's hull is dependent on the total amount of damage inflicted to other components.[CfgVh 18][CfgVh 19] On its own, depletion of the hull's integrity cannot cause the helicopter to explode unless all other components have been destroyed as well.[CfgVh 20]

Engines[]

The Mi-48's twin engines can each take up to 180 points of damage before they suffer from failure.[CfgVh 21][CfgVh 22][Formula 1] Both engines take 300% additional damage from HE-type munitions.[CfgVh 23][CfgVh 24]

100% of incoming damage to either engine will be shared with the helicopter's main "health" pool. Destruction of the engines has the potential to cause an explosion if the Mi-48 is at critical "health" status.[CfgVh 25][CfgVh 26]

Fuel tank[]

The Mi-48's fuel tank can withstand up to 120 points of damage before it ruptures.[CfgVh 27][Formula 2] It takes 200% additional damage from HE-type munitions.[CfgVh 28] 100% of incoming damage will always be shared with the Mi-48's main "health" pool. If the Mi-48 is at critical "health" status, destruction of the fuel tank can potentially cause the helicopter to explode.[CfgVh 29]

Instruments[]

The Mi-48's flight instruments, Multi-Functional Displays (MFD) and Head Mounted Display (HMD) can take a maximum of 90 points of damage before they start to malfunction.[CfgVh 30][Formula 3] They take 150% additional damage from HE-type munitions.[CfgVh 31] 100% of incoming damage will always be shared with the Mi-48's main "health" pool.[CfgVh 32]

Main rotors[]

The Mi-48's coaxial rotors can take up to 156 points of damage before they suffer from failure.[CfgVh 33][CfgVh 34][Formula 4] All rotors take 200% additional damage from HE-type munitions.[CfgVh 35][CfgVh 36] Only 10% of incoming damage will be shared with the Mi-48's main "health" pool.[CfgVh 37][CfgVh 38]

Protection: Armour[]

Arma3-kajman-firegeo-penetration

LEGEND[SCR 3]
Green = glass_armored.bisurf
Maroon = armour_plate_40mm.bisurf
Purple = armour_plate_20mm.bisurf
Teal = armour_plate_12mm.bisurf
Yellow = armour_plate_30mm.bisurf

.bisurf Density
[2][3][4]
Thickness
[2][3][4]
bulletPenetrability
[2][3][4]
bulletPenetrabilityWithThickness
[2][3][4]
Friction
[2][5]
Restitution
[2][5]
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_30mm.bisurf 8600 30 N/A; not used by armour_plate_30mm.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
glass_armored.bisurf 5800 N/A; based on vehicle fire geometry thickness 33 N/A; not used by glass_armored.bisurf 0.1 0.1

The Mi-48 is protected by a mix of armoured glass and composite metal armour plates that surround the entire hull, main rotors, cockpit, passenger cabin and tail structure:

  • The main rotors, tail boom, and passenger cabin doors are protected by composite metal armour plates with a thickness of 12 millimetres.[rvmat 1][bisurf 1]
  • The majority of the helicopter's hull, tail structure, nose, gun turret, and parts of the landing gears are protected by composite metal armour plates with a thickness of 20 millimetres.[rvmat 2][bisurf 2]
  • The cockpit, frontal section of the hull, engines, and underbelly of the passenger cabin are protected by composite metal armour plates with a thickness of 30 millimetres.[rvmat 3][bisurf 3]
  • The cockpit's seats are protected by composite metal armour plates with a thickness of 40 millimetres.[rvmat 4][bisurf 4]
  • Windows for both the cockpit and passenger cabin are protected by panes of armoured glass.[rvmat 5][bisurf 5]

The cockpit/passenger cabin windows are bullet-resistant and can block bullet projectiles fired by 12.7 mm heavy machine guns. However, they can be shattered after multiple consecutive hits or a single powerful blast. Once shattered, the windows will no longer be able to block bullet projectiles.

Sensors[]

The Mi-48 utilises several sensors meant to augment its role as an air-to-ground fire support platform:

Sensor type Max range (Air/Ground) Min range (Air/Ground) Affected by environment? Target max speed (km/h) Azimuth coverage (°) Elevation coverage (°) Friendly identification range (m)
Active A: 5,000 m
G: 4,000 m
[CfgVh 39][CfgVh 40]
A: 5,000 m
G: 4,000 m
[CfgVh 41][CfgVh 42]
Nothing 450 km/h
[CfgVh 43][Formula 5]
120°[CfgVh 44] 90°[CfgVh 45] 3,000 m[CfgVh 46]
Infrared A: 4,000 m
G: 3,000 m
[CfgVh 47][CfgVh 48]
A: 500 m
G: 500 m
[CfgVh 49][CfgVh 50]
Fog (0.005%)
[CfgVh 51]
252 km/h
[CfgVh 52][Formula 6]
26°[CfgVh 53] 26°[CfgVh 54] 2,000 m[CfgVh 55]
Laser A: 6,000 m
G: 6,000 m
[CfgVh 56][CfgVh 57]
A: 6,000 m
G: 6,000 m
[CfgVh 58][CfgVh 59]
Nothing 1e+10 km/h
[CfgVh 60]
180°[CfgVh 61] 180°[CfgVh 62] 0 m[CfgVh 63]
NV A: 6,000 m
G: 6,000 m
[CfgVh 64][CfgVh 65]
A: 6,000 m
G: 6,000 m
[CfgVh 66][CfgVh 67]
Nothing 1e+10 km/h
[CfgVh 68]
180°[CfgVh 69] 180°[CfgVh 70] 0 m[CfgVh 71]
Passive A: 16,000 m
G: 16,000 m
[CfgVh 72][CfgVh 73]
A: 16,000 m
G: 16,000 m
[CfgVh 74][CfgVh 75]
Nothing 1e+10 km/h
[CfgVh 76]
360°[CfgVh 77] 360°[CfgVh 78] 12,000 m[CfgVh 79]
Visual A: 3,000 m
G: 2,000 m
[CfgVh 80][CfgVh 81]
A: 500 m
G: 500 m
[CfgVh 82][CfgVh 83]
Fog/Light (6%)
[CfgVh 84][CfgVh 85]
252 km/h
[CfgVh 86][Formula 7]
26°[CfgVh 87] 26°[CfgVh 88] 2,000 m[CfgVh 89]

Active Radar[]

The Mi-48's Active Radar can only detect targets once they get within bounds of the sensor's range (represented by the teal semi-circle on the SENSORS panel).[note 1] It has an elevation offset of 30 degrees.[CfgVh 90]

Infrared Sensor[]

The Mi-48's IR Sensor is located in the gun turret camera (represented by the red cone on the SENSORS panel).[CfgVh 91] Although it is technically affected by heavy fog, the range reduction effect is so miniscule (-0.125 metre reduction[CfgVh 51]) that it will be barely noticeable.[note 2]

It should be noted that the Infrared Sensor does not have an elevation offset.[CfgVh 92]

Laser Sensor[]

The Mi-48's Laser Sensor is forward-facing only. Any designated targets will become visible on the Mi-48's SENSORS panel only when the helicopter is (mostly) facing in the direction of the laser spot.[note 1]

NV Sensor[]

The Mi-48's NV Sensor is forward-facing only. Any IR grenades on the ground will only become visible on the SENSORS panel when the Mi-48 is (mostly) facing in the direction of the grenade.[note 1]

Passive Radar[]

The Mi-48's Passive Radar can detect Active Radar threats in any direction (regardless of the helicopter's facing direction).[note 1]

Visual Sensor[]

The Mi-48's Visual Sensor is located in the gun turret camera (represented by the orange cone on the SENSORS panel).[CfgVh 93] The Visual Sensor can be affected by heavy fog and can lose up to 6% of its range depending on its thickness. The Visual Sensor becomes completely blind at nighttime and very low-light conditions.[note 2]

It should be noted that the Visual Sensor does not have an elevation offset.[CfgVh 94]

Armament[]

NOTE: Only the weapons used on the default loadout for the Mi-48 are listed here. For full details on ordnance that can be mounted on the Mi-48's pylons, refer to the dynamic loadouts article.

The gunner position controls all weapon systems on the Mi-48:[CfgVh 6][CfgVh 8]

Cannon Caseless 30 mm[]

Arma3-vehicleweapons-mi48kajman-cannoncaseless30mm
Ammo parameter HE APDS
Base damage value 30[CfgAm 1] 80[CfgAm 2]
Splash damage value 8[CfgAm 3] 8[CfgAm 4]
Damage type High-Explosive
[CfgAm 5][CfgAm 6][note 3]
Armour Piercing
[CfgAm 7][note 4]
Aerodynamic friction -0.00036[CfgAm 8] -0.00042[CfgAm 9]
Muzzle velocity (m/s) 960[CfgMa 1] 1,120[CfgMa 2]
Expected velocity (m/s) 960[CfgAm 10][note 5] 1,120[CfgAm 11][note 5]
Penetration depth (mm) N/A[CfgAm 5][note 3] 70.56[CfgAm 12][Formula 8]

General-purpose 30 mm autocannon. It can load and fire either HE or AP-type shells:

Regardless of munition type, the Cannon Caseless 30 mm can attain a fire rate of up to 750 rounds per minute.[CfgWp 3][CfgWp 4][Formula 9] The Cannon Caseless 30 mm always fires shells in bursts of 5 rounds per volley.[CfgWp 5][CfgWp 6] There is no delay for swapping between munition types; the process is instantaneous no matter the munition type.[CfgWp 1][CfgWp 2]

The Cannon Caseless 30 mm's Fire Control System features both automatic lead and zeroing capabilities, though only against targets moving at speeds of ~ 110 km/h or less.[CfgWp 7][Formula 10] It takes at least 0.5 seconds for the FCS to finish calculations against valid targets.[CfgWp 8] Manual zeroing is also available, starting from a minimum of 100 metres up to a maximum of 2,500 metres (100, 200, 300, 400, 500, 600, 700, 800, 1000, 1200, 1500, 1800, 2100, 2500).[CfgVh 95] By default, the Cannon Caseless 30 mm utilises a zeroing setting of 600 metres.[CfgVh 96]

For horizontal rotation limits, the Cannon Caseless 30 mm can be swivelled up to a maximum of 120 degrees in both directions.[CfgVh 97][CfgVh 98] Vertically however, it is restricted to an elevation of just 20 degrees[CfgVh 99] and a depression of up to 30 degrees.[CfgVh 100]

Skalpel[]

Arma3-vehicleweapons-mi48kajman-skalpel
Main article: Dynamic loadouts#Skalpel

Infrared-guided air-to-ground anti-tank missiles.

Relies on the Mi-48's IR Sensor to function.

Skyfire[]

Arma3-vehicleweapons-mi48kajman-skyfire
Main article: Dynamic loadouts#Skyfire

Unguided air-to-ground rockets. Skyfires are fired with an initial velocity of 44 m/s[CfgMa 3] and can reach speeds of up to 590 m/s[CfgAm 15] in-flight.

Optics[]

Pilot[]

Arma3-kajman-optics-pilot

The pilot can (optionally) look via the nose camera to assist in landings. No sensors are attached to this camera.

This camera can toggle three fields of view: Wide (WFOV 1x)[CfgVh 101], Medium (MFOV 5x)[CfgVh 102] and Narrow (NFOV 15x).[CfgVh 103] It can activate a day, night and black-/white-hot thermal vision mode.[CfgVh 104][CfgVh 105]

A laser rangefinder and display for grid coordinates are available.[CfgVh 106] Although it cannot be used for targeting purposes, the camera is stabilised and can be locked onto either point or area targets if needed.[CfgVh 107]

Gunner[]

Arma3-kajman-optics-gunner

The gunner can look directly through the turret's gunsight. The Mi-48's IR and Visual sensors are specifically slaved to the turret's camera.[CfgVh 91][CfgVh 93]

Its camera is able to switch between three fields of view: Wide (WFOV 0.53x)[CfgVh 108], Medium (MFOV 2.68x)[CfgVh 109] and Narrow (NFOV 8.62x).[CfgVh 110] No matter the selected FOV, the camera is able to toggle three vision modes: day, night, and black-/white-hot thermal.[CfgVh 111][CfgVh 112]

A laser rangefinder is also available (albeit with no support for displaying for grid coordinates).[CfgVh 113] Although the gun turret itself is stabilised[CfgVh 114], the turret's camera cannot lock onto point/area targets.

Avionics[]

MAWS[]

The Mi-48 has a Missile Approach Warning System installed. It will warn the helicopter's crew if there are missiles that have successfully locked onto the helicopter are flying towards it.[CfgVh 115]

RWR[]

The Mi-48 has a Radar Warning Receiver that will alert the pilot and gunner if they are being locked onto by a radar-based targeting system.[CfgVh 116]

IWR[]

The Mi-48 does not have an Infrared Warning Receiver. The helicopter's crew will not be warned if an infrared-based targeting system is attempting to lock onto it.[CfgVh 116]

LWR[]

The Mi-48 is fitted with a Laser Warning Receiver that will alert the pilot/gunner if a laser-based targeting system is attempting to lock onto the helicopter.[CfgVh 116]

AI[]

NOTE: The following information only applies to the AI.

Camouflage rating[]

Main article: AI Basics: Detection

The Mi-48 has a camouflage[6] rating of 100.[CfgVh 117]

Cost[]

Main article: AI Basics: Targeting priority

The Mi-48 has a cost[7] value of 3000000.[CfgVh 118]

Threat values[]

Main article: AI Basics: Targeting priority

The Mi-48 is considered to be a dangerous threat[8] to AI-controlled infantry units and other aircraft (0.8/0.8).[CfgVh 119]

AI-controlled ground vehicles consider the Mi-48 to be an extremely dangerous threat (1) and will prioritise attacking it if possible. Otherwise, they will attempt to flee if they lack the ability to engage the Mi-48.[CfgVh 119]

Noise factor[]

Main article: AI Basics: Detection

The Mi-48 has an audible[9] factor of 50.[CfgVh 120]

Trivia[]

  • As stated in the Field Manual and in a livestream event held by the studio on March 8th, 2023, the Kajman's design and capabilities draw inspiration from three real-world Russian attack helicopters designed by the Mil Moscow Helicopter Plant and Kamov Design Bureau.[10] Both companies are subsidiaries of Rostec, their state-owned parent company.
    • Specifically, it uses the cockpit layout of the Mil "Mi-28", tail boom and coaxial rotor design of the Kamov "Ka-50"/"Ka-52" and fuselage/passenger cabin of the Mil "Mi-24".[11]
  • The Kajman was not originally available in the Alpha. It would only become available after the release of Game Update 0.70 (specifically for the Beta's release).[12]
  • Kaймaн or Kajman, is Russian for Caiman, a crocodile-like reptile. This follows the nicknames of the Mi-24 being Krokodil (Крокодил) which translates into "Crocodile", and the Ka-52 "Alligator" (Аллигатор).
  • Arma3-kajman-02

    Kajman cockpit (top) compared to the AH-64D's (bottom)

    Strangely, the Kajman's cockpit reuses the same MFD and flight panels as the AH-64D from ArmA 2.
    • The layout is completely identical with the only difference being that the original English labels have been translated into Russian. Given the Kajman's Russian origins, it is not known as to why the developers opted to reuse the AH-64D's cockpit.
  • Mi-48s were originally limited to just Mediterranean CSAT forces and the Russian Spetsnaz[note 6], though the Old Man mini-campaign/scenario would eventually depict it in limited use with Pacific CSAT forces as well.[13]
  • Before the release of Game Update 1.40, the first person view of human players occupying the pilot's seat would vibrate excessively once the Kajman went past certain airspeeds (the gunner was not affected).[14]
  • Prior to Game Update 1.42, a visual glitch caused Skyfire rockets to not disappear from their tubes even after both pods were fully depleted.[15]
  • Originally, the Kajman's 30 mm cannon fired shells in ten round bursts. This was later reduced to five round bursts after Game Update 1.62.[16]

Gallery[]

Config/script references[]

CfgAmmo

  1. CfgAmmo >> B_30mm_HE_Tracer_Green >> hit
  2. CfgAmmo >> B_30mm_AP_Tracer_Green >> hit
  3. CfgAmmo >> B_30mm_HE_Tracer_Green >> indirectHit
  4. CfgAmmo >> B_30mm_AP_Tracer_Green >> indirectHit
  5. 5.0 5.1 CfgAmmo >> B_30mm_HE_Tracer_Green >> explosive >> "0.8"
  6. 6.0 6.1 CfgAmmo >> B_30mm_HE_Tracer_Green >> warheadName >> "HE"
  7. 7.0 7.1 CfgAmmo >> B_30mm_AP_Tracer_Green >> warheadName >> "AP"
  8. CfgAmmo >> B_30mm_HE_Tracer_Green >> airFriction
  9. CfgAmmo >> B_30mm_AP_Tracer_Green >> airFriction
  10. CfgAmmo >> B_30mm_HE_Tracer_Green >> typicalSpeed
  11. CfgAmmo >> B_30mm_AP_Tracer_Green >> typicalSpeed
  12. 12.0 12.1 CfgAmmo >> B_30mm_AP_Tracer_Green >> caliber
  13. CfgAmmo >> B_30mm_HE_Tracer_Green >> indirectHitRange
  14. CfgAmmo >> B_30mm_AP_Tracer_Green >> indirectHitRange
  15. CfgAmmo >> R_80mm_HE >> maxSpeed

CfgMagazines

  1. 1.0 1.1 CfgMagazines >> 250Rnd_30mm_HE_shells_Tracer_Green >> initSpeed
  2. 2.0 2.1 CfgMagazines >> 250Rnd_30mm_APDS_shells_Tracer_Green >> initSpeed
  3. CfgMagazines >> PylonRack_19Rnd_Rocket_Skyfire >> initSpeed

CfgWeapons

  1. 1.0 1.1 CfgWeapons >> gatling_30mm >> HE >> magazineReloadTime
  2. 2.0 2.1 CfgWeapons >> gatling_30mm >> AP >> magazineReloadTime
  3. CfgWeapons >> gatling_30mm >> AP >> LowROF >> reloadTime
  4. CfgWeapons >> gatling_30mm >> HE >> LowROF >> reloadTime
  5. CfgWeapons >> gatling_30mm >> AP >> LowROF >> burst
  6. CfgWeapons >> gatling_30mm >> HE >> LowROF >> burst
  7. CfgWeapons >> gatling_30mm >> FCSMaxLeadSpeed >> "30.5556"
  8. CfgWeapons >> gatling_30mm >> FCSZeroingDelay >> "0.5"

CfgVehicles

  1. 1.0 1.1 CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> transportSoldier
  2. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> maximumLoad
  3. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> fuelCapacity
  4. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> slingLoadCargoMemoryPoints[]
  5. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> slingLoadCargoMemoryPointsDir[]
  6. 6.0 6.1 6.2 6.3 6.4 CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Turrets >> MainTurret >> weapons[] >> {"gatling_30mm","Laserdesignator_mounted"}
  7. 7.0 7.1 CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Turrets >> MainTurret >> magazines[] >> {"250Rnd_30mm_HE_shells_Tracer_Green","250Rnd_30mm_APDS_shells_Tracer_Green","Laserbatteries"}
  8. 8.0 8.1 CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> TransportPylonsComponent >> Presets >> Default >> attachment[] >> {"PylonRack_4Rnd_LG_scalpel","PylonRack_19Rnd_Rocket_Skyfire","PylonRack_19Rnd_Rocket_Skyfire","PylonRack_4Rnd_LG_scalpel"}
  9. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> weapons[] >> {"CMFlareLauncher"}
  10. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> magazines[] >> {"192Rnd_CMFlare_Chaff_Magazine"}
  11. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> TransportPylonsComponent >> Presets >> HAT >> attachment[] >> {"PylonRack_4Rnd_LG_scalpel","PylonRack_1Rnd_Missile_AGM_01_F","PylonRack_1Rnd_Missile_AGM_01_F","PylonRack_4Rnd_LG_scalpel"}
  12. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> TransportPylonsComponent >> Presets >> CAS >> attachment[] >> {"PylonRack_19Rnd_Rocket_Skyfire","PylonMissile_1Rnd_Bomb_03_F","PylonMissile_1Rnd_Bomb_03_F","PylonRack_19Rnd_Rocket_Skyfire"}
  13. 13.0 13.1 CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> armor
  14. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> radarTargetSize
  15. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> irTargetSize
  16. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitHull >> explosionShielding
  17. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitHull >> passThrough
  18. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitHull >> armor
  19. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitHull >> depends >> "Total"
  20. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> hullDamageCauseExplosion >> "0"
  21. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitEngine1 >> armor
  22. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitEngine2 >> armor
  23. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitEngine1 >> explosionShielding
  24. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitEngine2 >> explosionShielding
  25. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitEngine1 >> passThrough
  26. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitEngine2 >> passThrough
  27. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitFuel >> armor
  28. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitFuel >> explosionShielding
  29. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitFuel >> passThrough
  30. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitAvionics >> armor
  31. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitAvionics >> explosionShielding
  32. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitAvionics >> passThrough
  33. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitHRotor >> armor
  34. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitVRotor >> armor
  35. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitHRotor >> explosionShielding
  36. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitVRotor >> explosionShielding
  37. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitHRotor >> passThrough
  38. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> HitPoints >> HitVRotor >> passThrough
  39. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> AirTarget >> maxRange
  40. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> GroundTarget >> maxRange
  41. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> AirTarget >> minRange
  42. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> GroundTarget >> minRange
  43. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> maxTrackableSpeed
  44. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> angleRangeHorizontal
  45. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> angleRangeVertical
  46. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> typeRecognitionDistance
  47. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> AirTarget >> maxRange
  48. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> GroundTarget >> maxRange
  49. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> AirTarget >> minRange
  50. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> GroundTarget >> minRange
  51. 51.0 51.1 CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> maxFogSeeThrough
  52. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> maxTrackableSpeed
  53. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> angleRangeHorizontal
  54. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> angleRangeVertical
  55. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> typeRecognitionDistance
  56. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> AirTarget >> maxRange
  57. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> GroundTarget >> maxRange
  58. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> AirTarget >> minRange
  59. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> GroundTarget >> minRange
  60. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> maxTrackableSpeed
  61. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> angleRangeHorizontal
  62. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> angleRangeVertical
  63. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> typeRecognitionDistance
  64. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> AirTarget >> maxRange
  65. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> GroundTarget >> maxRange
  66. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> AirTarget >> minRange
  67. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> GroundTarget >> minRange
  68. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> maxTrackableSpeed
  69. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> angleRangeHorizontal
  70. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> angleRangeVertical
  71. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> typeRecognitionDistance
  72. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> AirTarget >> maxRange
  73. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> GroundTarget >> maxRange
  74. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> AirTarget >> minRange
  75. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> GroundTarget >> minRange
  76. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> maxTrackableSpeed
  77. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> angleRangeHorizontal
  78. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> angleRangeVertical
  79. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> typeRecognitionDistance
  80. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> AirTarget >> maxRange
  81. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> GroundTarget >> maxRange
  82. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> AirTarget >> minRange
  83. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> GroundTarget >> minRange
  84. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> maxFogSeeThrough
  85. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> nightRangeCoef
  86. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> maxTrackableSpeed
  87. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> angleRangeHorizontal
  88. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> angleRangeVertical
  89. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> typeRecognitionDistance
  90. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> aimDown
  91. 91.0 91.1 CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> animDirection
  92. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> aimDown
  93. 93.0 93.1 CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> animDirection
  94. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> aimDown
  95. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Turrets >> MainTurret >> discreteDistance[] >> {100,200,300,400,500,600,700,800,1000,1200,1500,1800,2100,2500}
  96. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Turrets >> MainTurret >> discreteDistanceInitIndex >> "5"
  97. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Turrets >> MainTurret >> minTurn
  98. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Turrets >> MainTurret >> maxTurn
  99. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Turrets >> MainTurret >> maxElev
  100. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Turrets >> MainTurret >> minElev
  101. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> pilotCamera >> OpticsIn >> Wide
  102. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> pilotCamera >> OpticsIn >> Medium
  103. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> pilotCamera >> OpticsIn >> Narrow
  104. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> pilotCamera >> OpticsIn >> Wide >> visionMode[] >> {"Normal","NVG","Ti"}
  105. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> pilotCamera >> OpticsIn >> Wide >> thermalMode[] >> {0,1}
  106. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> pilotCamera
  107. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> pilotCamera >> OpticsIn >> Wide >> directionStabilized
  108. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Turrets >> MainTurret >> OpticsIn >> Wide
  109. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Turrets >> MainTurret >> OpticsIn >> Medium
  110. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Turrets >> MainTurret >> OpticsIn >> Narrow
  111. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Turrets >> MainTurret >> OpticsIn >> Wide >> visionMode[] >> {"Normal","NVG","Ti"}
  112. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Turrets >> MainTurret >> OpticsIn >> Wide >> thermalMode[] >> {0,1}
  113. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Turrets >> MainTurret >> turretInfoType >> "RscOptics_Heli_Attack_02_gunner"
  114. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> Turrets >> MainTurret >> stabilizedInAxes >> "3"
  115. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> incomingMissileDetectionSystem >> "8 + 16"
  116. 116.0 116.1 116.2 CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> lockDetectionSystem >> "8 + 4"
  117. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> camouflage
  118. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> cost
  119. 119.0 119.1 CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> threat[] >> {0.8,1,0.8}
  120. CfgVehicles >> O_Heli_Attack_02_dynamicLoadout_F >> audible

.bisurf

  1. \a3\data_f\penetration\armour_plate_12mm.bisurf
  2. \a3\data_f\penetration\armour_plate_20mm.bisurf
  3. \a3\data_f\penetration\armour_plate_30mm.bisurf
  4. \a3\data_f\penetration\armour_plate_40mm.bisurf
  5. \a3\data_f\penetration\glass_armored.bisurf

.rvmat

  1. \a3\data_f\penetration\armour_plate_12mm.rvmat
  2. \a3\data_f\penetration\armour_plate_20mm.rvmat
  3. \a3\data_f\penetration\armour_plate_30mm.rvmat
  4. \a3\data_f\penetration\armour_plate_40mm.rvmat
  5. \a3\data_f\penetration\glass_armored.rvmat

Scripts

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

Formulae

  1. Base vehicle armor value * HitPoint armor value = 60 * 3
  2. Base vehicle armor value * HitPoint armor value = 60 * 2
  3. Base vehicle armor value * HitPoint armor value = 60 * 1.5
  4. Base vehicle armor value * HitPoint armor value = 60 * 2.6
  5. maxTrackableSpeed * 3.6 = 125 * 3.6
  6. maxTrackableSpeed * 3.6 = 70 * 3.6
  7. maxTrackableSpeed * 3.6 = 70 * 3.6
  8. 8.0 8.1 initSpeed * caliber * 15 / 1000 = 1120 * 4.2 * 15 / 1000
  9. 60 / reloadTime = 60 / 0.08
  10. FCSMaxLeadSpeed * 3.6 = 30.5556 * 3.6

Notes[]

  1. 1.0 1.1 1.2 1.3 This sensor IS NOT affected by the player's View and Object Distance settings.
  2. 2.0 2.1 This sensor IS affected by the player's View and Object Distance settings and may not function at its maximum range unless their graphics settings are set to an equal or higher distance. However, it should be noted that specifically in the case of aerial targets, Object Distance settings will not affect the sensor's detection range (only View Distance still matters).
  3. 3.0 3.1 3.2 For the purposes of damage interactions versus specific armour types, the Cannon Caseless 30 mm's HE shells inflict only HE-type damage due to the usage of the warheadName token (which is set to "HE"). However, because the ammo's explosive token uses a coefficient value of 0.8, the shells still inflict 20% kinetic damage in addition to 80% explosive-type damage, though they (usually) cannot pierce armour since the shells explode upon impact.
  4. The Cannon Caseless 30 mm's APDS shells can inflict spill damage but are 100% kinetic (the explosive coefficient is set to 0).
  5. 5.0 5.1 Damage will be reduced if the projectile's velocity drops below this value.
  6. Not available outside of the First Contact campaign.

References[]

  1. Hlava, B et al. 2014, Arma 3: Field Manual - Vehicles Info, Bohemia Interactive Community Wiki, viewed 9 March 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 13 July 2024, <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 13 July 2024, <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 13 July 2024, <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 23 March 2025, <https://community.bistudio.com/wiki/Config_Properties_Megalist#ARMOR/MATERIAL_Configs>.
  6. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 13 September 2024, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#camouflage>.
  7. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 13 September 2024, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#cost>.
  8. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 13 September 2024, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#threat>.
  9. Španěl, O, van 't Land, J.J. et al. 2006, CfgVehicles Config Reference, Bohemia Interactive Community Wiki, viewed 13 September 2024, <https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#audible>.
  10. Bohemia Interactive a.s., 2023, Background, History, and Setting | Discussions with Ivan Buchta and Scott Alsworth, Twitch [Online Video], viewed 28 May 2023, <https://www.twitch.tv/videos/1759425550>.
  11. Twitch 2023 [Online Video], Buchta, I, Background, History, and Setting | Discussions with Ivan Buchta and Scott Alsworth, 00:17:45, "Ivan Buchta: One of those contraptions we've invented ourselves, of course based on some existing things, is this Mi-48 Kajman, this beast of a helicopter used by the CSAT in Arma 3. It would never fly, which became apparent when we tried to use flight model from Take On Helicopters on it. I said 'What is this? It would barely stand! It wouldn't fly at all!'. But it's a combination of Mi-28 Havoc and Mi-24 Hind."
  12. van 't Land, J.J. 2013, SPOTREP #00006, Arma 3, viewed 23 April 2023, <https://dev.arma3.com/post/spotrep-00006>.
  13. ARMA 3: Apex 2020 [Video Game], Bohemia Interactive a.s., Old Man
  14. Kolar, P 2015, SPOTREP #00039, Arma 3, viewed 22 September 2023, <https://dev.arma3.com/post/spotrep-00039>.
  15. van 't Land, J.J. 2015, SPOTREP #00040, Arma 3, viewed 22 September 2023, <https://dev.arma3.com/post/spotrep-00040>.
  16. Kovařič, V 2016, SPOTREP #00058, Arma 3, viewed 22 September 2023, <https://dev.arma3.com/post/spotrep-00058>.

External links[]

See also[]

Aircraft of comparable role and configuration[]

Vehicles of ArmA 3
Wheeled AFV-4 GorgonAMV-7 MarshallHatchbackHEMTTHunterIfritKartMB 4WDMSE-3 MaridOffroadProwlerQilinRhino MGS (UP) • StriderSUVTempestTractorTruckQuadbikeUGV StomperVanZamak (MRL)
Tracked 2S9 SochorAWC NyxBTR-K KamyshCRV-6e BobcatED-1D Mini UGV (ED-1E) • IFV-6a CheetahIFV-6c PantherFV-720 MoraM2A1 Slammer (A4 UP) • M4 ScorcherM5 SandstormMBT-52 KumaT-100 Varsuk (X Futura) • T-140 Angara (T-140K) • ZSU-39 Tigris
Rotor-wing AH-9 PawneeAH-99 BlackfootAR-2 DarterCH-49 MohawkCH-67 HuronDemining DroneMH-9 Hummingbird (M900) • Mi-48 KajmanMi-290 TaruMQ-12 FalconPO-30 OrcaUH-80 Ghost HawkUtility DroneWY-55 Hellcat
Fixed-wing A-143 BuzzardA-149 GryphonA-164 WipeoutCaesar BTTF/A-181 Black Wasp IIKH-3A FenghuangMQ-4A GreyhawkTo-199 NeophronTo-201 ShikraUCAV SentinelV-44X BlackfishY-32 Xi'an
Aquatic Assault BoatMotorboatRHIBSpeedboatSDVWater Scooter
(Parenthesis) denote variants.
Karts DLC | Helicopters DLC | Apex DLC | Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC
CSAT - Vehicles (ArmA 3)
Wheeled IfritMSE-3 MaridQilinQuadbikeTempestUGV SaifZamak
Tracked 2S9 SochorAkinaka ED-1D (Sayyah ED-1E) • BTR-K KamyshT-100 Varsuk (X Futura) • T-140 Angara (T-140K) • ZSU-39 Tigris
Rotor-wing Jinaah AL-6Mi-48 KajmanMi-290 TaruPO-30 OrcaTayran AR-2
Fixed-wing K40 Abalil-3KH-3A FenghuangTo-199 NeophronTo-201 ShikraY-32 Xi'an
Aquatic Assault Boat (Rescue) • Speedboat HMGSDV
Parenthesis denote variants.
Helicopters DLC | Apex DLC | Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC
Russian Spetsnaz - Vehicles (ArmA 3)
Rotor-wing Mi-48 KajmanMi-290 TaruPO-30 Orca
Fixed-wing To-201 Shikra
Helicopters DLC | Jets DLC
Western Sahara
Sefrawi Freedom and Independence Army - Vehicles (Western Sahara)
Wheeled OffroadZamak (ZU-23-2, MRL)
Tracked BTR-T IskatelBTR-K KamyshT-100 VarsukZSU-39 Tigris
Rotor-wing Mi-48 Kajman
(Parenthesis) denote variants.
Tanks DLC