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The To-201 Shikra is a multi-role/air-superiority fighter jet used by both CSAT forces and the Russian Spetsnaz in ArmA 3. It was added with the release of the Jets DLC.

Overview[]

  • Roles:
    • Air superiority
    • Close air support
    • SEAD
« The To-201 Shikra is a fifth-generation, single-seat, twin-engine, all-weather tactical fighter aircraft. The aircraft was designed by CSAT and Russian joint syndicate. Primarily it is designed to operate as an air superiority fighter, but also has ground attack capabilities. Additional external hardpoints allow this aircraft to carry large variety of weapons configurations.
Field Manual
»

Design[]

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


The To-201 is a twin-engined stealth fighter that uses a semi-blended-wing-body fuselage. Primarily designed with supermanoeuvrability in mind, it incorporates all-moving horizontal and vertical stabilisers.

Arma3-Shikra-Loadout

Non-stealthed To-201 pylon configuration

Armament
By default, the To-201 is armed with a 30 mm autocannon[CfgVh 5] that is loaded with 180 rounds[CfgVh 6] of armour-piercing (AP) shells.[CfgAm 1][CfgAm 2]

The To-201 has thirteen (seven for the stealth variant) pylons that support dynamic loadouts.

  • The top two of the hardpoints in the tandem internal bay on both sides of the fuselage (1-2) only support:
    • R73 SR AA (1×)
  • The bottom two of the hardpoints in the same tandem bay (3-4) only support:
    • R77 MR AA (1×)
  • The main internal bay located directly in the centreline of the fuselage (5-7) has three pylons. Both the left and right pylons (5-6) only support:
    • R77 MR AA (1×)
  • The main internal bay's middle pylon (7) can be fitted with the same missiles as the left and right pylons (5-6), but is primarily reserved for air-to-ground munitions:
    • KH25 AGM (1×)
    • KAB 250 LGB (1×)
    • RBK-500F Cluster (1×)
    • KH58 ARM (1×)

NOTE: The following pylons only apply to the non-stealthy variant of the To-201:

  • Both the innermost and centre pylons on both wings (8-11) support:
    • R73 SR AA (1×)
    • R77 MR AA (1×)
    • KH25 AGM (1×)
    • KAB 250 LGB (1×)
    • RBK-500F Cluster (1×)
    • KH58 ARM (1×)
  • The two outermost pylons on each wing (12-13) only support either of the following:
    • R73 SR AA (1×)
    • R77 MR AA (1×)

The targeting module also has an integrated laser designator which can be used to provide self-designation in conjunction with the To-201's KAB 250 bombs.

Arma3-shikra-01

Taking off at night. Note the IRST sensor/targeting camera module.

Features
Like its NATO counterpart, it has both stealthy and conventional configurations; the stealth configuration stores up to seven weapons in internal bays but otherwise lacks external hardpoints.

When it comes to Within Visual Range (WVR) dogfights, the To-201 is far superior to the NATO Black Wasp in almost every aspect. Its agility is unrivalled and can easily out-turn and outmanoeuvre its NATO counterpart with ease. Having the outermost weapon stations reserved for air-to-air missiles ensures that even when outfitted for close air support, the To-201 is still deadly in a dogfight.

Although it is slightly inferior avionics-wise, the To-201 can make up for it by closing the distance gap between it and a Black Wasp by simply flying faster, nullifying the latter's radar advantage.

Arma3-shikra-00

To-201 under pursuit from a Black Wasp. The To-201's supermanoeuvrability allows it to easily outpace its NATO counterpart in close range dogfights.

Notable Traits
The To-201 is the only fixed-wing jet in ArmA 3 that is actually capable of carrying more than two anti-radiation missiles for any given mission. Its NATO counterpart for instance, can only store two ARMs at a time (and only on the minimally-stealthed variant) while the To-201 can bring up to three into battle; two on the external wing hardpoints and one internally.

This makes the To-201 a particularly lethal SEAD aircraft, as its ARMs combined with its passive radar means that it can safely detect and engage SAM batteries at stand-off ranges without relying on other units to spot for it.

Drawbacks
Electronically, the baseline (non-stealthed) To-201 offers no stealth capabilities against active radars whereas both variants of the Black Wasp are stealthed by default to varying degrees. But even on the stealthed variant, To-201s are easier to detect by infrared and visual-based sensors since the To-201's airframe is larger than the Black Wasp's.

Another drawback to the To-201 is its stealth variant which has one less internal pylon and is restricted to carrying only four long-range AA missiles at a time internally. This is in contrast to the Black Wasp, which can be armed with up to six long-range AAMs at a time and loaded with two more short-range AAMs.

Crew Capacity
The To-201 has a maximum seating capacity of just one for the pilot. It cannot transport any passengers.

Variants[]

Arma3-render-shikrahex
Non-stealthed variant. Has a total of thirteen pylons (six external) that support dynamic loadouts, but are by default configured with a multi-role loadout.

Arma3-render-shikrastealthhex
Stealthed variant that cannot mount external munitions. It has only a total of seven internal pylons that support dynamic loadouts, but is also configured to use a multi-role loadout by default.

Camouflage[]

  • Arid Hex: Light tan/dark tan/dark green cell pattern camouflage. Used by Mediterranean CSAT forces.
  • Blue: Two-tone sky blue/charcoal blue paint scheme. Exclusive to Russian To-201s.
  • Grey Hex: Light/dark grey cell pattern camouflage.

Protection[]

Both variants of the To-201 have base armour values of 65.[CfgVh 8][CfgVh 9]

Arma3-shikra-hitpoints

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

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


Hull[]

The To-201's hull can withstand up to 227.5 points of damage.[CfgVh 10][Formula 1] The hull takes 300% increased damage from high-explosive (HE) type munitions.[CfgVh 11] Depletion of its integrity will always result in a total loss.[CfgVh 12]

Engines[]

Both of the To-201's engines can take up to a maximum of 162.5 points of damage before they fail.[CfgVh 13][CfgVh 14][Formula 2] They take 400% increased damage from HE-type munitions.[CfgVh 15][CfgVh 16]

Up to 80% of incoming damage will be shared with the To-201's main "health" pool.[CfgVh 17][CfgVh 18] If the jet is at full "health", it may be possible for the To-201 to survive the destruction of both engines. However, if the jet has been partially damaged or is already at critical "health" status, then the risk of the To-201 outright exploding is significantly increased upon the loss of both engines.

Instruments[]

The To-201's flight instruments, Heads Up Display (HUD) and Multi-Functional Displays (MFD) can take up to 130 points of damage before they fail.[CfgVh 19][Formula 3] All instruments take 400% additional damage from HE-type munitions.[CfgVh 20] At least 40% of incoming damage will be shared with the jet's main "health" pool.[CfgVh 21]

Fuel tanks[]

The To-201's twin fuel tanks can each take a maximum of 227.5 points of damage before they rupture.[CfgVh 22][CfgVh 23][Formula 4] Both tanks take 350% increased damage from HE-type munitions.[CfgVh 24][CfgVh 25]

At least 60% of incoming damage will be shared with the To-201's main "health" pool.[CfgVh 26][CfgVh 27] Destruction of the fuel tanks has the potential to cause the jet to explode, though only if the To-201 is at or near critical "health" status.

Control surfaces[]

The To-201's control surfaces consist of six components:

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

All six control surfaces can withstand a maximum of 130 points of damage before they suffer from failure.[CfgVh 28][CfgVh 29][CfgVh 30][CfgVh 31][CfgVh 32][CfgVh 33][Formula 5] They all suffer from a 300% increased damage penalty if they are struck by HE-type munitions.[CfgVh 34][CfgVh 35][CfgVh 36] At least 30% of damage inflicted upon any of these components will be shared with the To-201's main "health" pool.[CfgVh 37][CfgVh 38][CfgVh 39]

Depending on which specific control surface is hit, the To-201's handling and agility will be degraded based on the severity of the component's damage. If multiple parts are hit, it may become impossible for the pilot to perform any high-G manoeuvres.

Stealth[]

Only the dedicated stealth model of the To-201 possesses electronic stealth capabilities. Both variants of the To-201 actually have increased visibility to infrared/visual-based sensors due to the size of their airframes:

RCS[]

The standard To-201 with external hardpoints retains no stealth capabilities against active radars.[CfgVh 40] The dedicated stealth variant on the other hand, has an RCS rating of 0.6 and can only be detected at 60% of an opposing radar's maximum range (40% reduction).[CfgVh 41]

IR[]

Both variants of the To-201 have no masking against infrared sensors. They can be spotted at 120% of the sensor's range (factor of 1.2; increase of 20%).[CfgVh 42][CfgVh 43]

Visual[]

Both variants of the To-201 are easier to spot via visual sensor. They can be tracked at 120% of an opposing sensor's range (factor of 1.2; increase of 20%).[CfgVh 44][CfgVh 45]

Sensors[]

The To-201 has an array of sensors designed to allow it to operate effectively in both ground attack and air superiority roles:

Sensor type Max range (Air/Ground) Min range (Air/Ground) Affected by environment? Target max speed (km/h) Azimuth coverage (°) Elevation coverage (°) Friendly identification range (m)
Active A: 13,000 m
G: 9,000 m
[CfgVh 46][CfgVh 47]
A: 13,000 m
G: 9,000 m
[CfgVh 48][CfgVh 49]
Terrain clutter (200 m)
[CfgVh 50]
1e+10 km/h
[CfgVh 51]
60°[CfgVh 52] 60°[CfgVh 53] 6,000 m[CfgVh 54]
Anti-Radiation A: 16,000 m
G: 16,000 m
[CfgVh 55][CfgVh 56]
A: 16,000 m
G: 16,000 m
[CfgVh 57][CfgVh 58]
Nothing 216 km/h
[CfgVh 59][Formula 6]
60°[CfgVh 60] 180°[CfgVh 61] 12,000 m[CfgVh 62]
Infrared A: 5,000 m
G: 3,000 m
[CfgVh 63][CfgVh 64]
A: 500 m
G: 500 m
[CfgVh 65][CfgVh 66]
Fog (0.005%)
[CfgVh 67]
1,800 km/h
[CfgVh 68][Formula 7]
360°[CfgVh 69] 120°[CfgVh 70] 2,000 m[CfgVh 71]
Laser A: 6,000 m
G: 6,000 m
[CfgVh 72][CfgVh 73]
A: 6,000 m
G: 6,000 m
[CfgVh 74][CfgVh 75]
Nothing 1e+10 km/h
[CfgVh 76]
180°[CfgVh 77] 180°[CfgVh 78] 0 m[CfgVh 79]
NV A: 6,000 m
G: 6,000 m
[CfgVh 80][CfgVh 81]
A: 6,000 m
G: 6,000 m
[CfgVh 82][CfgVh 83]
Nothing 1e+10 km/h
[CfgVh 84]
180°[CfgVh 85] 180°[CfgVh 86] 0 m[CfgVh 87]
Passive A: 16,000 m
G: 16,000 m
[CfgVh 88][CfgVh 89]
A: 16,000 m
G: 16,000 m
[CfgVh 90][CfgVh 91]
Nothing 1e+10 km/h
[CfgVh 92]
360°[CfgVh 93] 360°[CfgVh 94] 12,000 m[CfgVh 95]
Visual A: 4,000 m
G: 3,000 m
[CfgVh 96][CfgVh 97]
A: 500 m
G: 500 m
[CfgVh 98][CfgVh 99]
Fog/Light (6%)
[CfgVh 100][CfgVh 101]
360 km/h
[CfgVh 102][Formula 8]
26°[CfgVh 103] 20°[CfgVh 104] 2,000 m[CfgVh 105]

Active Radar[]

The To-201's Active Radar is forward-facing only. Targets will only become lockable once they get within the bounds of the sensor cone (represented by the teal cone on the SENSORS panel).[note 1]

Note that although ground targets at distances below 200 metres remain "invisible" to the radar due to terrain clutter[CfgVh 50], any targets that are moving at speeds of ~ 100 km/h or greater will immediately become visible on the To-201's radar.[CfgVh 106][Formula 9]

Anti-Radiation Sensor[]

The To-201's Anti-Radiation Sensor is forward-facing only. Its elevation coverage is specifically three times the circumference compared to azimuth and is therefore optimised to detect ground targets.[note 1]

Infrared Sensor[]

The To-201's IR Sensor is located in the IRST module (represented by the orange circle on the SENSORS panel), though it is not limited by the targeting camera's facing direction.[CfgVh 107] Although it is technically affected by heavy fog, the range reduction effect is so miniscule (-0.25 metre reduction[CfgVh 67]) that it will be barely noticeable.[note 2]

Laser Sensor[]

The To-201's Laser Sensor is forward-facing only. Any designated targets will become visible on the To-201's SENSORS panel only when the jet is (mostly) facing in the direction of the laser spot.[note 1]

NV Sensor[]

The To-201's NV Sensor is forward-facing only. Any IR grenades on the ground will only become visible on the SENSORS panel when the To-201 is (mostly) facing in the direction of the grenade.[note 1]

Passive Radar[]

The To-201's Passive Radar can detect Active Radar threats in any direction (regardless of the jet's facing direction).[note 1]

Visual Sensor[]

The To-201's Visual Sensor is located in the IRST module (represented by the red cone on the SENSORS panel).[CfgVh 108] The Visual Sensor can be affected by heavy fog and can lose up to 6% of its range depending on its thickness.[CfgVh 100] The Visual Sensor becomes completely blind at nighttime and very low-light conditions.[CfgVh 101][note 2]

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

Armament[]

NOTE: Only the weapons used on the default loadout for the To-201 are listed here. For full details on ordnance that can be mounted on the To-201, refer to the dynamic loadouts article.

Gsh Cannon[]

Arma3-vehicleweapons-to201shikra-gshcannon
Ammo parameter Value
Base damage value 70[CfgAm 3]
Splash damage value 6[CfgAm 4]
Damage type Armour Piercing[CfgAm 2][CfgAm 1]
Aerodynamic friction -0.0005[CfgAm 5]
Muzzle velocity (m/s) 1,036[CfgMa 1]
Expected velocity (m/s) 980[CfgAm 6][note 3]
Penetration depth (mm) 69.93[CfgAm 7][Formula 10]

30 mm autocannon. Fires armour-piercing (AP) shells.[CfgAm 1][CfgAm 2]

It can attain a fire rate of up to ~ 1,714 rounds per minute[CfgWp 1][Formula 11] and has a muzzle velocity of 1,036 m/s.[CfgMa 1] Accuracy-wise, it has a dispersion of 0.009 rad.[CfgWp 2] The shells have a spill radius of 1 metre[CfgAm 8] and can penetrate approximately ~ 69 millimetres of armour plating.[CfgAm 7][Formula 10]

Target Lead Indication is available for aiming on the pilot's Heads Up Display (HUD). Landing hits is accomplished by pointing the crosshair onto the circle.

R73 Archer[]

Arma3-vehicleweapons-to201shikra-r73archer
Main article: Dynamic loadouts#R73 Archer

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

Relies on the To-201's IR Sensor to function.

R77 Adder[]

Arma3-vehicleweapons-to201shikra-r77adder
Main article: Dynamic loadouts#R77 Adder

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

Relies on the To-201's Active Radar sensor to function.

KAB 250[]

Arma3-vehicleweapons-to201shikra-kab250
Main article: Dynamic loadouts#KAB 250

Laser-guided bomb. Relies on the To-201's Laser Sensor to function.

If no laser guidance is provided, KAB 250s can be dropped as free-falling bombs instead. Predicted Impact Point assistance is available to help with "aiming" in this manner.

IRST[]

Arma3-shikra-tgp-overview

The Infrared Search and Track (IRST) module on both variants of the To-201 is located under the fuselage just below the cockpit/close to the nose. Only the To-201's Visual sensor is directly tied to its camera.[CfgVh 108] For rotation limits, there is no restriction to azimuth. However, its elevation cannot be adjusted[CfgVh 110] and allows for a maximum depression of only 180 degrees.[CfgVh 111]

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

Avionics[]

MAWS[]

To-201s are fitted with a Missile Approach Warning System. The pilot will always be alerted if there are missiles that have already locked onto the jet and are flying towards it.[CfgVh 118][CfgVh 119]

RWR[]

To-201s have a Radar Warning Receiver fitted. The pilot will be alerted if they are being locked onto by radar-based targeting systems.[CfgVh 120][CfgVh 121]

IWR[]

To-201s lack Infrared Warning Receivers. The pilot will not be alerted if an infrared-based targeting system is attempting to acquire a lock onto the jet.[CfgVh 120][CfgVh 121]

LWR[]

To-201s are not fitted with a Laser Warning Receiver. The pilot will not be alerted if a laser-based targeting system is locking onto the jet.[CfgVh 120][CfgVh 121]

Trivia[]

  • The Shikra is based on a combination of two real-world airframes, the "Su-57" (formerly known as the "T-50 PAK FA") and "Su-35" fighter jets. Both are designed by Sukhoi, a subsidiary of the United Aircraft Corporation.[1]
  • Prior to the release of Game Update 1.72, the Shikra was very unstable in mid-flight and could immediately stall at certain angles of attack.[2]
  • At its top speed, the Shikra actually flies faster than the bullets fired by every pistol and SMG in ArmA 3.
  • Shikra (Accipiter badius) is the name of a small bird of prey species that can be found throughout Asia and Africa, though the name may just be another instance of tongue-in-cheek considering that the To-201 is one of the largest fighters in ArmA 3.
  • Initially, the Shikra was exclusive to CSAT. The non-canonical First Contact campaign would depict Spetsnaz units calling in air support from Shikras operated by the Russian military as well.[3][note 4]

Gallery[]

Video[]

Config/script references[]

CfgAmmo

  1. 1.0 1.1 1.2 CfgAmmo >> ammo_Fighter02_Gun30mm_AA >> explosive
  2. 2.0 2.1 2.2 CfgAmmo >> ammo_Fighter02_Gun30mm_AA >> warheadName
  3. CfgAmmo >> ammo_Fighter02_Gun30mm_AA >> hit
  4. CfgAmmo >> ammo_Fighter02_Gun30mm_AA >> indirectHit
  5. CfgAmmo >> ammo_Fighter02_Gun30mm_AA >> airFriction
  6. CfgAmmo >> ammo_Fighter02_Gun30mm_AA >> typicalSpeed
  7. 7.0 7.1 CfgAmmo >> ammo_Fighter02_Gun30mm_AA >> caliber
  8. CfgAmmo >> ammo_Fighter02_Gun30mm_AA >> indirectHitRange

CfgMagazines

  1. 1.0 1.1 CfgMagazines >> magazine_Fighter02_Gun30mm_AA_x180 >> initSpeed

CfgWeapons

  1. CfgWeapons >> weapon_Fighter_Gun30mm_AA >> manual >> reloadTime
  2. CfgWeapons >> weapon_Fighter_Gun30mm_AA >> manual >> dispersion

CfgVehicles

  1. CfgVehicles >> O_Plane_Fighter_02_F >> maximumLoad
  2. CfgVehicles >> O_Plane_Fighter_02_F >> fuelCapacity
  3. CfgVehicles >> O_Plane_Fighter_02_F >> slingLoadCargoMemoryPoints[]
  4. CfgVehicles >> O_Plane_Fighter_02_F >> slingLoadCargoMemoryPointsDir[]
  5. 5.0 5.1 5.2 CfgVehicles >> O_Plane_Fighter_02_F >> weapons[] >> {"weapon_Fighter_Gun_30mm","Laserdesignator_pilotCamera","CMFlareLauncher"}
  6. 6.0 6.1 6.2 CfgVehicles >> O_Plane_Fighter_02_F >> magazines[] >> {"magazine_Fighter02_Gun30mm_AA_x180","Laserbatteries","240Rnd_CMFlare_Chaff_Magazine"}
  7. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> TransportPylonsComponent >> Presets >> Default >> attachment[] >> {"PylonMissile_Missile_AA_R73_x1","PylonMissile_Missile_AA_R73_x1","PylonMissile_Missile_AA_R77_x1","PylonMissile_Missile_AA_R77_x1","PylonMissile_Bomb_KAB250_x1","PylonMissile_Bomb_KAB250_x1","PylonMissile_Missile_AA_R73_x1","PylonMissile_Missile_AA_R73_x1","PylonMissile_Missile_AA_R77_x1","PylonMissile_Missile_AA_R77_x1","PylonMissile_Missile_AA_R77_INT_x1","PylonMissile_Missile_AA_R77_INT_x1","PylonMissile_Bomb_KAB250_x1"}
  8. CfgVehicles >> O_Plane_Fighter_02_F >> armor
  9. CfgVehicles >> O_Plane_Fighter_02_Stealth_F >> armor
  10. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitHull >> armor
  11. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitHull >> explosionShielding
  12. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitHull >> passThrough
  13. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitEngine >> armor
  14. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitEngine2 >> armor
  15. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitEngine >> explosionShielding
  16. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitEngine2 >> explosionShielding
  17. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitEngine >> passThrough
  18. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitEngine2 >> passThrough
  19. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitAvionics >> armor
  20. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitAvionics >> explosionShielding
  21. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitAvionics >> passThrough
  22. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitFuel >> armor
  23. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitFuel2 >> armor
  24. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitFuel >> explosionShielding
  25. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitFuel2 >> explosionShielding
  26. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitFuel >> passThrough
  27. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitFuel2 >> passThrough
  28. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitLCElevator >> armor
  29. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitRElevator >> armor
  30. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitLCRudder >> armor
  31. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitRRudder >> armor
  32. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitLAileron >> armor
  33. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitRAileron >> armor
  34. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitLCElevator >> explosionShielding
  35. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitLCRudder >> explosionShielding
  36. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitLAileron >> explosionShielding
  37. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitLCElevator >> passThrough
  38. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitLCRudder >> passThrough
  39. CfgVehicles >> O_Plane_Fighter_02_F >> HitPoints >> HitLAileron >> passThrough
  40. CfgVehicles >> O_Plane_Fighter_02_F >> radarTargetSize
  41. CfgVehicles >> O_Plane_Fighter_02_Stealth_F >> radarTargetSize
  42. CfgVehicles >> O_Plane_Fighter_02_F >> irTargetSize
  43. CfgVehicles >> O_Plane_Fighter_02_Stealth_F >> irTargetSize
  44. CfgVehicles >> O_Plane_Fighter_02_F >> visualTargetSize
  45. CfgVehicles >> O_Plane_Fighter_02_Stealth_F >> visualTargetSize
  46. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> AirTarget >> maxRange
  47. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> GroundTarget >> maxRange
  48. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> AirTarget >> minRange
  49. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> GroundTarget >> minRange
  50. 50.0 50.1 CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> AirTarget >> maxGroundNoiseDistance
  51. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> maxTrackableSpeed
  52. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> angleRangeHorizontal
  53. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> angleRangeVertical
  54. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> typeRecognitionDistance
  55. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> AntiRadiationSensorComponent >> AirTarget >> maxRange
  56. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> AntiRadiationSensorComponent >> GroundTarget >> maxRange
  57. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> AntiRadiationSensorComponent >> AirTarget >> minRange
  58. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> AntiRadiationSensorComponent >> GroundTarget >> minRange
  59. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> AntiRadiationSensorComponent >> maxTrackableSpeed
  60. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> AntiRadiationSensorComponent >> angleRangeHorizontal
  61. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> AntiRadiationSensorComponent >> angleRangeVertical
  62. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> AntiRadiationSensorComponent >> typeRecognitionDistance
  63. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> AirTarget >> maxRange
  64. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> GroundTarget >> maxRange
  65. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> AirTarget >> minRange
  66. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> GroundTarget >> minRange
  67. 67.0 67.1 CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> maxFogSeeThrough
  68. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> maxTrackableSpeed
  69. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> angleRangeHorizontal
  70. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> angleRangeVertical
  71. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> typeRecognitionDistance
  72. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> AirTarget >> maxRange
  73. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> GroundTarget >> maxRange
  74. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> AirTarget >> minRange
  75. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> GroundTarget >> minRange
  76. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> maxTrackableSpeed
  77. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> angleRangeHorizontal
  78. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> angleRangeVertical
  79. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> LaserSensorComponent >> typeRecognitionDistance
  80. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> AirTarget >> maxRange
  81. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> GroundTarget >> maxRange
  82. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> AirTarget >> minRange
  83. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> GroundTarget >> minRange
  84. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> maxTrackableSpeed
  85. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> angleRangeHorizontal
  86. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> angleRangeVertical
  87. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> NVSensorComponent >> typeRecognitionDistance
  88. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> AirTarget >> maxRange
  89. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> GroundTarget >> maxRange
  90. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> AirTarget >> minRange
  91. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> GroundTarget >> minRange
  92. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> maxTrackableSpeed
  93. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> angleRangeHorizontal
  94. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> angleRangeVertical
  95. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> PassiveRadarSensorComponent >> typeRecognitionDistance
  96. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> AirTarget >> maxRange
  97. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> GroundTarget >> maxRange
  98. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> AirTarget >> minRange
  99. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> GroundTarget >> minRange
  100. 100.0 100.1 CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> maxFogSeeThrough
  101. 101.0 101.1 CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> nightRangeCoef
  102. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> maxTrackableSpeed
  103. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> angleRangeHorizontal
  104. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> angleRangeVertical
  105. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> typeRecognitionDistance
  106. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> ActiveRadarSensorComponent >> maxSpeedThreshold
  107. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> IRSensorComponent >> animDirection
  108. 108.0 108.1 CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> animDirection
  109. CfgVehicles >> O_Plane_Fighter_02_F >> Components >> SensorsManagerComponent >> VisualSensorComponent >> aimDown
  110. CfgVehicles >> O_Plane_Fighter_02_F >> pilotCamera >> minElev
  111. CfgVehicles >> O_Plane_Fighter_02_F >> pilotCamera >> maxTurn
  112. CfgVehicles >> O_Plane_Fighter_02_F >> pilotCamera >> OpticsIn >> Wide
  113. CfgVehicles >> O_Plane_Fighter_02_F >> pilotCamera >> OpticsIn >> Medium
  114. CfgVehicles >> O_Plane_Fighter_02_F >> pilotCamera >> OpticsIn >> Narrow
  115. CfgVehicles >> O_Plane_Fighter_02_F >> pilotCamera >> OpticsIn >> Wide >> visionMode[] >> {"Normal","NVG","Ti"}
  116. CfgVehicles >> O_Plane_Fighter_02_F >> pilotCamera >> OpticsIn >> Wide >> thermalMode[] >> {0,1}
  117. CfgVehicles >> O_Plane_Fighter_02_F >> pilotCamera >> OpticsIn >> Wide >> directionStabilized
  118. CfgVehicles >> O_Plane_Fighter_02_F >> incomingMissileDetectionSystem >> "8 + 16"
  119. CfgVehicles >> O_Plane_Fighter_02_Stealth_F >> incomingMissileDetectionSystem >> "8 + 16"
  120. 120.0 120.1 120.2 CfgVehicles >> O_Plane_Fighter_02_F >> LockDetectionSystem >> "8"
  121. 121.0 121.1 121.2 CfgVehicles >> O_Plane_Fighter_02_Stealth_F >> LockDetectionSystem >> "8"

Scripts

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

Formulae

  1. Base vehicle armor value * HitPoint armor value = 65 * 3.5
  2. Base vehicle armor value * HitPoint armor value = 65 * 2.5
  3. Base vehicle armor value * HitPoint armor value = 65 * 2
  4. Base vehicle armor value * HitPoint armor value = 65 * 3.5
  5. Base vehicle armor value * HitPoint armor value = 65 * 2
  6. maxTrackableSpeed * 3.6 = 60 * 3.6
  7. maxTrackableSpeed * 3.6 = 500 * 3.6
  8. maxTrackableSpeed * 3.6 = 100 * 3.6
  9. maxSpeedThreshold * 3.6 = 27.7778 * 3.6
  10. 10.0 10.1 initSpeed * caliber * 15 / 1000 = 1036 * 4.5 * 15 / 1000
  11. 60 / reloadTime = 60 / 0.035

Notes[]

  1. 1.0 1.1 1.2 1.3 1.4 This sensor IS NOT affected by the player's View and Object Distance settings.
  2. 2.0 2.1 This sensor IS affected by the player's View and Object Distance settings and may not function at its maximum range unless their graphics settings are set to an equal or higher distance. However, it should be noted that specifically in the case of aerial targets, Object Distance settings will not affect the sensor's detection range (only View Distance still matters).
  3. Damage will be reduced if the projectile's velocity drops below this value.
  4. Not available outside of the First Contact campaign.

References[]

  1. Carpenter, J 2017, OPREP - JETS DLC, Arma 3, viewed 6 May 2017, <https://dev.arma3.com/post/oprep-jets-dlc>.
  2. Kovařič, V 2017, SPOTREP #00069, Arma 3, viewed 4 October 2023, <https://dev.arma3.com/post/spotrep-00069>.
  3. ARMA 3: Contact 2019 [Video Game], Bohemia Interactive a.s., First Contact, Elimination Coda, "KRUPIN: Nagaika to Shashka, sighting! Over. SEVEROV: Copy that, we see him! Shikra - Baltic Fleet... [...] Ha, ha! v put', v put', v put'! Take it to them, let's finish this. Hang in there a little longer! Out."

External links[]

See also[]

Aircraft of comparable role and configuration[]

Vehicles of ArmA 3
Wheeled AFV-4 GorgonAMV-7 MarshallHatchbackHEMTTHunterIfritKartMB 4WDMSE-3 MaridOffroadProwlerQilinRhino MGS (UP) • StriderSUVTempestTractorTruckQuadbikeUGV StomperVanZamak (MRL)
Tracked 2S9 SochorAWC NyxBTR-K KamyshCRV-6e BobcatED-1D Mini UGV (ED-1E) • IFV-6a CheetahIFV-6c PantherFV-720 MoraM2A1 Slammer (A4 UP) • M4 ScorcherM5 SandstormMBT-52 KumaT-100 Varsuk (X Futura) • T-140 Angara (T-140K) • ZSU-39 Tigris
Rotor-wing AH-9 PawneeAH-99 BlackfootAR-2 DarterCH-49 MohawkCH-67 HuronDemining DroneMH-9 Hummingbird (M900) • Mi-48 KajmanMi-290 TaruMQ-12 FalconPO-30 OrcaUH-80 Ghost HawkUtility DroneWY-55 Hellcat
Fixed-wing A-143 BuzzardA-149 GryphonA-164 WipeoutCaesar BTTF/A-181 Black Wasp IIKH-3A FenghuangMQ-4A GreyhawkTo-199 NeophronTo-201 ShikraUCAV SentinelV-44X BlackfishY-32 Xi'an
Aquatic Assault BoatMotorboatRHIBSpeedboatSDVWater Scooter
(Parenthesis) denote variants.
Karts DLC | Helicopters DLC | Apex DLC | Jets DLC | Laws of War DLC | Tanks DLC | Contact DLC
Arma3-factionicon-csat 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
Arma2-factionicon-russianspetsnaz Russian Spetsnaz - Vehicles (ArmA 3)
Rotor-wing Mi-48 KajmanMi-290 TaruPO-30 Orca
Fixed-wing To-201 Shikra
Helicopters DLC | Jets DLC
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