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« The R4 is a South African licensed variant of the Israeli IMIL Galat, chambered for 5.56 mm rounds, with several modifications applied. Besides being made of a high-strength polymer, differences include the lack of a carry handle and a number of improvements made to its internal operating mechanism.
Field Manual
»
The Velko R4 5.56 mm assault rifle.
The Velko R4 5.56 mm assault rifle.

The Velko R4 is a 5.56 mm assault rifle used exclusively by UNA peacekeepers in ArmA 3. It was added with the release of the Western Sahara DLC.

Overview[]

This section is a stub. You can help Armed Assault Wiki by expanding it.

The Velko R4 is a selective-fire assault rifle chambered to fire the 5.56×45 mm cartridge.

It loads from either 35-round box magazines or 50-round high-capacity magazines. It has a muzzle velocity of 980 m/s[CfgWp 7] and can attain a fire rate of either 600 rounds per minute[CfgWp 8][Formula 1] on semi-auto or 750 RPM[CfgWp 9][Formula 2] on full auto.

The Velko R4 allows for optical sights to be fitted onto its top rail[CfgWp 10], is able to mount a 5.56 mm sound suppressor onto its muzzle[CfgWp 11], and can also be customised with a flashlight or laser pointer.[CfgWp 12] However, because it utilises an integral folding bipod, it does not require a standalone bipod to be separately attached.[CfgWp 13]

Variants[]

Velko R5[]

« Compared to its larger predecessor, the R4, the R5 Carbine lacks the integrated bipod and has a shorter barrel and gas system. It's mostly utilized by light infantry and vehicle crew.
Field Manual
»
The Velko R5 5.56 mm carbine.
The Velko R5 5.56 mm carbine.

The Velko R5 is a carbine configuration of the baseline R4 rifle. It is also utilised by the UNA's peacekeepers but is additionally wielded by CTRG special operations units, North African CSAT vehicle crews, and the SFIA's armoured vehicle personnel.

Unlike the R4, the R5 has access to a camouflaged sub-variant adorned in a Snakeskin pattern as opposed to only a Black colour scheme. Its other changes include a shorter barrel and removal of the integral folding bipod. Its inertia penalty[CfgWp 18] and total weight[CfgWp 16] are also reduced as a result of the bipod's removal, making it easier to wield in close quarters.

However, the R5's modifications do come at a cost of muzzle velocity and poorer accuracy, with the former being reduced to only 920 m/s[CfgWp 20] and the latter increasing its dispersion by up to 20%.[CfgWp 14][CfgWp 15] Furthermore, the R5 doesn't have an underbarrel rail even with the integral bipod's removal. As a result, it isn't possible to mount an external bipod to compensate for its loss.

Velko R5 GL[]

The Velko R5 GL 5.56 mm carbine.
The Velko R5 GL 5.56 mm carbine.

The Velko R5 GL is a modified version of the R5 carbine that has an underbarrel grenade launcher attached to it.

The underbarrel GL 203 launcher is capable of firing a mixture of lethal, non-lethal, and less-than-lethal (LTL) 40 mm grenade rounds. These include high-explosive (HE), 12 Gauge pellets, smoke, and flare shells.[CfgWp 28][CfgWp 29]

Handling-wise, the R5 GL is the heaviest variant in the Velko rifle family and has a total weight of 160 "mass" units.[CfgWp 23] However, other than the inclusion of its GL 203 launcher, it inherits the same strengths and drawbacks of the R5 carbine (lack of an underbarrel slot/reduced accuracy/lower muzzle velocity).

Ironsights[]

Arma3-wsvelkor4-ironsight-overview
The Velko R4's ironsights can be manually zeroed starting at a minimum of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 30] By default, they are set to a zeroing of 200 metres.[CfgWp 31] Neither the front nor rear sight are illuminated.

If the Velko R4 is fitted with an optical sight that allows for zeroing beyond 600 metres (e.g. DMS), the Velko R4 will only permit an absolute maximum zeroing of 800 metres.[CfgWp 32]

Arma3-wsvelkor5-ironsight-overview
The Velko R5's ironsights can be manually zeroed starting at a minimum of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 33] By default, they are set to a zeroing of 200 metres.[CfgWp 34] Neither the front nor rear sight are illuminated.

It should be noted that the Velko R5 cannot be zeroed beyond 600 metres even if an optic with a greater maximum zeroing limit is attached.[CfgWp 35][note 1]

Arma3-wsvelkor5gl-ironsight-overview
The Velko R5 GL's ironsights can be manually zeroed starting at a minimum of 100 metres up to a maximum of 600 metres (100, 200, 300, 400, 500, 600).[CfgWp 36] By default, they are set to a zeroing of 200 metres.[CfgWp 37] Neither the front nor rear sight are illuminated.

It should be noted that the Velko R5 GL cannot be zeroed beyond 600 metres even if an optic with a greater maximum zeroing limit is attached.[CfgWp 38][note 2]

Arma3-wsgl203velkor5-ironsight-overview
The GL 203 grenade launcher can be manually zeroed between the ranges of 50 metres up to 400 metres (50, 75, 100, 150, 200, 250, 300, 350, 400).[CfgWp 39]

It uses a red dot reflex sight. By default, the sight uses a zeroing of 75 metres.[CfgWp 40]

Camouflage[]

  • Black: Standard all-black colour scheme. Used by UNA peacekeepers, North African CSAT forces, and the SFIA vehicle crews.
  • Snake:* Snakeskin-style spraypaint pattern. Exclusive to CTRG operatives.

(*) Not available to the baseline Velko R4 rifle.

Ammunition[]

NOTE: If the Reaction Forces Creator DLC is simultaneously loaded alongside Western Sahara, it will be possible for the Velko R5's GL 203 launcher to load and deploy RC-40 Micro UAVs from that DLC. However, 5.56 mm magazines from Reaction Forces' weapons (specifically the HADES H6) are still not compatible with the Velko R4/R5.

Ammo parameter 5.56 mm (Tracer/Red) 5.56 mm (Tracer/Green) 5.56 mm (Tracer/Yellow)
Base damage value 9[CfgAm 1] 9[CfgAm 2] 9[CfgAm 3]
Aerodynamic friction -0.0012[CfgAm 4] -0.0012[CfgAm 5] -0.0012[CfgAm 6]
Muzzle velocity (m/s) 920
[CfgMa 4][CfgMa 5][note 3]
(Velko R4: 980)
[CfgWp 7]
(Velko R5: 920)
[CfgWp 20]
920
[CfgMa 6][CfgMa 7][note 3]
(Velko R4: 980)
[CfgWp 7]
(Velko R5: 920)
[CfgWp 20]
920
[CfgMa 8][CfgMa 9][note 3]
(Velko R4: 980)
[CfgWp 7]
(Velko R5: 920)
[CfgWp 20]
Expected velocity (m/s) 920
[CfgAm 7][note 4]
920
[CfgAm 8][note 4]
920
[CfgAm 9][note 4]
Penetration depth (mm) 11.999997
[CfgAm 10][Formula 3]
(Velko R4: 12.7826055)
[Formula 4]
(Velko R5: 11.999997)
[Formula 5]
11.999997
[CfgAm 11][Formula 6]
(Velko R4: 12.7826055)
[Formula 7]
(Velko R5: 11.999997)
[Formula 8]
11.999997
[CfgAm 12][Formula 9]
(Velko R4: 12.7826055)
[Formula 10]
(Velko R5: 11.999997)
[Formula 11]
Deflection angle (degrees) 15°[CfgAm 13] 15°[CfgAm 14] 15°[CfgAm 15]

For grenade rounds usable with the GL 203, refer to its dedicated article here.

Both variants of the Velko family (R4/R5) can load up to twelve types of magazines.[CfgWp 41][CfgWp 42][CfgWp 43] Six magazines have a capacity of thirty-five rounds while the other six have a capacity of fifty rounds:

  • 35-rounder magazines are split into two main subtypes: those that are loaded with a mix of 5.56 mm ball and tracer ammunition, and the other exclusively loaded with tracers.
  • 50-rounder magazines are similarly split into two main subtypes: magazines that use a mix of 5.56 mm ball/tracer ammunition, and others that only use tracers.

All 35-rounder magazines share the same weight of 9 "mass" units.[CfgMa 10][CfgMa 11] 50-rounder magazines have a weight of 14 "mass" units instead.[CfgMa 12][CfgMa 13] Regardless of capacity or their loadout, all magazines are available in two camouflage schemes: Black and Snake.

It should be noted that these magazines are not compatible with other 5.56 mm-chambered platforms. Likewise, no variant of the Velko is capable of feeding from STANAG magazines (they are restricted to the Velko's proprietary 35-/50-rounder magazines):


Magazines (35-round)[]

5.56 mm 35Rnd Reload Tracer (Red) Mag

Arma3-ammunition-ws35rndvelkor4

Standard 35-round box magazine used primarily by R5 carbines. It is loaded with a mix of 5.56 mm ball and red tracer ammunition.[CfgMa 14]

The last four rounds of the magazine will always emit visible red tracers.[CfgMa 15]

5.56 mm 35Rnd Reload Tracer (Green) Mag

Arma3-ammunition-ws35rndvelkor4

Alternate 35-rounder magazine loaded with 5.56 mm ball and green tracer ammunition.[CfgMa 16]

The last four rounds of the magazine will always emit visible green tracers.[CfgMa 17]

5.56 mm 35Rnd Reload Tracer (Yellow) Mag

Arma3-ammunition-ws35rndvelkor4

Alternate 35-rounder magazine loaded with 5.56 mm ball and yellow tracer ammunition.[CfgMa 18]

The last four rounds of the magazine will always emit visible yellow tracers.[CfgMa 19]

5.56 mm 35Rnd Tracer (Red) Mag

Arma3-ammunition-ws35rndvelkor4

Dedicated 35-round tracer magazine loaded entirely with red tracer ammunition.[CfgMa 20]

All thirty-five rounds of the magazine will emit visible red tracers.[CfgMa 21]

5.56 mm 35Rnd Tracer (Green) Mag

Arma3-ammunition-ws35rndvelkor4

Dedicated 35-round tracer magazine loaded entirely with green tracer ammunition.[CfgMa 22]

All thirty-five rounds of the magazine will emit visible green tracers.[CfgMa 23]

5.56 mm 35Rnd Tracer (Yellow) Mag

Arma3-ammunition-ws35rndvelkor4

Dedicated 35-round tracer magazine loaded entirely with yellow tracer ammunition.[CfgMa 24]

All thirty-five rounds of the magazine will emit visible yellow tracers.[CfgMa 25]


Magazines (50-round)[]

5.56 mm 50Rnd Reload Tracer (Red) Mag

Arma3-ammunition-ws50rndvelkor4

High-capacity 50-round magazine used mostly by R4 rifles. It is loaded with a mix of 5.56 mm ball and red tracer ammunition.[CfgMa 26]

The last four rounds of the magazine will always emit visible red tracers.[CfgMa 27]

5.56 mm 50Rnd Reload Tracer (Green) Mag

Arma3-ammunition-ws50rndvelkor4

Alternate 50-rounder magazine loaded with ball and green tracer ammunition.[CfgMa 28]

The last four rounds of the magazine will always emit visible green tracers.[CfgMa 29]

5.56 mm 50Rnd Reload Tracer (Yellow) Mag

Arma3-ammunition-ws50rndvelkor4

Alternate 50-rounder magazine loaded with ball and yellow tracer ammunition.[CfgMa 30]

The last four rounds of the magazine will always emit visible yellow tracers.[CfgMa 31]

5.56 mm 50Rnd Tracer (Red) Mag

Arma3-ammunition-ws50rndvelkor4

Dedicated 50-round tracer magazine loaded exclusively with 5.56 mm red tracer ammunition.[CfgMa 32]

All fifty rounds of the magazine will emit visible red tracers.[CfgMa 33]

5.56 mm 50Rnd Tracer (Green) Mag

Arma3-ammunition-ws50rndvelkor4

Dedicated 50-round tracer magazine loaded exclusively with 5.56 mm green tracer ammunition.[CfgMa 34]

All fifty rounds of the magazine will emit visible green tracers.[CfgMa 35]

5.56 mm 50Rnd Tracer (Yellow) Mag

Arma3-ammunition-ws50rndvelkor4

Dedicated 50-round tracer magazine loaded exclusively with 5.56 mm yellow tracer ammunition.[CfgMa 36]

All fifty rounds of the magazine will emit visible yellow tracers.[CfgMa 37]

Trivia[]

  • Western Sahara's Velko R4 is directly modelled after the South African-made "Vektor R4" assault rifle. In turn, the Velko R5 is similarly based on the "Vektor R5 Carbine" derivative.[1]
  • The R5 variant was not originally available upon release and was only included after Update 1.1[2] specifically for use by CTRG black ops (also included alongside the patch).[3]
    • The patch also granted all variants of the Velko rifle with the ability to mount side rail accessories and included alternate snakeskin camouflage textures for both 35- and 50-rounder magazines.[2]
  • Prior to Update 1.1, North African CSAT crewmen were the only REDFOR units that were uniquely equipped with the Velko R4 (no other units were issued the rifle). The patch subsequently refactored them to the newer R5 variant and also issued R5s to the SFIA's armoured vehicle crews.
  • Upon being added in Update 1.1, both variants of the R5 were still able to deploy an (albeit invisible) integral bipod. This was corrected after Update 1.1.1, which removed the ability from both the Velko R5 and Velko R5 GL.[4]
  • Update 1.1.3 increased the fire rate of the Velko R4/R5 on full auto to 750 RPM (up from 675 RPM). The patch also altered the Velko's firing sound effects.[5]
  • For unknown reasons, two hidden units (a vehicle crewman and military deserter) on the INDFOR counterpart of the Tura faction do have access to R5 carbines.[6] However, the faction itself does not utilise the R5, and both units are not listed in the editor unless the player resorts to scripting commands or a custom addon to access the two units.

Gallery[]

Config/script references[]

CfgAmmo

  1. CfgAmmo >> B_556x45_Ball_Tracer_Red >> hit
  2. CfgAmmo >> B_556x45_Ball_Tracer_Green >> hit
  3. CfgAmmo >> B_556x45_Ball_Tracer_Yellow >> hit
  4. CfgAmmo >> B_556x45_Ball_Tracer_Red >> airFriction
  5. CfgAmmo >> B_556x45_Ball_Tracer_Green >> airFriction
  6. CfgAmmo >> B_556x45_Ball_Tracer_Yellow >> airFriction
  7. CfgAmmo >> B_556x45_Ball_Tracer_Red >> typicalSpeed
  8. CfgAmmo >> B_556x45_Ball_Tracer_Green >> typicalSpeed
  9. CfgAmmo >> B_556x45_Ball_Tracer_Yellow >> typicalSpeed
  10. CfgAmmo >> B_556x45_Ball_Tracer_Red >> caliber
  11. CfgAmmo >> B_556x45_Ball_Tracer_Green >> caliber
  12. CfgAmmo >> B_556x45_Ball_Tracer_Yellow >> caliber
  13. CfgAmmo >> B_556x45_Ball_Tracer_Red >> deflecting
  14. CfgAmmo >> B_556x45_Ball_Tracer_Green >> deflecting
  15. CfgAmmo >> B_556x45_Ball_Tracer_Yellow >> deflecting

CfgMagazines

  1. 1.0 1.1 1.2 CfgMagazines >> 35Rnd_556x45_Velko_reload_tracer_red_lxWS >> count
  2. 2.0 2.1 CfgMagazines >> 50Rnd_556x45_Velko_reload_tracer_red_lxWS >> count
  3. CfgMagazines >> 1Rnd_HE_Grenade_shell >> count
  4. CfgMagazines >> 35Rnd_556x45_Velko_reload_tracer_red_lxWS >> initSpeed
  5. CfgMagazines >> 50Rnd_556x45_Velko_reload_tracer_red_lxWS >> initSpeed
  6. CfgMagazines >> 35Rnd_556x45_Velko_reload_tracer_green_lxWS >> initSpeed
  7. CfgMagazines >> 50Rnd_556x45_Velko_reload_tracer_green_lxWS >> initSpeed
  8. CfgMagazines >> 35Rnd_556x45_Velko_reload_tracer_yellow_lxWS >> initSpeed
  9. CfgMagazines >> 50Rnd_556x45_Velko_reload_tracer_yellow_lxWS >> initSpeed
  10. CfgMagazines >> 35Rnd_556x45_Velko_reload_tracer_red_lxWS >> mass
  11. CfgMagazines >> 35Rnd_556x45_Velko_tracer_red_lxWS >> mass
  12. CfgMagazines >> 50Rnd_556x45_Velko_reload_tracer_red_lxWS >> mass
  13. CfgMagazines >> 50Rnd_556x45_Velko_tracer_red_lxWS >> mass
  14. CfgMagazines >> 35Rnd_556x45_Velko_reload_tracer_red_lxWS >> "B_556x45_Ball_Tracer_Red"
  15. CfgMagazines >> 35Rnd_556x45_Velko_reload_tracer_red_lxWS >> lastRoundsTracer
  16. CfgMagazines >> 35Rnd_556x45_Velko_reload_tracer_green_lxWS >> "B_556x45_Ball_Tracer_Green"
  17. CfgMagazines >> 35Rnd_556x45_Velko_reload_tracer_green_lxWS >> lastRoundsTracer
  18. CfgMagazines >> 35Rnd_556x45_Velko_reload_tracer_yellow_lxWS >> "B_556x45_Ball_Tracer_Yellow"
  19. CfgMagazines >> 35Rnd_556x45_Velko_reload_tracer_yellow_lxWS >> lastRoundsTracer
  20. CfgMagazines >> 35Rnd_556x45_Velko_tracer_red_lxWS >> "B_556x45_Ball_Tracer_Red"
  21. CfgMagazines >> 35Rnd_556x45_Velko_tracer_red_lxWS >> tracersEvery
  22. CfgMagazines >> 35Rnd_556x45_Velko_tracer_green_lxWS >> "B_556x45_Ball_Tracer_Green"
  23. CfgMagazines >> 35Rnd_556x45_Velko_tracer_green_lxWS >> tracersEvery
  24. CfgMagazines >> 35Rnd_556x45_Velko_tracer_yellow_lxWS >> "B_556x45_Ball_Tracer_Yellow"
  25. CfgMagazines >> 35Rnd_556x45_Velko_tracer_yellow_lxWS >> tracersEvery
  26. CfgMagazines >> 50Rnd_556x45_Velko_reload_tracer_red_lxWS >> "B_556x45_Ball_Tracer_Red"
  27. CfgMagazines >> 50Rnd_556x45_Velko_reload_tracer_red_lxWS >> lastRoundsTracer
  28. CfgMagazines >> 50Rnd_556x45_Velko_reload_tracer_green_lxWS >> "B_556x45_Ball_Tracer_Green"
  29. CfgMagazines >> 50Rnd_556x45_Velko_reload_tracer_green_lxWS >> lastRoundsTracer
  30. CfgMagazines >> 50Rnd_556x45_Velko_reload_tracer_yellow_lxWS >> "B_556x45_Ball_Tracer_Yellow"
  31. CfgMagazines >> 50Rnd_556x45_Velko_reload_tracer_yellow_lxWS >> lastRoundsTracer
  32. CfgMagazines >> 50Rnd_556x45_Velko_tracer_red_lxWS >> "B_556x45_Ball_Tracer_Red"
  33. CfgMagazines >> 50Rnd_556x45_Velko_tracer_red_lxWS >> tracersEvery
  34. CfgMagazines >> 50Rnd_556x45_Velko_tracer_green_lxWS >> "B_556x45_Ball_Tracer_Green"
  35. CfgMagazines >> 50Rnd_556x45_Velko_tracer_green_lxWS >> tracersEvery
  36. CfgMagazines >> 50Rnd_556x45_Velko_tracer_yellow_lxWS >> "B_556x45_Ball_Tracer_Yellow"
  37. CfgMagazines >> 50Rnd_556x45_Velko_tracer_yellow_lxWS >> tracersEvery

CfgWeapons

  1. CfgWeapons >> arifle_Velko_lxWS >> Single >> dispersion
  2. CfgWeapons >> arifle_Velko_lxWS >> FullAuto >> dispersion
  3. CfgWeapons >> arifle_Velko_lxWS >> WeaponSlotsInfo >> mass
  4. CfgWeapons >> arifle_Velko_lxWS >> recoil
  5. CfgWeapons >> arifle_Velko_lxWS >> inertia
  6. CfgWeapons >> arifle_Velko_lxWS >> dexterity
  7. 7.0 7.1 7.2 7.3 CfgWeapons >> arifle_Velko_lxWS >> initSpeed
  8. CfgWeapons >> arifle_Velko_lxWS >> Single >> reloadTime
  9. CfgWeapons >> arifle_Velko_lxWS >> FullAuto >> reloadTime
  10. CfgWeapons >> arifle_Velko_lxWS >> WeaponSlotsInfo >> CowsSlot_Rail >> compatibleItems >> {optic_aco,optic_ACO_grn,optic_ACO_grn_smg,optic_aco_smg,optic_ams,optic_AMS_khk,optic_AMS_snd,optic_Arco,optic_Arco_AK_arid_F,optic_Arco_AK_blk_F,optic_Arco_AK_lush_F,optic_Arco_arid_F,optic_Arco_blk_F,optic_Aro_ghex_F,optic_Arco_hex_lxWS,optic_Arco_lush_F,optic_DMS,optic_DMS_ghex_F,optic_DMS_snake_lxWS,optic_DMS_weathered_F,optic_DMS_weathered_Kir_F,optic_ERCO_blk_F,optic_ERCO_khk_F,optic_ERCO_snd_F,optic_hamr,optic_Hamr_arid_lxWS,optic_Hamr_khk_F,optic_Hamr_lush_lxWS,optic_Hamr_sand_lxWS,optic_Hamr_snake_lxWS,optic_Holosight,optic_Holosight_arid_F,optic_Holosight_blk_F,optic_Holosight_khk_F,optic_Holosight_lush_F,optic_Holosight_smg,optic_Holosight_smg_blk_F,optic_Holosight_smg_khk_F,optic_Holosight_smg_snake_lxWS,optic_Holosight_snake_lxWS,optic_KHS_blk,optic_KHS_hex,optic_KHS_old,optic_KHS_tan,optic_LRPS,optic_LRPS_ghex_F,optic_LRPS_tna_F,optic_MRCO,optic_Nightstalker,optic_NVS,optic_r1_high_arid_lxWS,optic_r1_high_black_sand_lxWS,optic_r1_high_khaki_lxWS,optic_r1_high_lush_lxWS,optic_r1_high_lxWS,optic_r1_high_sand_lxWS,optic_r1_high_snake_lxWS,optic_r1_low_arid_lxWS,optic_r1_low_khaki_lxWS,optic_r1_low_lush_lxWS,optic_r1_low_lxWS,optic_r1_low_sand_lxWS,optic_r1_low_snake_lxWS,optic_SOS,optic_SOS_khk_F,optic_tws,optic_tws_mg}
  11. CfgWeapons >> arifle_Velko_lxWS >> WeaponSlotsInfo >> MuzzleSlot_556 >> compatibleItems >> {muzzle_snds_M,muzzle_snds_m_khk_F,muzzle_snds_m_snd_F,suppressor_l_arid_lxWS,suppressor_l_khaki_lxWS,suppressor_l_lush_lxWS,suppressor_l_lxWS,suppressor_l_sand_lxWS,suppressor_l_snake_lxWS}
  12. CfgWeapons >> arifle_Velko_lxWS >> WeaponSlotsInfo >> PointerSlot_Rail >> compatibleItems >> {acc_flashlight,acc_pointer_IR,acc_pointer_IR_arid_lxWS,acc_pointer_IR_lush_lxWS,acc_pointer_IR_sand_lxWS,acc_pointer_IR_snake_lxWS,saber_light_arid_lxWS,saber_light_IR_arid_lxWS,saber_light_IR_khaki_lxWS,saber_light_IR_lush_lxWS,saber_light_IR_lxWS,saber_light_IR_sand_lxWS,saber_light_IR_snake_lxWS,saber_light_khaki_lxWS,saber_light_lush_lxWS,saber_light_lxWS,saber_light_sand_lxWS,saber_light_snake_lxWS}
  13. CfgWeapons >> arifle_Velko_lxWS >> hasBipod
  14. 14.0 14.1 CfgWeapons >> arifle_VelkoR5_lxWS >> Single >> dispersion
  15. 15.0 15.1 CfgWeapons >> arifle_VelkoR5_lxWS >> FullAuto >> dispersion
  16. 16.0 16.1 CfgWeapons >> arifle_VelkoR5_lxWS >> WeaponSlotsInfo >> mass
  17. CfgWeapons >> arifle_VelkoR5_lxWS >> recoil
  18. 18.0 18.1 CfgWeapons >> arifle_VelkoR5_lxWS >> inertia
  19. CfgWeapons >> arifle_VelkoR5_lxWS >> dexterity
  20. 20.0 20.1 20.2 20.3 CfgWeapons >> arifle_VelkoR5_lxWS >> initSpeed
  21. CfgWeapons >> arifle_VelkoR5_GL_lxWS >> Single >> dispersion
  22. CfgWeapons >> arifle_VelkoR5_GL_lxWS >> FullAuto >> dispersion
  23. 23.0 23.1 CfgWeapons >> arifle_VelkoR5_GL_lxWS >> WeaponSlotsInfo >> mass
  24. CfgWeapons >> arifle_VelkoR5_GL_lxWS >> recoil
  25. CfgWeapons >> arifle_VelkoR5_GL_lxWS >> GL203_lxWS >> recoil
  26. CfgWeapons >> arifle_VelkoR5_GL_lxWS >> inertia
  27. CfgWeapons >> arifle_VelkoR5_GL_lxWS >> dexterity
  28. CfgWeapons >> arifle_VelkoR5_GL_lxWS >> GL203_lxWS >> magazines[] >> {"1Rnd_HE_Grenade_shell","UGL_FlareWhite_F","UGL_FlareGreen_F","UGL_FlareRed_F","UGL_FlareYellow_F","UGL_FlareCIR_F","1Rnd_Smoke_Grenade_shell","1Rnd_SmokeRed_Grenade_shell","1Rnd_SmokeGreen_Grenade_shell","1Rnd_SmokeYellow_Grenade_shell","1Rnd_SmokePurple_Grenade_shell","1Rnd_SmokeBlue_Grenade_shell","1Rnd_SmokeOrange_Grenade_shell"}
  29. CfgWeapons >> arifle_VelkoR5_GL_lxWS >> GL203_lxWS >> magazineWell[] >> {"UGL_40x36"}
  30. CfgWeapons >> arifle_Velko_lxWS >> discreteDistance[] >> {100,200,300,400,500,600}
  31. CfgWeapons >> arifle_Velko_lxWS >> discreteDistanceInitIndex >> "1"
  32. CfgWeapons >> arifle_Velko_lxWS >> maxZeroing
  33. CfgWeapons >> arifle_VelkoR5_lxWS >> discreteDistance[] >> {100,200,300,400,500,600}
  34. CfgWeapons >> arifle_VelkoR5_lxWS >> discreteDistanceInitIndex >> "1"
  35. CfgWeapons >> arifle_VelkoR5_lxWS >> maxZeroing
  36. CfgWeapons >> arifle_VelkoR5_GL_lxWS >> discreteDistance[] >> {100,200,300,400,500,600}
  37. CfgWeapons >> arifle_VelkoR5_GL_lxWS >> discreteDistanceInitIndex >> "1"
  38. CfgWeapons >> arifle_VelkoR5_GL_lxWS >> maxZeroing
  39. CfgWeapons >> arifle_VelkoR5_GL_lxWS >> GL203_lxWS >> discreteDistance[] >> {50,75,100,150,200,250,300,350,400}
  40. CfgWeapons >> arifle_VelkoR5_GL_lxWS >> GL203_lxWS >> discreteDistanceInitIndex >> "1"
  41. CfgWeapons >> arifle_Velko_lxWS >> magazineWell[] >> {"556x45_Velko"}
  42. CfgWeapons >> arifle_VelkoR5_lxWS >> magazineWell[] >> {"556x45_Velko"}
  43. CfgWeapons >> arifle_VelkoR5_GL_lxWS >> magazineWell[] >> {"556x45_Velko"}

Formulae

  1. 60 / reloadTime = 60 / 0.1
  2. 60 / reloadTime = 60 / 0.08
  3. Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 920 * 0.869565 * 15 / 1000
  4. Velko R4's initSpeed * Ammo's caliber * 15 / 1000 = 980 * 0.869565 * 15 / 1000
  5. Velko R5's initSpeed * Ammo's caliber * 15 / 1000 = 920 * 0.869565 * 15 / 1000
  6. Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 920 * 0.869565 * 15 / 1000
  7. Velko R4's initSpeed * Ammo's caliber * 15 / 1000 = 980 * 0.869565 * 15 / 1000
  8. Velko R5's initSpeed * Ammo's caliber * 15 / 1000 = 920 * 0.869565 * 15 / 1000
  9. Magazine's initSpeed * Ammo's caliber * 15 / 1000 = 920 * 0.869565 * 15 / 1000
  10. Velko R4's initSpeed * Ammo's caliber * 15 / 1000 = 980 * 0.869565 * 15 / 1000
  11. Velko R5's initSpeed * Ammo's caliber * 15 / 1000 = 920 * 0.869565 * 15 / 1000

Notes[]

  1. Under normal circumstances, this zeroing limit cannot be breached in regular gameplay. However, it is possible to glitch the zeroing by attaching the scope (e.g. Nightstalker) onto another weapon first, adjusting its zeroing to its maximum, removing the optic, and finally, reattaching it onto the Velko R5. Even so, it will only be possible to lower the setting and not raise it once the optic has been reattached.
  2. The same caveats concerning the breaching of the Velko R5's zeroing limits apply to the Velko R5 GL.
  3. 3.0 3.1 3.2 This muzzle velocity value is overridden by the Velko R4's initSpeed value (the weapon's initSpeed is not a multiplier). However, there is no difference in the case of the Velko R5 as the magazine and weapon's initSpeed values are identical (920 m/s).
  4. 4.0 4.1 4.2 Damage will be reduced if the projectile's velocity drops below this value.

References[]

  1. McCollum, I 2018, South African Galils: The R4, R5, R6, and LM Series, 25 July, viewed 2 March 2024, <https://www.youtube.com/watch?v=bMkiTnNA1NI>.
  2. 2.0 2.1 Nillers et al. 2021, Western Sahara - Changelog, Bohemia Interactive Forums, viewed 4 February 2023, <https://forums.bohemia.net/forums/topic/236830-western-sahara-changelog/?tab=comments#comment-3466561>.
  3. Rotators Collective 2023, OPREP - WESTERN SAHARA UPDATE 1.1, Arma 3, viewed 23 November 2023, <https://dev.arma3.com/post/oprep-western-sahara-update-11>.
  4. Nillers et al. 2021, Western Sahara - Changelog, Bohemia Interactive Forums, viewed 4 February 2023, <https://forums.bohemia.net/forums/topic/236830-western-sahara-changelog/?do=findComment&comment=3466860>.
  5. Nillers et al. 2024, Western Sahara - Changelog, Bohemia Interactive Forums, viewed 16 June 2024, <https://forums.bohemia.net/forums/topic/236830-western-sahara-changelog/?do=findComment&comment=3529977>.
  6. POLPOX 2022, Western Sahara classNames, Bohemia Interactive Community Wiki, viewed 4 February 2023, <https://community.bistudio.com/wiki/Western_Sahara_classNames>.

External links[]

See also[]

Weapons of comparable role and configuration[]

Weapons of Western Sahara
Shotguns AA40
Carbines Velko R5 5.56 mm (R5 GL)
Assault rifles Galat ARM 7.62 mmSLR 7.62 mm (GL, Para) • Velko R4 5.56 mmXMS 5.56 mm (SG, GL)
Squad automatic weapons XMS SW 5.56 mm
Machineguns SA-77 7.62 mm (Compact)
Grenade launchers GLX
Static ZU-23-2
(Parenthesis) denote variants.
CTRG - Armoury (Western Sahara)
Handguns P07 9 mm
Shotguns AA40
Carbines Velko R5 5.56 mm (GL)
Assault rifles SLR Para 7.62 mm
Designated marksman rifles Mk18 ABR 7.62 mm
Sniper rifles GM6 Lynx 12.7 mm
Machineguns SA-77 Compact 7.62 mm
Grenade launchers GLX
Launchers MAAWS Mk4 Mod 1
(Parenthesis) denote variants.
Tanks DLC
UNA - Armoury (Western Sahara)
Handguns ACP-C2 .45
Submachine guns Vermin .45
Carbines Velko R5 5.56 mm (R5 GL)
Assault rifles Velko R4 5.56 mm
Squad automatic weapons Mk200 6.5 mm
Machineguns SA-77 Compact 7.62 mm
CSAT - Armoury (Western Sahara)
Handguns Rook-40 9 mmZubr .45
Assault rifles SLR 7.62 mm (GL) • Velko R4 5.56 mm
Squad automatic weapons Zafir 7.62 mm
Machineguns SA-77 7.62 mm
Launchers RPG-42
(Parenthesis) denote variants.
Sefrawi Freedom and Independence Army - Armoury (Western Sahara)
Handguns ACP-C2 .45P07 9 mm
Submachine guns PDW2000 9 mmSting 9 mm
Carbines Velko R5 5.56 mm
Assault rifles Galat ARM 7.62 mmSLR 7.62 mm
Machineguns SA-77 7.62 mm
Launchers RPG-42Titan MPRL
Static M2Mk6 MortarZU-23-2