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The Basics: An Integrated Guide


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TrainDoctor

WELCOME TO FK

This guide will be covering a bunch of different topics for those who are new to FK and possibly new to Arma itself.

This guide integrates materials from numerous other guides but will drop and adapt some other items from those guides.

(If you are participating in one of my own or @ThePointForward's training events, all sections are mandatory reading unless they are marked with a * .)

Credits to: @ThePointForward@NeilZar, @Rorkiy, @Guest, @Gditz, and @Kreeper for their excellent source materials. 

Topic Overviews

  1. The Rules
  2. Important Key-Binding Changes
    1. ACE Interaction Style *
    2. ACE Throwing
    3. ACE Medical Menu
    4. Ranging/TFAR Binding Overlap Fix
  3. Joining Your First Main Mission
    1. TFAR Setup
    2. Server Info
  4. Slotting
    1. Procedures
    2. Attaching
  5. Off-hours
  6. Spawn Conduct
    1. Expectations
  7. The ACE Arsenal
    1. Insignias to Facewear
    2. Rifles to Backpacks
    3. Saving Loadouts
  8. ACE Interactions
    1. "Normal" Interactions
    2. Self-Interaction
    3. Interaction Examples *
  9. ACE Medical
    1. The ACE Medical Menu and Basic First Aid
  10. Short and Long Range Radios
    1. Keybindings
    2. Use-Cases
    3. Conduct
  11. BLUFOR vs REDFOR
    1. Assets
    2. Firearms
  12. AT and AA Intro
    1. Launchers
      1. HAT & AA
      2. MAT
      3. LAT
    2. Backblast
    3. AT/AA Rules
    4. AT vs AA
  13. Conclusion

Section 1 - The Rules

These are the most important rules to know. The full rule-set is required reading for training sessions, it is linked at the end of this list.

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  • Main Missions begin at 7 PM (UK Time)
  • First two missions are Main missions
    • 1st and 2nd Main respectively.
  • In any role, follow the orders of your superiors.
    • Unless this order results in you breaking a rule, this is the only exception.
  • Do not fire your weapon or throw "throwable items" in the spawn area during and after briefing
    • Throwable items are not just grenades but also include flares, chemlights, etc.
    • The discharge of firearms can only be relaxed by Zeus.
  • Placeable objects are not allowed in or around the spawn, unless given permission by superiors.
  • No team killing. (Intended)
    • Can only be overruled by Zeus.
  • If Zeus has designated a mission as having respawns, you are not allowed to leave mid-mission.
    • If you have an appropriate reason, thus leaving the mission at any time when absolutely necessary is permitted.
  • Side chat is for technical issues only, chit chat is not permitted.
  • Distracting and unhelpful drawings on the map (in side chat) are not allowed.
  • Your in-game name must be the same as your TS name.
  • You are not allowed to build trenches on the road.
    • If you make a trench to defend your squad in a road, you must remove it before moving on.
  • Remove all trenches when leaving an area.

(READ THE RULES IN FULL BEFORE YOU PROCEED WITH THIS GUIDE)

The full rule-set provided by NeilZar. (Required reading for Training Sessions)

Client-side mods must be whitelisted before they you can play with them on FK servers.

Make sure to reference the thread below for what mods are currently white-listed.

Section 2 - Important Key-Binding Changes (Credit to @Guest for his guide which I have adapted for this section)

Always make sure to save all of your changes accordingly and then restart you game afterwards.

This is to ensure that all of the keybind/addon setting changes you have made will actually work when you load into the training session.

(And to make sure you don't "accidentally" toss any grenades.)

ACE Interaction Style (Optional)

This is a vast QoL tweak for ACE Interactions which means you will not have to look all-over your screen in-order to selection an interaction.

On 22/01/2018 at 14:19, Guest said:

Steps:
1. Press the Escape Key

2. Click "Options" then "Addon Options

3. "Once in the menu, change the drop down to "ACE Interaction Menu" (1)

4. Check the options for "Always display cursor for self interaction" (2), "Always display cursor for interaction" (3) and "Display interaction menus as lists" (4) then press "Ok" to save the changes

When done correctly, you should be able to use your cursor in both interaction menus and the menus appear as lists.
 

ACE Throwing

This is the first of the two most important rebinds provided in this guide. This along with the ACE Medical Menu are required rebinds for training session. This will help you to physically see the arc/path your grenade will take, meaning you can get it on target more often than not. On top of that you can choose whether to "Throw" or "Toss" the grenade, toss will put the grenade much closer to you but is useful for covering you and your team-mates with smoke as the grenade will have a much more consistent path for it's final position.

Greater control and accuracy of your grenades will make you a far more effective infantryman.

On 22/01/2018 at 14:19, Guest said:

Steps:
1. Press the Escape Key
2. Click "Options" then "Controls"
3. Change the drop down option to "Weapons" (1)
4. Edit the "Throw" key and UNBIND it (Leave it empty) (2)
5.
Click "Ok" to save the change (3) 
6.
Reopen the "Controls" Menu and click "Configure Addons" (4)
7. In the "Configure Addons" menu, change the drop down option to "ACE Weapons" (1)
8. Edit the "Prepare/Change Throwable" key, Delete the existing key bind of "Shift + G" and replace it with "G" (2)
9. Click "Ok" to save the changes (3)

With this rebind, when pressing the "G" key, you will be presented with the Ace throwing system. This gives you various options such as Pressing "G" to cycle the grenade type, cooking it, throwing or tossing it etc. This multi-stage system will prevent any accidental mis-throws as well as allow you to see where your grenade will go with more accuracy.

ACE Medical Menu

This is the second of the two most important rebinds provided in this guide. Another massive QoL improvement and most consider it essential to properly treat yourself and fellow injured squad members.

Use of the medical menu will be covered in a later section and in the Basic Training sessions.

On 22/01/2018 at 14:19, Guest said:

Steps:
1. Press the Escape Key
2. Click "Options" then "Addon Options"
3. Change the drop down option to "Ace Medical" (1)
4. Scroll all the way to the bottom until you find the option "Use Medical menu" (2). Change this to "Enabled" 
5. Click "Ok" (3) to save the Change.

With this change, whenever you want to treat yourself, you can simply press the default bind of "H" to open the medical menu.
To ensure the Medical Menu default does not clash with any natural key bind you (may) need to unbind the key used for "Last Help"

Steps:
1. Press the "Escape" Key
2. Click "Options" then "Controls"
3. Change the drop down option to "Common" (1) (If it does not default to it)
4. Scroll down and find the key bind for "Last Help" and delete the key used for it (2)
5. 
Press "Ok" (3) to save the changes

With this being key unbound, you should be able to use the Medical Menu without issue. 

Section 3 - Joining your first Main Mission

TFAR Setup

Here is the overwhelming majority of what you need to know to join the FK servers. Make sure you have Task-Force Arrowhead Radio (TFAR) installed.

(Just loading the Arma mod will not install the Teamspeak plugin!!)

We are running the beta version which is found at this link. This is the only version of TFAR to install. If you haven't already installed TFAR's TeamSpeak plugin follow these instructions,

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  • Download the mod from the Steam Workshop. (Make sure to download the Modpack from the Steam Workshop.)
  • Navigate to the Arma 3 folder, (You must have "Show Hidden Files" enabled in Windows in order to see the correct folder.) and then find the TFAR Beta Folder.
    • All mods you have downloaded from the Steam Workshop will be found in a Folder titled "Workshop" inside of your Arma 3 folder.
  • Find the .ts3_plugin file in this folder and install this plugin for Teamspeak. You are now clear to properly join the Arma server and have TFAR properly setup.

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Now that you are setup with TFAR it's time to actually join the server. But there's a catch for FNG's joining main missions.

FNGs are not allowed to join the server before being pulled into ARMA start room during main missions.

Now keep this in mind before you join the Arma server. As soon as you have been dragged from the FNG Waiting Room to the Arma Start room, you are good to join the Arma server.

Here's the post which gives you the server IPs. DO NOT SAY THE PASSWORD OUT LOUD! This is because there are many people in our community who are live streaming.

Once you get the IP for the Arma server(s) below, ask someone for the password.

Now, onto slotting during main missions and off-hours.

Section 4 - Slotting

Refer to this guide below for all of the information you need to know about what each slot means for you as a player.

(Required reading for Basic Training Sessions.)

Procedures

Now, you've joined the FNG waiting room and are waiting to be dragged into the Arma Start room. Here's what you should expect unless a calendar mission is being run.

  1. Slots cannot "technically" be reserved. Slotting is intended as a first come, first serve system.
    • Main missions will be slotted following the tags procedure.
    • Calendar missions can have asset/tag roles as reserved slots.
  2. Tags procedure should be taken as follows:
    • Tagholders
      • A role will be called with that particular tagholder in mind. If the slot caller fails to state that they are calling for tagholders, if this is the first call for that slot, assume it's tagholders only.
      • This only changes in off-hours when slotting procedures is determined by Zeus, meaning the Zeus can set the level required for a certain slot.
    • Regulars+
    • FNGs
      • That's you!
  3. When attaching to a squad, you may only take on the role of a Rifleman.
    • This is very important and is not flexible during main missions. During off-hours this may be relaxed or overruled by Zeus, but you should always initially slot up as a Rifleman.

Attaching

Now I just mentioned something called attaching, but you probably don't exactly know what that means. When there are people in excess for for infantry squads compared to their available slots per squad, certain slots will be designated as attachee slots. Attachee slots, for example, can be when there are enough people to fill the Alpha through Delta squads but due to people taking asset roles and those in the platoon lead element, there are not quite enough people to fill the Echo and Foxtrot slots. In this example, any slot specified as an attachee slot is fair game expect for Medic slots or pilot slots unless those slots have been specified as clear to use for attachment. When the admin takes you through the slotting screen and through the map screen, attachees are to go to each squad evenly.

Always attach! Never slot up late into a mission or at any time after slotting has finished as you may be taking the slot of a person suffering from technical issues.

Section 5 - Spawn Conduct

Expectations

Now that you've slotted up and you've been taken through to the spawn there are a few things you need to know.

Follow all rules that apply to the spawn area for both main and off-hours missions.

After you spawn in to your tent here are a few things to keep in mind beyond the "on-paper" rules.

  • Don’t be disruptive, including shooting, throwing grenades or testing SR radio.
  • Your Squad Lead will go to the briefing. (The statue where the platoon lead element is spawned). Briefings can take long periods of time depending upon a large number of factors, patience is key.
  • If you feel like you may accidentally fire your gun in spawn, press (CTRL+ ~) or (CTRL + 1) to put your gun on safety.
    • (CTRL + #), # representing slots 1 and 2 (main fire-arm and sidearm respectively) will generally put your fire-arm into safety but certain mods do not support this keybind.
  • Test this with your gun to be sure it will work.
  • Platoon Lead will put uniform into Side channel
  • Squad Lead can enforce vests and helmets as long as they are visually appropriate. (SL's will often enforce hardcover helmets, something you should hopefully already be wearing.)

Section 6 - Off-hours

Differences from Main Missions

Off-hours is much more relaxed and generally has a lower player-count compared to main missions. Whether or not tags are enforced for roles is up to Zeus. Off-hours is a good time to practice a certain role and learn.

Don't be afraid to make mistakes,  as long as you are genuinely putting your best effort in and working for the success of not only your team-mates but the success of the mission being enjoyable to play etc.

This is also when training sessions occur for a whole variety of different topics and the like. Don't be afraid to ask questions and learn. This guide can only get you so far.

(During off-hours having to leave during a mission, unless you are in a medic or leadership role, is generally more tolerated.)

Section 7 - The ACE Arsenal

This section will cover all of the major elements of the ACE Arsenal and how it is used during Zeus missions along with some other misc info.

If you are playing a traditional Zeus mission on FK servers, you will always spawn into a tent where a box is placed in the center of the tent.

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This box is not an ammo box but is an ACE Arsenal which allows players to customize their loadouts. Use the middle mouse button to open the Arsenal.

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Once opened, if you've never used the ACE Arsenal before, you will be bombarded by quite a few different options, but don't worry. These will all be covered in this guide.

Ammunition and items are stored in your uniform, vest and backpack.

When selecting ammunition for your firearm of choice, make sure to select your vest or backpack, then select the "Magazines for currently selected weapon" button. (This looks like a single magazine on it's own compared to 3 magazines together.)

Now, onto the very last item to just before some of the most important items.

Rifles to Backpacks

Rifles

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  • Rifleman are not allowed rifles with a Underslung Grenade Launcher unless permitted by SL/2iC. (Maximum of 2 per infantry squads.)
  • No bolt actions! Bolt actions are only given to the Prophet element.
  • 7.92mm is the highest caliber ammunition you can take for any rifle as any role other than an Auto-Rifleman.
    • (SMGs can have higher caliber ammunition as they use pistol ammunition.)
    • 4x magnification limit for all members of the squad.
      • DMR is designated by Squad Lead. In Close Quarters Combat (CQC) enviroments, DMRs will generally not be designated.
      • The DMR can only be a Rifleman (no LAT!) and their optic has a maximum magnification of 12x.
  • Attachments:
    • Secondary ammo - Which ammo is loaded by default in the UGL.
    • Primary ammo - Magazine in the gun. Tracers colors are red for BLUFOR and green for REDFOR.
    • Bottom Rail Attachments - Bipods and grips. I recommend the Grip-pod when playing as BLUFOR.
    • Muzzle attachments - Suppressors, muzzle breaks, flash hiders etc.
    • Top Rail attachments - Infrared lasers, flashlights and combos of both. Combos are switched by RHS keybind, (if those attachments are part of RHS).
    • Scopes - Choose an optic that not only fits your faction and weapon but your preference. (Base-game are fine but look out of place. Faction accurate gear is desired but not required.)
      • (Taking a Russian optic while playing as the USMC is an example of gear that is not allowed. If you are BLUFOR then take BLUFOR optics, etc.)

Sidearms

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  • I personally don't take a firearm when I'm an Auto-Rifleman, Assistant Auto-Rifleman, Rifleman (LAT) or a normal Rifleman.
  • Automatic sidearms are frowned upon, but not banned.
  • Standalone Grenade Launcher can be taken but is bugged at the time of writing. Would recommend you avoid using this. Also see grenade launcher limit of 2 per squad.)
  • Attachments work the same way as for any primary.

Launchers

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  • Launchers for Anti-Tank (AT) and Anti-Air (AA) will be covered in Section 8.

Headgear

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  • Headgear should be aesthetically pleasing with the rest of the gear. (If a helmet exists which fits with the Platoon specified uniform, take it.)
  • Players can bring unarmored headgear, but AI can use grenades. (Hint hint!)

Uniform

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  • Most of the uniforms have the same if not similar carrying capacity. But, their weight can vary massively, 
  • Ensure all of your pre-built loadouts have these items:
    • 4x Packing Bandage (or 2x Packing and 2x QuikQlot)
    • 1x Epinephrine Autoinjector
    • 1x Morphine Autoinjector
    • 1x Tourniquet (CAT)
    • 1x Entrenching Tool
    • 1x Maglite
    • 1x Map Tools
    • 5x Cable Tie

Useful tools to carry (Optional, can be dropped to lower weight)

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  • Defuse Tools
  • Mine Detector
  • Toolkit (If you are in a helicopter or armored asset role, take one of these!)
  • Wirecutters (Used to remove fences obstructing a squads path.)
  • Blood, Saline and Plasma IVs - only medics can use them (Do not take these as a rifleman)
  • Personal Aid Kit and Surgical Kit - only medics can use them (Do not take these as a rifleman)
  • IR Strobe
  • SSWT Kit (Good for setting up positions as an AR + AAR teams)
  • Range Card (for DMR)

Vest

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  • Vests Differ in their carrying capacity and armour values.
  • Intended use is to carry ammunition and grenades.
  • Aim for 6-8 spare magazines for primary. (Bonus points for taking the same amount of spare mags as displayed on the vest.)
  • Go over smoke grenades:
    • White smoke is used for cover, M83 White Smoke (vanilla) provides big screen and is least buggy.
    • Coloured smoke is generally used for pinpointing positions, friendly, enemy, medical and so on.
    • Colour meanings are not set in stone, but normal usage is:
      • Green - friendly position.
      • Blue - Landing Zone (LZ).
      • Red - enemy position.
      • Purple - Combat Search and Rescue LZ.

Backpack

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  • Useful to carry one and bring something that might help squad down the line.
  • Vary in weight and carrying capacity.
  • Some backpacks are parts of weapons that have to be assembled. (Do not take these unless you are instructed to do so.)
  • Some backpacks are LR Radio - These are all provided by the TFAR mod. Rifleman are not allowed to take these from the Arsenal.
    • If your SL and 2IC are dead in the Area of operations (AO) and you need to re-establish comms with Platoon HQ, any member of the squad is authorized to pickup and use these radio backpacks. (Refer to Section 6 for more on TFAR Radios.)

Other Misc Items

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  • Voice: Always take NO VOICE.
  • Watch: Take the default watch unless you're paradropping (especially at night). This is when you should take the altimeter watch.
    • The altimeter watch will tell you how high up you are and is essential to opening your parachute at the correct height in order to not crash into the ground.
  • Compass: Just take it.
  • Communication: SR Radios, take AN/PRC-152 as BLUFOR, FADAK as REDFOR.
  • Terminal: Take GPS unless prohibited by Zeus or similar reasons.
  • Map: Take it.
  • Binoculars: Riflemen generally do not need them, but they are free to take rangefinders.
    • Laser designators are by default only given to SL's and 2ICs (2nd in Command).
      • Laser designators are used to specify targets with line-of-sight of infantry to be dealt with by assets which can use the lase codes or are able to see the laser designator's target.
  • NVGs: Various versions, people should test them in spawn when night mission starts and pick what they like.
    • (As with all other loadout items it's highly encouraged to fit the faction you are playing as.)

Saving A Loadout

Let's say you have now created the perfect loadout for X role in Y and Z aspects. Well that's a pretty awesome loadout but the moment you leave the server, your game crashes or something similar occurs (intended or not) your awesome loadout is gone, poof.

(Cue the worlds tiniest violin.)

Well, here's how you prevent that.

First, give your loadout a quick look-over in your normal inventory to make sure it has everything you need.

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Second, open the ACE Arsenal and look towards the bottom of your screen. You should see a button that says "LOADOUTS"

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Third, click on the "LOADOUTS" button and look to the right hand side of your screen. This is where you can save, and load any loadouts you have made in the past.

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Use the leftmost text field to give your loadout a name. Distinguish it with the role, camo, weapon or the like.

Finally, click "SAVE" to save the currently equipped items under the loadout name you have specified.

You can figure out what "LOAD" does.

Misc Information

In the rare case that a Scenario (aka "Scripted Mission") is being played, no arsenal will be provided and the items on your character when you are spawned is what you are given, period.

(Sections 10 through 13 will provide more info on joining FK main and off-hours missions and other important info when you are prepared to join them.)

Section 8 - ACE Interactions

"Normal" Interactions

Normal Interactions involve you interacting with other things in your environment from vehicles to some objects etc. Pressing then holding (⊞ Win) the Windows Key, will bring up this menu.

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(Note how there are no options with normal interactions if there is nothing to interact with!)

Self Interactions

Self Interactions involve you interacting with yourself and attributes related to your equipment etc. Pressing then holding (CTRL + ⊞ Win) will bring up this menu.

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Interaction Examples *

Joining A Squad

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Cable-Tying (Can be used on any civilian and surrendered enemies, requires cable-ties is the user's inventory.)

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Section 9 - ACE Medical System

(Thanks @Gditz for the fantastic video.)

The ACE Medical Menu (and Basic First Aid)

The following guide is required reading for training sessions.

Section 10 - TFAR Radios

Keybindings

  • Push-to-talk button in TeamSpeak   Direct Speech.
  • Caps Lock   To talk on a radio.
  • CTRL + Caps Lock   To talk on a long range radio.
  • CTRL + P   To open the personal radio interface (the radio must be in the inventory slot). In that case if you have a number of radios - you can select the one needed. It is also possible to set the radio as active (the one that will be used for transmission). Also it is possible to load radio settings from another radio with same encryption code. 
  • ALT + P   To open a long range radio interface (a long range radio must be put on your back, or you should be in a vehicle in a position of a driver, shooter, or pilot assistant). If a number of radios are available – you'll be offered to choose one. Besides, one of them can be set as active. Also it is possible to load radio settings from another radio with same encryption code.
  • NUM[1-8]   Rapid switching of shortwave radio channels.
  • CTRL + NUM[1-9]   Rapid switching of long range radio channels.
  • CTRL + TAB   To change the direct speech volume. You can talk: Whispering, Normal or Yelling. Does not affect the signal volume in the radio transmission. (Please keep this volume to normal unless told otherwise by a Squad leader or superior).
  • ESC   To exit from the radio interface.

Use-Cases for Short and Long Range Radios

(Credit to @Kreeper for his excellent comms guide)

Short-Range radios are used as intra-squad communication almost exclusively. Avoid attempting to communicate with other squads via short-range unless dire circumstances have arisen.

Long-Range radios are for all asset slots, Platoon HQ and for Squad Leads/2ICs only. As an SL/2IC you will use the Long-Range radio to communicate with other squads, Crossroads (Zeus) and Platoon HQ.

Platoon HQ includes the Platoon Lead, 2IC, RTO, FAC, Medic and Drone operator.

  • FAC is responsible for coordinating and instructing all Rotary (Helicopters) and Fixed Wing (Jets/Planes) assets.
  • RTO is responsible for coordinating and instructing all ground assets such as Tanks (T-72's), IFVs (Bradleys) and APCs (BTRs).
  • If you need to coordinate with any of these assets you should call in to RTO or FAC respectively. The same idea applies to calling into Platoon.
  • Crossroads (Zeus) is the mission maker, or "dungeon master" so to speak. Call into him if pinging him (CTRL+Y) has received no response in the cases of Arma screwing you over, aka "getting armaed".

Conduct

Starting a Long-Range transmission:

  1. The intended actual you are addressing, "Alpha actual ..."
  2. Who is transmitting, "... this is Charlie Actual,"
  3. Your message, "Be advised, enemy Mi-8 in the air, it appears to be dropping paratroopers close to your position from the Western approach, ..."
  4. A Qualifier "... over?"

Qualifiers

  • Over - You have finished your transmission and are expecting a response from the other party.
  • Out - You have finished your transmission, but you do not expect a response and the net is once again available.
  • Break - Is for when a transmission "convo" is over, but you wish to start another one
  • Wait - Give me x amount of time to respond, usually used in scenarios where danger is imminent to your or some other similar reason.

Keep messages short and sweet. If you need to stop mid-way through your message finish the first part of your message and then state "Break". Stop transmitting until you have finished the thought and have the necessary info to properly communicate the rest of your transmission.

When asked for your Status by platoon or whatever element is currently the lead element, use an ACE report.

  1. AMMO - This can be a general ("Low on ammo") or more it can be more specific, "Riflemen are low on, but the AR is getting low.").
  2. CASUALTIES - State your dead and if you have lost important roles such as medic, SL and or 2IC, specify this.
    1. Mention how many of your squad are stable but injured and vice versa.
  3. EQUIPMENT - If you still have or are missing your AR (Autorifle) or AT (Anti-Tank Rifleman), specify this here.

Short-Range radio as previously stated is only for important intra-squad communication. If it's not important, keep it in "direct voice".

Section 11 - BLUFOR vs REDFOR 

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As of the RHS 0.4.7 update (August 12th, 2018), Launchers and Assets have been fixed to have playable levels.

This section is heavily based upon RHS based content. At time of writing (Late June, 2018) RHS USAF (AFRF to a lesser degree), assets such as tanks, IFVs and APCs are heavily bugged.

No patch has been released yet so it is advised that Zeuses avoid these assets or avoid placing infantry who carry RPG-26s. (The RPG-26 is extremely powerful at time of writing due to a inheritance bug.)

Assets

Here are the most common assets you will encounter and or use in Zeus missions from the BLUFOR AND REDFOR factions respectively.

BLUFOR

M1 Abrams - American Main Battle Tank (MBT)

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Cougar MRAP

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M2 Bradley aka Bradley IFV

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HMMWV aka Humvee

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M113 aka Lunchbox (aka a fucking deathtrap)

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Blackhawk (UH-60M)

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Apache (AH-64D)

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Chinook (CH-47F)

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REDFOR (Not everything is BMP, BMD, BTR, etc. Get it right.)

BRDM (Boyevaya Razvedyvatelnaya Dozornaya Mashina  or "Combat Reconnaissance Patrol Vehicle")

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BTR (Bronetransportyor or "Armoured Transporter") (Specifically the BTR-80)

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BMP (Boyevaya Mashina Pekhoty or "Infantry Fighting Vehicle") (Specifically the BMP-2)

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BMD (Boyevaya Mashina Desanta or "Combat Vehicle of the Airborne") (Specifically the BMD-2)

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T-72, T-80 and T-90 (Russian MBTs)

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T-72

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T-80

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T-90

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Mi-8 (Transport helicopter, can carry and fire rocket pods.)

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Mi-24 (Gunship helicopter, can also carry small amounts of infantry)

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This guide will not include pictures of INDFOR assets, uniforms or firearms due to the extremely large variety which exists.

Firearms

Due to the extremely expansive nature of firearms available to you courtesy of NIArms, RHS, 3CB: BAF (and a few other mods) a truly comprehensive non-biased list of all sides firearms would be not worth the effort.

With this in mind I have linked Rorkiy's "Weapons and Weapon Types Index Guide" which is far more comprehensive than anything I could integrate into this guide.

Detailed information on all firearms is available in the ACE Arsenal including minute of angle, caliber, weight and more.

Take these with a pinch of salt as RHS and NiArms does not use CBA so the accuracy of those numbers can vary.

(NiArms does have compatibility with ACE compared to RHS.)

Section 12 - AT and AA Intro

Launchers

There are a few simple (most of the time) differences between HAT, MAT and LAT.

AA is classified as:

  • Any launcher with exclusive capability to lock onto airborne targets, (meaning it cannot lock onto ground targets.)

HAT is classified as:

  • Any AT Launcher with a form of Lock-On
    • (Almost all HAT launchers are reloadable with no noteable exceptions.)
    • (Semantics are not important. If the launcher does tracking independent of the user's direct input, it has tracking.)

MAT is classified as:

  • Any reloadable foot-mobile launcher.
  • No available tracking mechanics as a part of the launcher.
  • Is not a single-use/disposable launcher.

LAT is classified as:

  • Any disposable single-use* launcher.
  • Cannot be reloaded.*
  • No available tracking mechanisms in the launcher.

LAT is the default type of launcher you should take when you slot as a Rifleman. Zeus determines what kind of AT/AA can be used (if any).

Platoon HQ will determine if a squad will take MAT, HAT or AA based upon restrictions placed by Zeus.

Backblast

AT launchers push a round out their barrel at an extremely high velocity using explosives. Hopefully you already understood this.

When this occurs extremely high pressure air and shrapnel will exit the back of the launcher. This requires a step to ensure you will not injure fellow squadmates etc.

You need call backblast! The phrase, "Clear backblast!", after you've gotten permission from SL should always be shouted before you fire the AT launcher.

Wait until you have confirmation from all nearby friendly infantry, and finally be ready to fire.

Keep this in mind at all times when carrying and using a launcher of any kind.

If you want to know the exact distance and total angle of the backblast from any given launcher, refer to the ACE Arsenal where you can view such details by selecting the launcher in your "Launcher" slot. (Who would have known!)

You will then see a detailed list of statistics related to the launch in the top-left region of you screen.

AT/AA Rules

These rules determine what and who can take launchers. This also includes what types of launchers.

  • Rocket launchers are limited to Rifleman (LAT) and Rifleman.
    • This can only be relaxed by Zeus under any circumstances.
    • Anyone may pickup launchers in the AO to deal with armored targets, (unless told otherwise by Zeus, squad leader etc).
  • The following combinations of rocket launchers are allowed:
    • Up to three LAT-Launchers.*
    • Up to one AA/MAT/HAT-launcher per squad **
      • AA/MAT/HAT launchers are generally quite heavy.
      • Due to this potential weight and the importance of having a round on hand at any time, more than likely you will want spread the rockets out to the rifleman in the squad.
        • Your squad leader is the final say in this regard but don't pester him about this unless it's absolutely necessary.
        • (A maximum of 3 rounds can be carried in the squad in total with one round already loaded into the launcher, aka 3+1.)*
  • Zeus can and may change what squads take what launchers and how much they can take with the intent of improving the mission.*
  • Platoon determines which squads take what kind of launchers.**

AT vs AA (and examples)

There are many different variants of projectiles that can be used in foot mobile launchers but we will only really be covering the two most important types to you as an infantryman.

Anti-Tank (AT)

AT is classified as any launcher (or launcher round) intended to penetrate a (variable) standard of tank armor. AT and ammunition for AT launchers can be used to fire at air targets, but it is comparatively, very ineffective to Anti-Air launchers (AA).

Here are some examples of Light Anti-Tank Launchers (LAT) and Medium Anti-Tank (MAT) from Red Hammer Studios' (RHS) United States Armed Forces (USAF) and Armed Forces of the Russian Federation (AFRF) mods respectively.

  • RHS USAF
    • LAT
      • M136 AT-4
      • Quote

        04FC00A236A2B00C735BDFC6A074FA893E9360801027E6ED4D1646204BD74F7C42AA4D1F23F6EDE4

        21D91FD6A52E61A31DFF12E9563AC9248ECCADA42C865137EBB26A63169E781831CE0CF54699748F

      • Can be equipped from the Arsenal with High Penetration (HP), High Explosive Dual Purpose (HEDP) or High Explosive Anti-Tank (HEAT) variants. Must be readied by pressing the R key. (Bottom-right most image shows the fully readied launcher.)
    • MAT
      • M3 MAAWS
      • Quote

        E9FD96081CBE00B407C9B6FE79DFB80318D6884E2CF18A4416E4FCC0F64805627FB8112C7176793F

        2E69A4350A53E05A81DBC5C3C97C9BC37B87E477C0C44C34D0202324047A6E3B77CC455EB7BD75B6

      • Can be equipped from the Arsenal with a High Explosive (HE), HEDP or HEAT rounds.
  • RHS AFRF
    • LAT
      • RPG-26
      • Quote

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        2468AC2078BC6FBFF8AFC15489E71DBCAB30841459FD50F304E3D8C46C03760839B82935C8E32A32

      • By pressing CTRL + MOUSE 2 (aka Right Click), when you bring up the sight to fire the RPG, this view of the sight (shown in the bottom-right image) will be shown from a different prespective.
      • Quote

        13401DD836659757A7B1C8221FBB843982AC3940

      • Can be equipped from the Arsenal but can only carry a HEAT round.
    • MAT
      • RPG-7V2
      • Quote

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        2256E5F3B4E96744A98B1E37CD947F20627B48BF5CEB02B0728FA7EFDEF279B98D18B0B27ABB257A

      • Can be equipped from the Arsenal with HE, HEDP, Airburst, HEAT, Tandem HEAT and many other types of rounds.
      • If you want to know how to use the RPG-7V2 optics, please refer to the image below. This is a general reference image.
      • Quote

        image.thumb.png.fbf5ef99e0768e2e8cbd7fda5f3aa05d.png

Anti-Air (AA)

AA is classified as any launcher designed to target and destroy Rotary and Fixed Wing Air targets.

Here are some examples of Anti-Air Launchers available in RHS' USAF and AFRF mods respectively.

  • RHS USAF
    • FIM-92F (AKA STINGER)
    • Quote

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      425468300944A9466A045B3A6D6D9EBD27ECB9E7C1E6A7CAC6D9B5A0BEFBF8F1CECB7BEEC1E3C062

    • Can be equipped from the Arsenal.
      • (No other different types of ammunition outside of defaults for the Stinger are available.)
  • RHS AFRF
    • 9K38 IGLA
    • Quote

      1FEA912E77688A5FCF0A4F01CAD97CE9C94661D27FAF16CC71010C6F4D47541B85629AD967EC1A08                  

      960A52245EB7F33E9A5D054DE9A525E5F74433E29A656FC35CEEB831C7B4FA4E3DB06C9A2F160D54

    • Can be equipped from the Arsenal.
      • (No other different types of ammunition outside of defaults for the Igla are available.)

Be careful with AA. Pressing the "Lock On" key will reset the lock on cycle so be careful! (Check your keybindings).

The Stinger and the Igla respectively acquire any target within the line of sight of their targeting system. Always be careful not to fire on friendly assets.

AT/AA Extended

Nick Aryson has created an excellent and detailed guide to using AT and AA, far beyond what this guide can provide. Please refer to this for more advanced concepts.

Section 13 - Conclusion

Yikes, this was a long guide but I really hope that it helped you to understand as much as possible before hopping in and playing with FK or maybe it just helped you realize that you had totally missed a really helpful aspect of Arma etc.

If all you take away from this guide is how to rebind a few keys and some frustration from having to read it due to required reading from a training session, then that's fine.

To those who have scrolled all the way to the end of the guide and have decided to ignore this guide due to it's immense size, take it in parts read certain parts one day, and then some more the next day.

If this guide has helped you play with, join and play with FK or even just show you something you didn't already know.

Thanks.

Changelog

Quote

 01/07/18 - 1.0.0 - Guide Released

 02/07/18 - 1.0.2 - Added small section on how to place items in your characters inventory and revised a section on joining the server.

 08/07/18 - 1.0.3 - Added an image to help to users install the TFAR beta.

 10/07/18 - 1.0.4 - Replaced the TFAR install image with an uglier but more compact image and moved it's location. (See v. 1.0.3)

 24/07/18 - 1.1.0 - Changed how sections are arrange to be more effective for users just joining FK.

 24/07/18 - 1.1.1 - Further adjustments to the 1.1.0 patch.

 27/07/18 - 1.1.1_2 - Minor changes to layout and removed unneeded elements.

 13/08/18 - 1.1.1_5 - Removed outdated materials and adjusted formatting.

 29/08/18 - 1.1.2 - Changes to client-side mod section according to the new whitelist system.

 15/09/18 - 1.2.0 - A ton of revisions and suggested additions courtesy of @Guest (cheers mate) and a few changes of my own.

 20/02/18 - 1.2.1 - Remove missing imgur links. Replacements are WIP.

 Added:

  N/A

 Changed:

  N/A

Removed:

  Old Imgur links which no longer provide the original images. Fix soonTM.

Please leave feedback/suggestions for me!

(Note: I am avoiding major additions to this guide as it is designed to be a single thread guide and more additins may necessitate creation of an entirely new guide.)

Edited by TrainDoctor
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A good guide that connects most of our different skills and tags in a good overview and introduces new players to basic keybindings and how we play.

Approved.

Edit: Hidden until the author feels it is ready to be published.

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On 26/06/2018 at 04:39, TrainDoctor said:

Standalone Grenade Launcher can be taken but is bugged at the time of writing.

U wot m8? The sights are off beyond 250 meters, yeah... but so are almost all underbarrels.

 

On 26/06/2018 at 04:39, TrainDoctor said:

RHS USAF

  • LAT
    • M136 AT-4

This section's layout seems a bit fucky. Should also include the ILAW and the SMAW, and probably some hints as to the controls (main reason to use the ILAW btw).

 

On 26/06/2018 at 04:39, TrainDoctor said:

Ensure all of your pre-built loadouts have these items:

  • [...]
  • 1x Map Tools
  • 5x Cable Tie

Those two are situational, not standard. And before anybody comes along saying they weigh almost nothing: You'd be surprised how much these little things add up.

 

On 26/06/2018 at 04:39, TrainDoctor said:

SSWT Kit (Good for setting up positions as an AR + AAR teams)

Please don't. Just build a bloody trench.

 

Probably a few other details. Overall though, pretty fucking neato.

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TrainDoctor
1 hour ago, Blutze said:

U wot m8? The sights are off beyond 250 meters, yeah... but so are almost all underbarrels.

Viewmodel was bugged the last time I had the opportunity to use it.

1 hour ago, Blutze said:

This section's layout seems a bit fucky. Should also include the ILAW and the SMAW, and probably some hints as to the controls (main reason to use the ILAW btw).

Guide is not truly 100% complete, but these are planned. The ILAW, SMAW and the like have been left out for the sake of not including too much information.

I have added "how to operate" tips to all AT/AA that needs it as was already planned.

1 hour ago, Blutze said:

Those two are situational, not standard. And before anybody comes along saying they weigh almost nothing: You'd be surprised how much these little things add up.

1 hour ago, Blutze said:

Please don't. Just build a bloody trench.

This is designed as training materials before a Basic Training session and a general guide in one place, these items are required for this training.

Edited by TrainDoctor
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Some more.

On 26/06/2018 at 04:39, TrainDoctor said:

Top Rail attachments - Infrared lasers, flashlights and combos of both. Combos are switched by RHS keybind, (if those attachments are part of RHS).

The RHS hotkey system is fucking insane. Try to stick with CBA-based pieces, such as the british LLM. Same goes for safety btw.

 

On 26/06/2018 at 04:39, TrainDoctor said:

T-72, T-80 and T-90 (Russian MBTs)

Maybe mention what reactive armor does. Its the only relevant difference between all those variants, at least from an infantry perspective.

 

On 26/06/2018 at 04:39, TrainDoctor said:

Detailed information on all firearms is available in the ACE Arsenal including minute of angle, caliber, weight and more.

Some of that is semi-bugged (RHS assault rifles are pretty awful, but not 6 MoA awful), others only apply to advanced ballistics. Also sadly missing all the handling characteristics (reload speed, turning speed, inertia, post-movement sway burst, recoil pattern), which are in no way derived from weight or muzzle energy.

 

10 hours ago, TrainDoctor said:

This is designed as training materials before a Basic Training session and a general guide in one place, these items are required for this training.

Then you should label it as such. As it is, the reader thinks he is supposed to always bring those to a mission. And please don't bloody teach them to use the SSWT kit...

 

That'd be the majority of my feedback. Not saying I'm not gonna find more though :P

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Silberjojo

@Blutze Map Tools are actually super useful and should be brought every mission (if one knows how to use them effectively and fast).

Also instead of swearing at it, maybe you want to give the SSWT-Kit proper feedback and ensure it can do a better job in the future ;D 

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The level of geometry a dude in a rifle squad has to do, you can do with a thumb. Split 90° into half and then quarters, diagonal of a square is 1.42*edge, look for stuff on the map matching whatever landmarks you see. We're trying to win a war here, not to get rockets to the moon.

8 hours ago, Silberjojo said:

give the SSWT-Kit proper feedback and ensure it can do a better job in the future

Quote

Titanium, 60 lbs. Had it custom engineered.

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Silberjojo
7 minutes ago, Blutze said:

The level of geometry a dude in a rifle squad has to do, you can do with a thumb. Split 90° into half and then quarters, diagonal of a square is 1.42*edge, look for stuff on the map matching whatever landmarks you see. We're trying to win a war here, not to get rockets to the moon.

While you are right, the simple process of putting an accurate marker on the map using map tools, can be a lot more beneficial than just eyeing it. Maybe you got the landmarks wrong, or you switched some numbers from your rangefinder. If there is time to use both, you should.

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  • 2 weeks later...
  • 3 weeks later...

Few things you may want to fix, and some less important ones (marked with asterisks) to consider:

Ranging/TFAR Binding Overlap Fix
- *Think TFAR or CBA fixed that. Not sure.

In order to actually lock on with the Stinger or Range with certain rangefinders which use the "T" key. Without these changes, in the case of a Stinger, it will be unable to lock on to it's target.
- No. Both the Stinger and Igla lock on when you point at the target. Hitting the ‘T’ key only resets the locking sequence, which does nothing but take up more time.

7.62 mm is the highest caliber ammunition you can take for any rifle as any role other than an Auto-Rifleman.
- 7.92 now.

Scopes - My personal recommendations are any of the RHS optics.
- *Any of them? For what situations? If you want full magnification for longer ranges, the only actual 4x day scope in RHS USAF is the SU-230 - half a kilogram, no ACE zeroing, and makes you cycle between 3 or 4 views. Also, do the range markings actually fit any RHS 5.56 rifles? For magnification, you could be using the BAF LDS (4x, less than half the weight, markings fit both RHS and NIArms M4A1s, as well as ‘Jack’, with Mk262) or the base-game Burris XTR II (4x, almost same weight, ACE zeroing).

Coloured smoke is generally used for pinpointing positions and it is advisable to carry British smokes (start with “L”) as they provide smaller screen and are light.
- When it comes to red smokes, you need to think about how quickly a pilot will see it. In certain situations, for high-flying aircraft already trying to deal with staying away from AA and watching for other threats, the tiny L70 is a pain in the ass to find, especially in bright terrains. The M18 is just as light but the pilot will spot it much, much faster from the air. Of course, you have the drawback of the larger smoke screen possibly obscuring the target, but that only applies for targets that need to be hit directly, such as armor.
There are advantages and disadvantages to both in different scenarios. “Just take the L70” isn’t the answer.
I mentioned the same thing a few weeks ago to whom I believe was your source for that idea.

Watch: Take the default watch unless you're paradropping (especially at night). This is when you should take the altimeter watch.    
- *You have the vanilla speedometer and altimeter on top when dropping on our servers. I’m not saying they shouldn’t take an altimeter watch, but they’ll be fine without it if they want to lose the weight.

Ensure all of your pre-built loadouts have these items:
1x Maglite

- *Even for the day loadouts?

Laser designators are used to specify targets with line-of-sight of infantry to be dealt with by assets which can use these lase codes.
- Not necessarily with lase codes. Weapons without the lase-code system are used plenty often.

NVGs: Various versions, people should test them in spawn when night mission starts and pick what they like.
- Or they can use ones that always work? Comparative characteristics of NVDs don’t generally change with mission, unless Zeus messes with them.

Short-Range radios are used as inter-squad communication almost exclusively.
- Intra-squad. “Inter”-squad literally means between squads, the complete opposite of your intent.

Short-Range radio as previously stated is only for important inter-squad communication.
- Same as mentioned before. Intra.

As of the RHS 0.4.7 update (August 12th, 2018), Launchers and Assets have been fixed to have playable levels.
- *Nice that you’re keeping track. You may want to mention that BAF anti-tank weapons are kinda fucked in comparison though, because they still haven’t updated after Tanks DLC.

RG-33 (This is the 6x6 RG-33L variant, aka the Battle-Bus) A heavily armored Mine Resistant Ambush Protected vehicle (MRAP)
- Was removed in RHS 0.4.6.

Assets
- *Might be useful to include the Mi-28 and Ka-52. Those things are a few massive steps more dangerous to infantry than the other ones. Maybe include BLUFOR helis as well? If not for fighting, then at least for PID.

Detailed information on all firearms is available in the ACE Arsenal including minute of angle, caliber, weight and more.
- Stats shown there, especially “““““accuracy””””” and muzzle velocity are sometimes wrong. New guys shouldn’t learn to take them for granted. It isn’t very “detailed” either, plenty more factors at play for weapons than just those shown in the arsenal.

HAT is classified as:
Anti-Air (AA) follows the same procedures as HAT when carried by a squad.

- AA is not HAT. Even the rules list AA as an independent unit. When Zeus says “no HAT”, you don’t want new guys thinking this applies to AA by default. You also don’t want them to think AA is operated the same way, because it very much isn’t.

Any AT or AA launchers push a round out their barrel at an extremely high velocity using explosives.
- No. If the rocket managed to gain “extremely high velocity” by the time it reached the end of the tube, I’m fairly certain physics would make sure the guy carrying the tube lost either the launcher or parts of their body.
Rockets in the Stinger, Igla, Javelin and NLAW are ejected out of the front of the launcher at a lower velocity, and the main rocket motor only ignites once the missile is out.

Due to this weight, the rifleman carrying the launcher is given the authority to have his fellow rifleman carry launcher rounds.            
- By whom? There’s no rule about this.

Mention something about the SL being the authority. The demo guy shouldn’t be expected to carry a rocket on top of all of their equipment simply because “the rocket guy said so”.

M136 AT-4
Can be equipped from the Arsenal with High Power (HP)

- That’s “High Penetration”, not high power.

All AA launchers are lock-on (with no big, non-technical exceptions that I'm aware of at this time), which classifies them as Heavy "Anti-Tank".
- Not only is this realistically ridiculous, as mentioned before, you don’t want people thinking “no HAT” means “no AA”, and if you want to get into semantics about classification, again, the rules list them as two separate units.

[In context of the Igla and Stinger] You must hold down the targeting key to actually lock on (Check your keybindings).
- No.
Mentioned before. They lock on by themselves and hitting your lock key only resets the cycle. If you got this information from Nick’s guide, he recently fixed it. Also imagine testing things yourself before taking them for granted.

Sorry for the terrible formatting.

Edited by Guest
Made formatting at least bearable.
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On 14/09/2018 at 07:00, Guest said:

Assets
- *Might be useful to include the Mi-28 and Ka-52. Those things are a few massive steps more dangerous to infantry than the other ones. Maybe include BLUFOR helis as well? If not for fighting, then at least for PID.

I've decided to not include these due to how rarely they appear in play. Good suggestion otherwise.

On 14/09/2018 at 07:00, Guest said:

As of the RHS 0.4.7 update (August 12th, 2018), Launchers and Assets have been fixed to have playable levels.
- *Nice that you’re keeping track. You may want to mention that BAF anti-tank weapons are kinda fucked in comparison though, because they still haven’t updated after Tanks DLC.

I've heard conflicting info on that. Will be waiting until I can some solid tests myself.

On 14/09/2018 at 07:00, Guest said:

1x Maglite
- *Even for the day loadouts?

Better safe than sorry.

On 14/09/2018 at 07:00, Guest said:

Scopes - My personal recommendations are any of the RHS optics.
- *Any of them? For what situations? If you want full magnification for longer ranges, the only actual 4x day scope in RHS USAF is the SU-230 - half a kilogram, no ACE zeroing, and makes you cycle between 3 or 4 views. Also, do the range markings actually fit any RHS 5.56 rifles? For magnification, you could be using the BAF LDS (4x, less than half the weight, markings fit both RHS and NIArms M4A1s, as well as ‘Jack’, with Mk262) or the base-game Burris XTR II (4x, almost same weight, ACE zeroing).

Adjusted the wording here a little bit.

On 14/09/2018 at 07:00, Guest said:

[All the other suggestions/revisions that were suggested]

Thanks for catching this stuff. Helps a bunch :D

Edited by TrainDoctor
smily face OCD
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