Engineering

VEHICLES

VEHICLES INFO 

You can determine the status of a vehicle by simply looking at it from the outside: dirt, bullet marks and holes, destroyed tires are all signs of damage. Though if you want the complete status of a vehicle you will have to board it. In this case a window will appear on your hud displaying the status of your vehicle’s main parts. The horizontal white bar indicates the fuel level. 

All parts/components are displayed in a color, white means good/perfect conditions, yellow and orange damage and red heavy damage/broken parts. Vehicles may lose some functionalities depending on what part is damaged. 

Ground vehicles present indicators for:

A high damage level for wheels/tracks or engine can cause inability to move. Damage to the weapons or turret can cause their malfunction or interoperability.


Helicopters have indicators for:

Damage to instruments can compromise lock on capability, damage to rotors can affect maneuvering.

Vehicle Repair

An engineer can, by default, only repair 40% of the damage to a vehicle. If the engineer is carrying a toolkit this can be boosted to 60%. In order to fully repair a vehicle a repair vehicle/facility and repair specialist are required. 

Repair Facilities and Vehicles

Vehicles and objects can be assigned to be repaired vehicles and facilities, respectively, by the mission maker. A repair facility or vehicle will allow an engineer to fully repair a vehicle (as long as the engineer is also designated as a “repair specialist”) as opposed to the partial repairs that are completed without the vehicle/facility.

Changing a Tire

all wheeled vehicles should carry at least two spare tires by default. (if your doesn't add the tires)

Unloading the Tires

Find the vehicle's interaction icon, go to “cargo”. A new UI will appear. Choose one of the Tire and click “Unload”. The tirewill spawn as an object somewhere around the vehicle.

Move the tire

Use the interaction key on the tire to access the “Carry” option under the wheels interaction icon. Move the tire close to the damaged wheel and drop it by left-clicking. Use care when moving the tire as Arma Physics means that touching a player with the tire can injure or even kill them. 

Repair the Wheel

Look for the “Change Wheel” icon on the damaged wheel and select it. 

Repairing a Track

Fixing a track works almost identical to replacing a wheel. You unload the track like you would a wheel, pick up the track segment and move it to the broken track. You then repair it by using the interaction key just as you would with a wheel.

VEHICLE REFUEL

This adds the option to refuel vehicles. The basic concept of refueling a vehicle is similar to reality. You need to interact with the fuel source (i.e. fuel truck, gas pump, …), the fuel nozzle and the vehicle you want to refuel.

Start refueling vehicles

Refueling takes some time which depends on its fuel tank size, the vehicle type and the module settings.

Returning the nozzle

Checking the remaining fuel

Checking the fuel counter


Rearm

Rearming a vehicle with setting Entire vehicle

Rearming a vehicle with setting Entire Magazine

If a weapon carries multiple magazines of the same type, you have to repeat the procedure for every (partially) spent magazine.

Vehicle Lock

Vehicles have the ability to lock and unlock vehicles and their inventory using a key, as well as picking locks of locked vehicles. 

Locking, unlocking and picking vehicle locks is possible via the ACE Interact menu.

Explosives

Explosive charges

Explosive charges are used to blow up material and objects

Explosive charge (M112 Demolition Block)

The M112 Demolition Block is primarily used to destroy stationary targets (boxes / vehicles / etc.). The combat pioneer can also blow up entrances (walls / fences) or buildings with the M112 Demolition Block.

Concentrated charge 

(M183 Demolition Charge Assembly)

The M183 Demolition Charge Assembly (sometimes also called a backpack load) is primarily used to destroy large or heavily armored, stationary targets (buildings / tanks / etc.) The combat pioneer can also blow-up large entrances (walls / fences) with the M183 Demolition Charge Assembly. 

Breaching Charge.

Is a charge that sticks to surfaces, demolishes walls, and open doors, with minimal collateral damage, can also be used to denote other explosives.

Breaching Charge requires the Mod Breaching Charge

Mines

A land mine is an explosive device that is designed to destroy or damage equipment or personnel. Equipment targets include ground vehicles, boats, and aircraft. A mine is detonated by the action of its target, the passage of time, or controlled means. There are two types of land-based mines—AT and AP. Mines generally consist of the following parts 


Components And Initiating Actions

A firing mechanism prevents the mine from exploding until it makes contact

with, or is influenced by, its target. Once a mine has been armed, the firing

mechanism may be actuated by the following methods:



M15 AT mine

The M15 AT mine is used against all types of vehicles. It can also be used to block runways

VS-50 AP mine

The VS-50 AP mine is simple anti-personnel mine and is primarily used against infantry. Extreme caution is required when disarming. It is best to approach lying and slowly.

M26 AP Jump Mine - "Bouncing Betty"

The M26 AP jump mine - related to the " Bouncing Betty" from World War II - jumps ~ 1m into the air after deployment and distributes a fatal hail of fragments against triggering and surrounding infantry.

M4A1 SLAM

The M4A1 SLAM is used as a directed mine against infantry and lightly armored targets. Attention: M4A1 SLAM explodes when trying to disarm! Clear only by shelling or blasting! Shoot at the back of the mine if possible.

PMR-3 AP tripwire mine

The PMR-3 AP trip wire mine is used to block narrow infantry routes or within urban structures, such as building entrances. This mine is triggered by touching or overflowing the trip wire. The explosive force is comparable to a frag grenade.

M18A1 Claymore

Introduced just before the Vietnam War, the M18A1 Claymore is a directional projectile mine. Triggered by remote ignition, the M18A1 mine unleashes a directed hail of steel balls.

IEDs

IEDs (Improvised Explosive Devices - improvised booby traps) or unconventional booby traps and fire traps are often used by irregular forces to attack untargeted or targeted (monitored) troops. They are often disguised as everyday objects and hidden or partially buried at the explosion site.

Burying small (Dug in small)

Buried large (Dug in big)

Small city (Urban small)

City close (Urban Big) 

Detonators

A detonator on an explosive charge makes it sharp. Depending on the detonators, the explosion is triggered in a different way.

Pressure plate 

The classic printing plate. Mines and IEDs can be armed with it. Depending on the type of mine, the pressure plate is triggered by different loads and detonates the explosive device.

Time fuse 

A time fuse can be attached to different explosives. This can be set once and cannot be changed afterwards! The time period is infinitely adjustable from 1 second to 15 minutes.

M57 igniter 

The M57 igniter is a wireless remote detonator for many types of explosives. The range of the detonator is <250m.

M152 RAMS Ignition Device 

The M152 igniter is a wireless remote detonator for many types of explosives. The range of the detonator is <5000m.

Deadman switch

Combined with various explosives, a dead man's switch detonates them when the carrier passes out or dies. 

Mobile phone (Cell Phone) 

The mobile phone can be connected to various explosives. A 4-digit phone number is displayed when connecting. If you call this number, the charge will explode ~ 5sec after the dialing process. Can only be used with IEDs.

Tripwire (Tripwire)

Triggers as soon as it is touched / overrun.

IR sensor

The IR sensor is a special fuse of the SLAM mine. This triggers as soon as it is physically covered.

Placing Explosives

Arming and Detonating explosives

Defusing Explosives


Tip: To increase the success rate when defusing, 

make sure you crawl up to the IED.

Engineer Operations

Mine operations

Mine-Warfare Concepts

Mines are explosive devices that are emplaced to kill, destroy, or incapacitate personnel and/or equipment. They can be employed in quantity within a specified area to form a minefield, or they can be used individually to reinforce nonexplosive obstacles. They can also be emplaced individually or in groups to demoralize an enemy force. 

A minefield is an area of ground that contains mines or an area of ground that is perceived to contain mines (a phony minefield). Minefields may contain any type, mix, or number of AT and/or AP mines. Minefields are used to—


Types Of Minefields

There are four general types of minefields

Countermine Operations

Countermine operations are undertaken to breach or clear a minefield. All the tasks fall under breaching or clearing operations and include detecting, reporting, reducing, proofing, and marking.


Reduction

Reduction is the act or actions taken against an obstacle that diminishes its original effect. For example, creating a lane in a minefield would yield a reduction of the minefield obstacle.


Breaching

Breaching is the removal of mines while under fire. 


Area Clearance

Area clearance is the total elimination or neutralization of an obstacle or portions of an obstacle. Clearing operations are not conducted under fire. 


Route Clearance

Route clearance is the removal of mines along preexisting roads and trails.


Mine Neutralization

Mine neutralization occurs when a mine is rendered incapable of firing on passage of a target. The mine may still be dangerous to handle.


Proofing

Proofing is done by passing a mine roller or other mine-resistant vehicle through a lane as the lead vehicle. It verifies that a lane is free of mines.


Demining

Demining is the complete removal of all mines with in an AO

Detecting

Detection may be accomplished through reconnaissance, or it may be unintentional (such as a vehicle running into a mine). Mine detection is used in conjunction with intelligence-gathering operations, minefield bypass reconnaissance, and breaching and clearing operations. There are four types of detection methods—visual, physical (probing), electronic, and mechanical.

Visual

Mine detector 

The new mine detector detects all types of explosives. Contrary to expectations, the mine detector does not discover metal, only explosives. The VMH3 is selected like a weapon via the mouse wheel menu. The metal detector must be activated via the self-interaction menu. The detector deactivates when you change weapons, get into a vehicle or use a stationary weapon. The reconnaissance range of the VMH3 is exactly 2 m and a 90 ° angle in front of the combat pioneer. The detector emits a beep. The closer you are to the explosives, the higher the tone frequency.  The display is slightly delayed. 

Mine clearing drone ED-1D "Eddie"

The Unmanned Ground Vehicle (UGV) ED-1D is particularly suitable for the detection and clearing of explosives in urban areas. The built-in detector makes clearing up extremely easy and with the shotgun on the head of the UGV, most explosives can be detonated with just a few shots - and all from a safe distance. The range of the detector is 50m in a 360 ° radius. A UAV terminal of the relevant fraction is required for operation.

The drone has four cameras: driver's view (between the chains in front), weapon view 1 and weapon view 2 (zoom) and a rear-view camera. The armament of the UGV can be switched between pellets (shot) and slug as well as a laser marker. For most explosives, shot is the means of choice to clear it by shelling, the exception is the AT 15 anti-tank mine, which can be detonated with slugs. Like other drones, the "Eddie" can be packed together and transported as a backpack.

Control of the UGV:


Mine clearance drone (civil)

This unmanned aerial vehicle - UAV can drop a clearing charge, which detonates explosive devices within a radius of 25m when it hits the ground. The built-in detector detects explosives within a 360 ° radius up to 50m away. The drone carries four charges which, when falling, emit a clearly audible hiss and colored smoke. The drone can be carried in a backpack.


Control of the UAV:

analogous to helicopters

Explosive Breaching

Explosive breaching can be the fastest method, though it is also the most dangerous, to both the breachers and the room occupants. Breaching can be performed with a breaching charge placed on the door.


Warnings:

IED Operation

Identifying IEDs

IEDs can be disguised to look like any object and to function through a multitude of actions. An IED is only limited by the bomber’s imagination and capabilities. IEDs are unpredictable and extremely hazardous to all, including the bomber. Be aware of dual IEDs. 

Reaction To IED Blast

Tips to Defeating IED Threats

75 meters (m) to 100 m or greater makes it more difficult to target the convoy correctly (this separation results in late or early detonation and the likelihood that the enemy will not get away).

The enemy is looking for an easy mark; he wants to get away. Show him that you are not an easy target.

If you don't like what you see, trust your instincts and stop, turn around, and go another way. Report observation through the chain of command. Let the experts check it out.

We know the enemy is watching us and attempting to determine our patterns. Make every attempt to vary this pattern; never take the same route twice in two days. The enemy placed the IED there for a reason, and he is targeting you!

Pay attention to where you are going. Determine who has what security responsibilities before you move. Face out during movement and constantly observe your assigned sector; look for any triggerman, sniper, and possible ambush locations. The enemy initiates many ambushes with an RPG shot from the rear.

The enemy is drawing his supply of explosives from somewhere. Leave the reduction of a site to EOD. Mark and report.

The enemy may not detonate the IED if he believes that he will be caught. It is very difficult to successfully

8-Line IED Report

Before you make the report mark the ied on the map 


Line 1:  Date-time group (DTG) item was discovered.

Line 2:   Reporting activity: unit ID and location grid.

Line 3:   Contact method (Radio frequencies, call sign, point of contact, and telephone number).

Line 4:   Type of ordnance, if known (provide as much detail as possible about shape, color, condition, and threat and include initiation system (RC, wire, command).

Line 5:   NBC Contamination 

Line 6:   Are resources threatened (facilities, equipment, or Assets)?

Line 7:   Impact on mission (Does it interfere with current operation?).

Line 8:   Protective measures (What you have done to protect personnel and equipment?).

Line 9:   Recommended priority

The 5 C’s


Step 1. Clear: Leave the immediate area; detonation may be imminent; secondary devices may be present.

Step 2. Cordon: Establish a perimeter (300 m small device/1000 m up to van-size/2000 m water truck or semi)

Step 3. Control: Maintain visual, (binoculars/scopes) observation to ensure no one tampers with the device; maintain security.

Step 4. Call EOD: Immediately contact your supporting EOD to respond (8-line IED/UXO Spot Report)

Step 5. Check: All personnel stationed on the cordon should check their immediate area for secondary devices. Report any suspicious items to the situation commander; if necessary, mark the position and re-establish the cordon to a safe place.


PRE-CONTROLLED BLAST RADIO PROCEDURES 

Radio Procedure Prior to a controlled detonation 

Warning gives 60 seconds before blast

[call sign] [how many detonations] [what's going boom] [location] 


Example: Smoke 1-2e, One Times C-4 Charge on UXO, North end of road, 


Final Countdown before blast



Keep in mind that the radio that you must us must be heard by everybody in the proximity. Make sure that you are on a radio frequency the most important personnel in the area are going to hear you while you call this procedure. Such as Team Leaders and all elements if you are in a convoy. 


Depending on the size of explosive being used as well as the expected explosion to come out of exploding an IED or UXO the correct considerations must be made. These considerations should include the following: 

Tools

Entrenching Tool

Used to dig a trench, small for a single person, big for more than one person. The trench is able to block bullets, shrapnel and small explosions

Trenching


Wire Cutter

The wire cutter allows cutting of fences in Arma 3 and All Arma maps.


Using the wire cutter


Concertina Wire

A concertina wire is a type of barbed wire formed in large coils that can be expanded to form obstacles, in ACE3 any vehicle making contact with it gets its tires destroyed.

Deploying the concertina wire

Sandbags

Stackable sandbags able to block bullets, shrapnel and small explosions. Note that those sandbags are affected by physics, a rocket will send them flying.

Placing the sandbags

GLOSSARY 

UXO – Unexploded Ordnance 

IED – Improvised Explosive Device 

EOD – Explosive Ordnance Disposal