ACE Features

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General ACE Features

AI Improvements

Air FCS

Currently available for AH1 Cobra and AH64 Apache (v1.04). Future integration for Russian counterparts

Differences vs vanilla system:

  • When you are in gunner position in one of the specified rotary aircraft specified above, you will no longer be able to control your weapons selection with the “F” key.
  • Instead, use your action menu to select your weapons. Select “Overlay On” to activate the MFD overlay.
  • Select “Laser On” to activate your targeting laser. When in the AGM-114 mode, you will be able to select what targeting mode the missile uses.
  • Target lock via "next target" bind key doesn't work anymore

Usage:

  • Select weapon you want to fire via action menu (M197 Main Cannon, AGM-114 Hellfire, AGM-220 TOW)
  • Select weapon mode for AGM-114 Hellfire (if this weapon has been selected). The available modes are LOBL(default) LOAL-DIR, LOAL-LOW, LOAL-HI
  • Select overlay on (action menu) - more information will be given on top of your display
  • Select laser on (action menu) - mandatory for firing AGM-114 missiles in all the modes available
  • In case you have selected AGM-220 TOW missiles, all you'll need to do is guide the missile on target via crosshair just like you can in BMPs/Bradleys.

Notes:

  • For certain weapon modes (AGM-114 HF), such as LOAL-LOW/HI certain range and angle to target needs to be met for target impact.
  • All weapon selection will be available no matter what kind of loadout the chopper has.
  • FFAR rocket control has been moved to pilot seat. All other weapons cannot be used by anyone but the gunner.
  • Getting an AI gunner to switch weapon can be done via SPACE+F (default) key combination.
  • AGM-114 can lock on ground laser markers, or other aircraft markers, but the on board laser will take priority if it is on

Auto Rotation

Improved auto rotation over vanilla system for all rotary aircraft.

In the case of engine failure, cutting down power, bringing down speed while aligning your chopper to a 5 degrees nose up, will allow you to successfully make an emergency landing. Air Flow speed will be shown on the screen if the system notice a problem with the engine (failure, etc)

Back Blast

Most of the AT weapons available creates a large "back blast" area behind the weapon on fire, which can cause severe burning and overpressure injuries to friendly personnel in the vicinity.

Whenever you are preparing to fire an AT shot, ensure that the backblast area of your AT weapon is clear. This typically is a 60° cone extending from the rear of the AT weapon for 30-60 meters behind the weapon.

C.Q.B. Sights

ACE Keys2.jpg

Certain optics have a CQB sight on top to give the soldier the ability to quickly target enemies at close range. ACE has this modeled in per Real Life specs

The default key combination for bringing up the CQB sight is SHIFT + F (key combination is configurable).

Crew Damage

Being in a vehicle does NOT protect you anymore from everything going around you.

You will not only suffer from bullets being shot directly at you, but also from explosive devices detonating under or next to the vehicle you are in, e.g roadside bombs or direct fire with grenades or shells.

This also includes shellshock effects for tank crews and armored vehicles.

This will allow killing/injuring crew members of certain low protected vehicles without needing to destroy the vehicle

Crew Protection

This feature simulates the protective gear of crewman and pilots (SoldierXCrew, SoldierXPilot).

The corresponding class can stand the following effects better:

  • Concussion caused by AT launcher fired
  • Concussion caused by Anti Tank Missile systems fired
  • Concussion caused by Tanks firing

This just means the effect is not that much experienced as a normal soldier would experience it. In other words the effects are weakened.

It doesn't protect you against all other effects like, backblast, overpressure or kicked off debris.

Usage

You can query if a unit has protective gear with this line of code: _protectiveGear=(configFile>>"CfgVehicles">>typeOf _unit>>"ACE_CrewProtection");

Returns 1 (protected) or 0 (not protected).

Crew Served Weapons

Destruction Effects

Digital Compass

Disposable Weapon System

Dogtags

Eject System

Engine Start

Environment FX

Explosion Effects

Fast Switching

Fixed-Wing Reverse

Flashbangs

Grenade Simulation

Grenade Throw Modes

HuntIR

IRStrobes

Jump

LVOSS

Magazines System

Map (Inventory Object)

Missiles

NVG

Overheating

Overpressure

Parachutes

Penetration

Radio Silence (?)

Range Finder

Recoil Dust

Rocket Ballistics

Round Count

Rucksack System

Sandbags

Sights Adjustment

Smoke Grenades

Stamina

Steady Aim

Suppression

Tailrotor

Tracking

Voices Russian

Weapon Jamming

Weapon Resting

Weapon Bipods

Wind Effect on Helicopters

Wounding System

Client Side ACE Features

3rd Person View

BIS Class Hiding

BIS Sounds Override

Cartridges

Keys

OFPEC ILS

Radio Commands

Russian Voices

Sight Adjustment Method

Tracers SP

Tracking

Server Side ACE Features

Check PBOs

Check All ACE PBOs

Checklist

Exclude PBOs