User guide

During game play

Coyote / Jackal / Landrover

Head lights – toggle Low/High beam using Ctrl+L.

Reload vehicle weapons from ammunition held in cargo inventory by pressing R.

Change the default keys by going to the game menu Configure>Controls>Configure Addons>3CB>

  • Reload vehicle weapon     R
  • Switch vehicle lights     Ctrl+L

Apache

Landing lights – press Headlights On/Off (L by default) as pilot to activate a nose-wheel light

The gun camera has two modes of operation: stabilised and unstabilised:

  • The lowest level of zoom is unstabilised and will move with the motions of the vehicle as well as any control input
  • All higher levels of zoom are stabilised and will lock to the point under the crosshair. The camera still responds to control inputs.

The gun is ranged:

  • manually (TAB by default)
  • automatically by enabling the ACE laser rangefinder (through the ACE interaction menu)
  • by selecting a target (T be default)

Hellfire on the Apache can utilise either self-designation or remote-designation to laser-guide the missiles:

  • Lase the target / have the target lased
  • Swap to Hellfires and Lock Target (T by default)
  • Fire
  • Maintain laser lock until impact
  • Note: due to missile speed and limited control authority, closer targets may not be tracked and hit as accurately as those from further out

Longbow Hellfire missiles utilise radar locking of targets and function the same as most Vanilla missiles; select the target with Lock Target (T by default), wait for the tone, then fire-and-forget

To hear the Bitching Betty, ensure that the volume slider for the radio in ArmA 3’s audio settings is turned on.

A system to re-task, rearm or resupply has been included:

  • Action Menu options are available to the pilot when they are landed with the engine off, gunner seat empty and within 100m of:
    • A Helicopter Resupply object (found in the Ammo section of the editor)
    • An object synchronised to the “Misc > 3CB Helicopter Resupply Point” module
  • Available Action Menu options include all valid loadouts for that airframe, and repair and refuelling options

If using the 38x CRV7 HEISAP & 38x CRV7 FAT CAS variant, you can swap between the two types of rocket by using the “Reload CRV7” option in the pilot’s Action Menu while the CRV7 is the active weapon

Merlin

Landing and Cabin lights – select Lights On/Off (L by default) as pilot to activate the nose-wheel lights and turn on cabin illumination

Searchlight – high-power light slaved to the copilot’s turret, activated through the action menu, available when the pilot switches on the main landing lights at night.

The copilot surveillance camera has two modes of operation: unstabilised and stabilised:

  • The lowest level of zoom is unstabilised and will move with the motions of the vehicle as well as any control input
  • All higher levels of zoom are stabilised and will lock to the point under the crosshair. The camera still responds to control inputs.

The rear cargo ramp can be operated:

  • on the unarmed model the rear ramp can be fully opened/closed by the pilot, copilot or 2 rear FFV passengers
  • on the armed models the ramp can be opened by the pilot or copilot when no rear gunner is present, and (half) closed to flying position by pilot/copilot/rear gunner

The Winch on the Starboard side can be utilised for @ace3 fast-roping on all 18 seat variants and can be Extended/Retracted from all seats. Extending the winch will open the right door if it is closed. Extend the winch before preparing fast ropes.

Pilot/Copilot can use the action menu to switch on the cockpit MFD camera’s when the engines are turned on. The FLIR display is automatically slaved to the image mode and field of view of the copilot turret camera.

To hear the Bitching Betty, ensure that the volume slider for the radio in ArmA 3’s audio settings is turned on.

Wildcat

Landing lights – press Headlights On/Off (L by default) as pilot to activate a nose-wheel light

Searchlight – high-power light slaved to the copilot’s turret, activated through the action menu, available when the pilot switches on the main landing lights at night.

The copilot camera has two modes of operation: stabilised, and unstabilised:

  • The lowest level of zoom is unstabilised and will move with the motions of the vehicle as well as any control input
  • All higher levels of zoom are stabilised and will lock to the point under the crosshair. The camera still responds to control inputs.

Hellfire II and CRV7-PG variants on the AH1 can utilise either self-designation or remote-designation to laser-guide the missiles:

  • Lase the target / have the target lased
  • Swap to Hellfire or CRV7-PG and Lock Target (T by default)
  • Fire
  • Maintain laser lock until impact
  • Note: due to missile speed and limited control authority, closer targets may not be tracked and hit as accurately as those from further out, especially with the extremely rapid CRV7-PG

To hear the Bitching Betty, ensure that the volume slider for the radio in ArmA 3’s audio settings is turned on.

A system to re-task, rearm or resupply has been included:

  • Action Menu options are available to the pilot when they are landed with the engine off, with co-pilot seat empty and within 100m of:
    • A Helicopter Resupply object (found in the Ammo section of the editor)
    • An object synchronised to the “Misc > 3CB Helicopter Resupply Point” module
  • Available Action Menu options include all valid loadouts for that airframe, and repair and refuelling options

Servicing Menu

A GUI Servicing Menu to re-task, rearm, repair and refuel has been included.

It is enabled through one of two methods:

  1. Place an Aircraft Servicing Point object (Editor or Zeus) – this is a physical object with the functionality attached – servicing capability is unlimited
  2. Place the Aircraft Servicing Module (Editor) and synchronise it to any object (this can include movable objects such as people or vehicles) – the module includes configurable variables (see ‘Configuration’ below)

To access the system:

  1. get in the helicopter as pilot, within 100m of a Helicopter Resupply Point
  2. switch off the engine
  3. ensure the gunner/copilot is seat is unoccupied
  4. select the Servicing Menu option from the Action menu

Usage:

  • Rearm: select the required armament system from those available and click the Rearm button
  • Repair / Refuel

Configuration:

When using the synchronised module it is possible to set the maximum number of services for rearm/refuel/repair:

  • allowed values: -1 (default) = infinite, 0 = none, 1+ = limited numbers
    and the associated time to complete:
  • the default time is 20 seconds for each action, reduced linearly for repair and refuel according to the percentage work required i.e. 80% empty on fuel will take 80% of the full time to refuel

In the Editor / Zeus

Available in the Eden Editor:

  • Objects > Blufor > BAF-3CB > Cars (Jackal, Coyote, Landrover)
  • Objects > Blufor > BAF-3CB > Helicopters (Apache, Merlin, Wildcat)
  • Objects > Props > Supplies > Ammo (Ammo Crates & Aircraft Servicing Point Object)
  • Systems > Modules > 3CB > Aircraft Servicing Module (Aircraft Servicing Module)

Available in Zeus:

  • Units > Blufor / Empty > BAF-3CB > Air (Apache, Merlin, Wildcat)
  • Units > Blufor / Empty > BAF-3CB > Cars (Jackal and Coyote Passenger)
  • Units > Blufor / Empty > BAF-3CB > Supports (Coyote Logistics)
  • Units > Empty > BAF-3CB > Ammo (Ammo Crates & Aircraft Servicing Point Object)
  • Modules > 3CB > Aircraft Servicing Module (Aircraft Servicing Module)

Use the script variable “UK3CB_BAF_Vehicles_Land_uniqueID” to alter the 3 digit vehicle identification plates of all land vehicles:

  • UK3CB_BAF_Vehicles_Land_uniqueID = 0;   // do not display vehicle id plates
  • UK3CB_BAF_Vehicles_Land_uniqueID = 5;   // start vehicle id’s at “005”

If the variable is not set, the default number for the first vehicle is “101”.

Use the script variable “UK3CB_BAF_Vehicles_Apache_uniqueID” to alter the 3 digit serial number of the Apache.  If the variable is not set, the default serial number for the first vehicle is “166” based on its real life example.

Use the script variable “UK3CB_BAF_Vehicles_Merlin_uniqueID” to alter the 3 digit serial number.  If the variable is not set, the default serial number for the first airframe is “117” per it’s real life counterpart

Use the script variable “UK3CB_BAF_Vehicles_Wildcat_AH1_uniqueID” or “UK3CB_BAF_Vehicles_Wildcat_HMA2_uniqueID” to alter the 3 digit serial number of the Wildcat.  If the variable is not set, the default serial number for the first HMA2 is “375”, with the AH1s starting at “398”, per their real life counterparts

Configuration of the rearm module is possible via script variables, including the ability to allow refuelling / repair while changing loadouts, or limiting the total number of times 3CB BAF helicopters can rearm:

  • UK3CB_BAF_Helicopter_Rearm_Time = x  —- where x is the time to reload in seconds (Default: 1 sec)
  • UK3CB_BAF_Helicopter_Refuel_During_Rearm = 0 or 1 —- disable/enable refuelling during rearm (Default: enable)
  • UK3CB_BAF_Helicopter_Repair_During_Rearm = 0 or 1 —- disable/enable repairing during rearm (Default: enable)
  • UK3CB_BAF_Helicopter_Rearm_Unit = x —- where x is the total number of rearms available for 3CB BAF helicopters (-1 = unlimited rearms.  Default: unlimited)

Advertisements