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Basic Training Part 1

Table of Contents:
0. Before we begin
1. ACE Basic keys
2. The Unit
3. Map and compass
4. A.C.R.E.
5. ACE Wounding system
6. Pistol qualification course


0.Before we begin
0.1. ACE
0.1.1. ACE
ACE is an abbreviation for 'Advanced Combat Environment' mod. This mod
provides much more realistic environment compared to the vanilla Arma 2 game.
For many new players, ACE Mod might seem very complex and 'hard to learn all
of the fucking keys' mod. In order to make the learning process much simplier
for you, we will provide this manual as well as practical and theoretical
trainings during your service time.


0.1.2. Setting up your ACE
First things first, you want to find your @ACE folder. It is usually located
in your Arma 2 OA folder or in your Documents folder - look for it, you ain't
a potato (and even a potato can find that stupid ACE Mod folder). Once you'll
find it, open 'clippi' folder and launch the 'aceclippi.exe' file.


In the Clippi interface, click on 'Change manual options'. After that check,
if your identity is set to the right in-game profile (basicly the one you
will be using to play). Watch out! Do not select the xxx.vars profiles. The
.vars profiles are only backup versions of your profile and should not be
used by ACE as a main identity.


Now for the important checkboxes in the 'Change manual options' interface.


No Voice
Will disable all of those annoying target reports and other unnecessary stuff
your character will be saying during the mission.


No Cross
Should be checked, unless you have very low FPS.


Ball Tracers
Optional. Will give all the tracers a bit more sexy look instead of those
Arma 2 vanilla SW blaster rifles.


Grenade Throw
No questions here! Check it!


0.1.3. In-game ACE Settings
You can access ACE Settings at any time in-game or from the main menu. Here
we will go through the important ones.



TIP - Not mentioned settings are not to be changed. If you do so, you're on
your own...


Weapon select firemode
For those of you, who want to bind a button for only switching firemodes on
your currently selected weapon instead of cycling through all of your gear.


All - no change from vanilla game.
Selected - firemode selector active.


Stance indicator
Little utility showing you your actual stance and movement speed once you
start moving. Not mandatory option.


Roundcount as
Changing what you will see when you will check your currently loaded
magazine's ammunition status.


Enable staying brass
Nice little thing. Empty brass will be staying on the ground. That's it. If
you have FPS issues, better leave this thing disabled.


Enable handsignal background
Only enable, if you are using 'Gesture' handsignal method.


Handsignal method
Gesture - Handsignals deployed through holding 'TAB' key and mouse movement.


Action menu - Recommeded option. Handsignals deployed through holding 'TAB'
key and scrolling your mouse wheel and choosing them from your action menu.


Numpad - Handsignals deployed with Numpad keys (or other keybindings). Can be
found in ACE Settings > Keys.


Enable enhanced throw
Enable this option.




Now go to Keys (ACE Settings > Keys).


Customization of in-game controls is very important for maximizing your
efficiency. Here is the list of important sections in ACE Settings > Keys. It
is best to see which of these keys work for you and which don't (and altering
them) in-game.


Interaction
Show Handsignals (all of them only if using 'Numpad' handsignals method)
- Show handsignals
Item Control
NVG
Rangefinder
- Toggle power
Weapon Control
- Unjam
- Rest weapon
- Roundcount
- Safe
- Rifle
- Throw
- Firemodes (only if Weapon select firemode set to 'Selected')
- Gunlight change
Miscellanous
- Quick mag check
- Quick ruck check
Sight adjustment AT
Sight adjustment Rifle
Sight adjustment GL
Stamina


0.2. ArmA II
0.2.1. Options
Always accessible from in-game or the main menu. Here we will go through
gameplay changers as well as essential things to play with us.


Options > Gameoptions
Highly recommended to absolutely disable 'Aiming Deadzone'. This will bring
your aiming much more to and FPS type aiming than ArmA II 'floating' aiming.


Options > Controls
Essential to disable key bindings are: Voice Over Net, Push to Talk (just
delete the key bindings)


Essential to enable key bindings are: Talk on Direct channel (recommended key
is 'Num *')

Recommended to change are: Hold breath (recommended key is 'Space'),
Commanding mode (recommended key is 'Right Alt')



1. ACE Basic keys
1.1. Interaction menus
1.1.1. ACE Interaction menu
ACE Interaction menu (further only 'AIM') is one of the two interaction menus
available in ACE. It is commonly used for interaction with all surrounding
objects (crates, vehicles, other players etc.). In default, 'AIM' is set to
your 'Right Windows Key'.


TIP - Memorize ACE Interaction menu as 'AIM' - will tell you, you need to
AIM at somebody to use it.


1.1.2. Self Interaction menu
Self Interaction menu (further only 'SIM') is commonly used for interaction
with your own character (bandaging wounds, putting on masks/glasses, setting
up CSWs etc.). In default, 'SIM' is set to your 'Application menu Key' (the
one with mouse cursor and tab on it - to the right of the 'Right Windows
Key').


TIP - Memorize Self Interaction as 'SIM' - It is embarrassing to tell you I
played The Sims...anyways...just act like you want to do something with your
Sim.


1.2. Other Keys
1.2.1. Panic button
Sometimes when running for longer periods of time, you will get exhausted but
more about that later. Now, if you do get exhausted, you press your 'Panic
button' (default: 'NumLock') to extend your running for short period of time.


2. The Unit

2.1. The Guy
2.1.1. Kits
'Kit' is a combination of weaponry one soldier can carry. For further
information about 'Kits' follow this link.


2.1.2. Weight limit
Overall weight of your gear influences your performance on the battlefield -
especially your mobility. The lower the weight the better performance you
will have on the battlefield. This means it is important to plan your gear
layout according to the mission scenario.


There are 3 limits:
0-26kg - light gear
27-38kg - medium gear
39-45kg - heavy gear


TIP - You can carry more than 45kg but your mobility will be significantly
limited.


TIP - Your actual weight can be checked in-game from the 'Gear menu'
(default: 'G')(located top center in your gear interface).




2.2. Organization
2.2.1. Unit size
Here we will explain size of a unit as well as some important rules connected
to them.


Single guy
Single soldier is not considered a unit!


Buddyteam
Buddyteam consists of 2 men (in some situations 3 men). Buddyteam is usually
picked by a Fireteam leader and is marked with colour
[white,red,green,blue,yellow] - being reffered to as e.g. red team etc.
Buddyteam members should always stay close enough, so that they don't have to
use radio for communication!


Fireteam
Fireteam consists of 4-6 men (2-3 buddyteams). Fireteam has a number assigned
to it [0,1,2,3,4]. Each Fireteam has a Fireteam leader, who leads the whole
fireteam. Fireteam has its own channel on the '343' radio. There are several
basic types of fireteams, according to their role on the battlefield but
about that later in this chapter.


Squad
Squad consists of 2-4 Fireteams (8-24 men). Each squad has a letter assigned
to it [A,B,C,D,E etc.]. Squad is under command of a Squad leader, who is not
part of any of the Fireteams. Each squad has its own channel on the '152'
radio.



Platoon
Platoon consists of 2-4 Squads (4-8 Fireteams, 16-48 men). Platoon has always
a name assigned [Archer, Kestrel, Rhino etc.]. Each platoon has its own
Commander, who is mostly staying out of the fight, usually stationed at an
FOB, HQ, mobile HQ etc.


2.2.2. Fireteam types

Combination of kits and equipment, available to one fireteam, pretty much
decides it's role on the battlefield.

TIP - If you haven't read 2.1.1. Kits jump right back up you lazy ass! It
ain't that long for you not to be able to briefly read through it!


Assault Fireteam
Assault Fireteam usually consists of an FTL, ARM and two rifleman class kits.
Assault Fireteam is an offensive type of a fireteam. Usually good mobility
and enough firepower gives this fireteam great attacking possibilities.


Support Fireteam
Support Fireteam has much wider range of kit combinations than the Assault
Fireteam. Depending on its role, a support fireteam can be equipped for heavy
or long range fire support, usually including an MED to provide medical
assistance to other fireteams, as well as CSWs for setting up heavy defense
perimeters and so on. This type of fireteam has usually lower mobility than
other fireteams (but not necessarily), which is compensated with special
supporting abilities.


Specialized Fireteam
Specialized fireteam has no real kit rules. Well suited for special role on
the battlefield e.g. attacking armored targets, setting up mine fields etc.
it can provide anything that is needed in that certain type of situation.


Recon Fireteam
Recon fireteam excels in mobility. Usually having enough firepower provided
by an ARM, as well as long range fire abilities provided by an MXM, this
fireteam is well suited for pin point attacks and quick retreats as well as
extensive surveilance operations. Sniper team is also consider a Recon
Fireteam.


Vehicle Crew
Pretty much self explanatory. Vehicle crew is a fireteam operating inside any
vehicle for most of the mission time. It usually consists of CWMs or PLTs
only.



2.2.3. Designation
This is the confusing part, so pay extra attention.

TIP - Reference already in 2.2.1. Unit size.

Alright there are few things to remember:
I.) First member of each fireteam is always a fireteam leader (and it does
not matter what kit he has).
II.) 5-1 is always a Squad leader.
III.) 6-1 is always a Commander.

Let's put up an example.

Archer A-1-1
<platoon name> <squad Letter>-<Fireteam number>-<Position in Fireteam>
Simple as it is, the above designation refers to a fireteam leader of a first
fireteam, Alpha squad, Archer platoon. This is especially important for
Commanders as well as Squad leaders.


Archer A-1-2
Guy with this designation is a second member of a first fireteam, Alpha
squad, Archer platoon.

Archer A-1-1
Archer A-1-2
Archer A-1-3
Archer A-1-4
This would be a list of designations for a whole first fireteam, alpha squad,
Archer platoon.

Archer A-2-1
This would be a fireteam leader of a second fireteam, Alpha squad, Archer
platoon.

Archer A-1-1
Archer A-2-1
Archer A-3-1
Archer A-4-1
This would be a list of all fireteam leaders of alpha squad, Archer platoon.

Archer A-5-1
This would be a squad leader of Alpha squad, Archer platoon.

Archer A-5-2
This would be a member of squad leader's fireteam.

Archer B-1-1
This is a fireteam leader of a first fireteam, Bravo squad, Archer platoon.

Kestrel A-3-4
This is a fourth member of a third fireteam, Alpha squad, Kestrel platoon.

Archer 6-1
This would be a commander of Archer platoon.

TIP - Always remember your own designation otherwise...you don't even want
to know...



3. Map and Compass
3.1. Map
3.1.1. Map
Here we will name some important parts of the map interface.




Menu
Cursor
Markers
Ground peaks
Sector numbers
Info Field
Contour lines

3.2. Compass
3.2.1. Compass
Compass is an essential tool for orientation in the terrain as well as for
reporting target locations and other.






Compass has 2 types of scales. The important one for us is the inner 360
scale. There are 3 types of markings on this scale. Long labelled lines, long
unlabelled lines, and short unlabbeled lines.


Long labelled lines represent even tens of degrees.
Long unlabelled lines represent odd tens of degrees.
Short unlabelled lines represent five degrees.


Current direction is indicated by the white-green pointer above the scale.


When turning anti-clockwise you are substracting degrees, when turning
clockwise you are adding degrees.


3.2.2. Examples
0 (North)



45




50 (North)


3.2.3. Detecting the direction of a target
At first, aquire a target. After that bring up you compass by holding or
double tapping 'K'. Place the string on the top cover over your target. Read
the direction on the scale.






Direction to the marine (shown in the above images) is 355 [three-five-
five].


4. A.C.R.E.
4.1. Introduction
4.1.1. What is this
Advanced Combat Radio Environment, short A.C.R.E., simulates real life
communication and radio communication. Good communication between units as
well as team members is essential for successful completion of the mission.
A.C.R.E. gives us 2 ways to communicate - either by radio or local talk.


4.1.2. Local Talk
Local talk is using directional sound and mouth movement for real life talk
simulation. It is practically speaking from your own in-game mouth.


To use local talk simply hold down your TS3 Push To Talk button or in case of
Voice Activation setting simply speak. Voice Activation on your TS3 client is
allowed but not recommended due to radio issues (microphone transmission must
be ended before you can use the radio - which means your microphone must stop
picking up any sound before you can use your radio).


Local talk feature has limited range (of about 75 - 100 m) and its volume
also decreases with distance.


4.1.3. Shouting and whispering
Using your 'Talk on Direct channel' keybinding (reference 0.2.1. Options) and
scrolling your mouse wheel, you can increase or decrease the volume of your
own local talk therefore shout or whisper.


4.2. Radios
4.2.1. Controls
Here is a list of basic controls common for all radio systems:


Hold down 'Caps Lock' - radio transmission
CTRL + SHIFT + X - open current radio interface
CTRL + SHIFT + A - switch between available radios
CTRL + SHIFT + Left Arrow - current radio incoming transmission to left
speaker
CTRL + SHIFT + Right Arrow - current radio incoming transmission to right
speaker
CTRL + SHIFT + Up Arrow - current radio incoming transmission to center


Radio interface can be controlled by your mouse cursor and 'Left Mouse
Button' or 'Right Mouse Button'.




4.2.2. Available radio systems
Here is a list of infantry available radios:


AN/PRC-343
AN/PRC-152
AN/PRC-148
AN/PRC-117f
AN/PRC-119


4.2.3. AN/PRC-343

Number of channels: 16 static channels
Range: 500m
Channel compatibility: None


AN/PRC-343 is a standart issue infantry, radio issued to everyone therefore
used for inside fireteam communication.


This radio system features Channel knob and Volume knob.


4.2.4. AN/PRC-152

Number of channels: 99 static channels
Range: several kilometers
Channel compatibility: 148,117f,119


AN/PRC-152 is issued to all FTLs and SQLs for inside squad communication.


4.2.5. AN/PRC-148


Number of channels: 99 static channels
Range: several kilometers
Channel compatibility: 152,117f,119


AN/PRC-148 is issued to all SQLs and PTLs for inside platoon communication.


4.2.6. AN/PRC-117f


Number of channels: 99 static channels + custom up to 500 MHz
Range: 10 kilometers
Channel compatibility: 152,148,119


AN/PRC-117f is issued to all RTOs and similar personel for long range
communication with other units or support (CAS, Artillery).


4.2.7. AN/PRC-119


Number of channels: 6 static channels
Range: 10 kilometers
Channel compatibility: 152,148,117f


AN/PRC-119 is sometimes issued to SQLs instead of the AN/PRC-152 to make them
look different from other soldiers.


4.3. Channel presets
4.3.1. Fireteams
Each fireteam always gets its own channel on the AN/PRC-343 radio system.
Number of the channel preset is dependant on the position of the fireteam in
the mission roster (A-1 gets channel 1, A-2 gets channel 2 etc.).


4.3.2. Squads
Each squad gets a channel in the shared channel range. Number of the channel
preset is dependant on the position of the squad in the mission roster (A
gets channel 1, B gets channel 2, C gets channel 3 etc.).


4.3.3. Command channel
Command channel is established for all SQLs and higher command for
communication. Channel preset No.99 is always reserved for this purpose.


4.3.4. Support channel
Support channel is established for long range communication and communication
between ground and support elements as well as communication between ground
units on big distances. Channel preset No.100 is always reserved for this
purpose.


4.4. Communication
4.4.1. Introduction
Being precise, informative, short - 3 basic rules of communication overall.
Always remember, whatever it is you are saying, it is not a fairy-tale.


4.4.2. Jargon
Here is a list of some of the basic words used in certain situations:


OVER - to indicate the end of your transmission, eventually waiting
for response (technically non-existent but often used is OVER AND OUT to
indicate absolute end of the transmission)
BREAK - to indicate a pause in the transmission due to certain
reasons
STAND BY - to indicate a pause in the transmission, usually used when
giving accurate information about position of your target/s etc.
REPEAT - asking to repeat the last transmission
CORRECTION - to indicate you made a mistake, corrected information follows
right after this word


4.4.3. Target reports
When reporting a target, follow this 4 step procedure for the most accurate
and informative result:


1.) Type of target
- TANK, MAN, CAR, APC etc.
2.) Direction
- direction to the target
- preferably use you compass (reference 3.2.3. Detecting the direction of
a target)
3.) Distance
- 100 meters, NEAR, MEDIUM DISTANCE, FAR etc.
4.) Description of surroundings
- try to describe what is around your target
- use significant objects (report 'at that tree' in the forest won't help)


4.4.4. Example transmission
www.youtube.com/watch?v=e_4Rs0C25Cc

5. ACE Wounding system
5.1. Introduction
5.1.1. Introduction
ACE Wounding system replaces the standart ArmA II Vanilla wounding system.
That means no more healing at medical tents or one click action menu healing
for all medics. ACE Wounding system simply adds more immersion to the game by
simulating symptoms as well as adding medical equipment etc.


5.1.2. Health conditions and symptoms
There are 5 basic types of health conditions, each requires different
treatment therefore different medical supplies. Following list will explain
health conditions and their symptoms.


Bleeding
You will start bleeding mostly when you get shot and you will continue
bleeding until your death therefore treating bleeding injuries is your
priority number one. Bleeding is indicated by red flashing screen. Severity
of the bleeding is indicated by red border thickness.


Bleeding can be further divided into: bleeding, heavy bleeding, bleeding from
several wounds, extreme bloodloss


Pain
Each time you will get injured will also bring you into the state of physical
pain. Pain without treatment can result into the state of 'Shock'. Pain is
indicated by white flashing screen.


Shock (Unconsciousness)
Is a physical state in which you cannot move, speak or do anything at all.
Extensive pain can result into this health condition. Shock is indicated by
your character lying on the ground, not being able to move and black slowly
flashing screen.


After treatment injuries
After treatment injuries mostly influence your combat efficiency. The only
and most important for us are injured legs (you cannot walk) and injured arms
(shaky aim).


Exhaustion
Every in-game character is influenced by the weight of his gear, running
speed and moving overall. After a certain time of physical activity your
character will get exhausted and you will have to rest to regain your stamina
and carry on with your mission. Exhaustion is indicated by desaturation of
your screen (further black-white flashing) and your character falling to the
ground.


TIP - To extend your running for a short amount of time when exhausted, hit
the 'Panic Button' (default: 'NumLock')(reference 0.1.3. In-game ACE
Settings).


5.2. Medical equipment
5.2.1. Medical equipment
Here is a list of available basic medical equipment and its application:


Bandage
Properties: Abillity to stop bleeding.
Application: Applied on bleeding injuries, preferably less bleeding injuries
(bleeding) or bleeding from several wounds.
Additional info: Usually available in large quantities.


Elastic Bandage (Pressure bandage)
Properties: Strong abillity to stop bleeding.
Application: Applied on bleeding injuries, preferably heavy bleeding, extreme
blood loss.
Additional info: Usually available in large quantities.


CAT (Combat Application Tourniquet)
Properties: Abillity to stop bleeding.
Application: Applied on limb bleeding injuries.
Additional info: Can only be applied on injuries located on limbs, will be
ineffective after 2-3 minutes after application, has to be removed and wound
has to be bandaged.


Morphine
Properties: Abillity to stop pain.
Application: Applied if patient in pain.
Additional info: Never apply more than 2 doses. Overdose will result in
shaking screen and screen blur, eventually death.


EPIPEN (Epinephrine)
Properties: Abillity to wake patient up from shock.
Application: Applied to patients in shock.
Additional info: Has a kick in time, wait before applying more doses.
Overdose will result in disturbed functions, eventually death.


Medkit
Properties: Abillity to heal after treatment injuries.
Application: Applied to patient with after treatment injuries - injured legs
and injured arms.
Additional info: More information about application and priorities in 5.3.
STT.


5.3. STT
5.3.1. Introduction
Secure, Transport, Treat, short STT, is a healing procedure. It should be
engaged everytime you are treating an injured man - no matter, if it is you
or your buddy.


5.3.2. Steps
1.) Secure the area
2.) Transport wounded to safe location
3.) Stop bleeding
4.) Apply morphine
5.) Apply EPIPEN
6.) Ask about health conditions (2 priorities)
- Alpha priority - injured legs (cannot walk) - gets medkit first
- Lima priority - injured arms (shaky aim) - gets medkit second
- Do not use medkits in any other situation than Alpha and Lima
priorities

6. Pistol Qualification course
6.1. Sidearm
6.1.1. Why?
Wether you like it or not, your pistol is an important part of your
equipment. It is supposed to be used in one certain situation - when your
main rifle doesn't do the job it is supposed to. Your weapon can get jammed,
your weapon might be a sniper rifle, you might run out of ammo and there is
no time to get more etc. These are the situations you have your pistol for.


Pistols are effective at ranges up to 50m but with a little bit of effort you
can hit targets at about 200m. Despite this fact, always remember that your
pistol is weapon issued to you for mostly defensive actions, therefore use
your pistol in that manner - in another words, do not engage any targets, use
your pistol only if necessary.


6.1.2. How to carry
Standart issue is a pistol with 3 magazines (considered 1 in the gun + 2
additional). This should cover anything you will need it for as well as not
adding too much unnecessary weight to your loadout.


6.2. Qualification
6.2.1. Goal
Goal is to check the basic skill of pistol shooting, mostly testing accuracy
at very short range (about 5m).

6.2.2. Qualification
All stations are marked with red globe on the ground. Red targets are to be
hit, blue targets represent friendly personnel.


Procedure:
1.) On your officer's command, approach station one. Respond with 'Check'
once you are ready for the qualification to begin.
2.) Go to the next station and shoot the red target. Repeat this step until
you are at the last station.
3.) Once you shoot the red target at the last station, shout 'Clear' and
unload your gun.


You will be disqualified if:
- you will miss a red target
- you will not unload your gun after completing the qualification


You will repeat the qualification immediately if:
- you will forget to repond with 'Check' on station one
- you will forget to shout 'Clear' after hitting the last red target
- your time exceeds 20 second limit

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