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    1. Sup everyone,

      So I've noticed our Arma servers don't get much use. I think the stuff we host just isn't interesting enough for people to want to play. i've been trying to figure out the best way for us to transform these servers into something people use, so I've checked out a few other popular servers and noticed a few things. 

      There is a server running annex/invade but they have it set up so good that the people that play there are basically like the folks that play PR here. That server lets players know once they're in the game what to do by going to these different stations, which finally places you into a squad where you wait to be picked up. They have static pilots, everyone is geared properly, missions are executed with precision, I love it! You get shuttled into the fight join up with your squad and do the mission. After mission everyone extracts to the same bird, returns to base, debrief, etc... And then get ready to go again. it'really freaking cool! But it can be a little slow at times waiting on people to get ready.  

      I'd love to get our own VG custom A3 server that is all our own development, gfx, in-game stuff, etc.. However, I do not know anything about making custom A3 maps, but I'd be willing to do whatever I could to help make it happen and contribute where I can. I'm fairly savvy, if someone taught me "imma fast learner".  

      Is there anyone else that has thought about this other than me? Do we have anyone at VG with the skills and knowledge enough to make something like this happen? 

      If you want to get together and think this through let's do it! Post up your thoughts and ideas, experience, etc.. let's see if we can do this for at least one of the servers. 

      Think about it! 

      Blud

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      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 55
      AIStrategicArea.setOrderPosition Infantry 88.0145/35/-254.01
      AIStrategicArea.setOrderPosition Vehicle 80.0101/35/-254.014
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 56
      AIStrategicArea.setOrderPosition Infantry 258.014/35/-254.037
      AIStrategicArea.setOrderPosition Vehicle 249.962/35/-254.022
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 57
      AIStrategicArea.setOrderPosition Infantry 428.018/35/-254.004
      AIStrategicArea.setOrderPosition Vehicle 420.001/35/-254.024
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 58
      AIStrategicArea.setOrderPosition Infantry 598.026/35/-253.99
      AIStrategicArea.setOrderPosition Vehicle 590.003/35/-254.022
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 59
      AIStrategicArea.setOrderPosition Infantry 768.021/35/-254.011
      AIStrategicArea.setOrderPosition Vehicle 760.019/35/-254.016
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 6
      AIStrategicArea.setOrderPosition Infantry -80.5629/35/-936.821
      AIStrategicArea.setOrderPosition Vehicle -85.8587/35/-938.901
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 60
      AIStrategicArea.setOrderPosition Infantry 938.018/35/-254.021
      AIStrategicArea.setOrderPosition Vehicle 930.045/35/-254.048
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 61
      AIStrategicArea.setOrderPosition Infantry -929.993/35/-83.9982
      AIStrategicArea.setOrderPosition Vehicle -937.998/35/-84.0037
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 62
      AIStrategicArea.setOrderPosition Infantry -759.963/35/-84.0248
      AIStrategicArea.setOrderPosition Vehicle -767.971/35/-84.0168
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 63
      AIStrategicArea.setOrderPosition Infantry -589.994/35/-84.0317
      AIStrategicArea.setOrderPosition Vehicle -598.006/35/-84.0103
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 64
      AIStrategicArea.setOrderPosition Infantry -419.986/35/-84.0042
      AIStrategicArea.setOrderPosition Vehicle -427.994/35/-84.0021
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 65
      AIStrategicArea.setOrderPosition Infantry -249.986/35/-84.0069
      AIStrategicArea.setOrderPosition Vehicle -257.99/35/-84.0051
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 66
      AIStrategicArea.setOrderPosition Infantry -81.9915/35/-83.9739
      AIStrategicArea.setOrderPosition Vehicle -90.0094/35/-84.0193
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 67
      AIStrategicArea.setOrderPosition Infantry 88.0079/35/-84.0001
      AIStrategicArea.setOrderPosition Vehicle 80.0177/35/-84.0056
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 68
      AIStrategicArea.setOrderPosition Infantry 258.009/35/-83.9991
      AIStrategicArea.setOrderPosition Vehicle 249.985/35/-83.9967
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 69
      AIStrategicArea.setOrderPosition Infantry 428.038/35/-84.0072
      AIStrategicArea.setOrderPosition Vehicle 420.047/35/-84.0204
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 7
      AIStrategicArea.setOrderPosition Infantry 86.1765/35/-934.045
      AIStrategicArea.setOrderPosition Vehicle 82.0851/35/-933.918
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 70
      AIStrategicArea.setOrderPosition Infantry 598.032/35/-83.9974
      AIStrategicArea.setOrderPosition Vehicle 590.017/35/-84.0228
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 71
      AIStrategicArea.setOrderPosition Infantry 768.032/35/-84.0175
      AIStrategicArea.setOrderPosition Vehicle 760.036/35/-84.0299
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 72
      AIStrategicArea.setOrderPosition Infantry 938.03/35/-84.0281
      AIStrategicArea.setOrderPosition Vehicle 930.039/35/-83.9782
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 73
      AIStrategicArea.setOrderPosition Infantry -929.964/35/85.974
      AIStrategicArea.setOrderPosition Vehicle -937.981/35/85.9904
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 74
      AIStrategicArea.setOrderPosition Infantry -760.007/35/85.9852
      AIStrategicArea.setOrderPosition Vehicle -767.998/35/85.9884
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 75
      AIStrategicArea.setOrderPosition Infantry -590.049/35/85.9741
      AIStrategicArea.setOrderPosition Vehicle -597.969/35/85.9409
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 76
      AIStrategicArea.setOrderPosition Infantry -419.988/35/85.9615
      AIStrategicArea.setOrderPosition Vehicle -427.983/35/86.0072
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 77
      AIStrategicArea.setOrderPosition Infantry -251.98/35/85.9941
      AIStrategicArea.setOrderPosition Vehicle -260.014/35/85.9596
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 78
      AIStrategicArea.setOrderPosition Infantry -81.9713/35/85.9808
      AIStrategicArea.setOrderPosition Vehicle -89.9855/35/85.9985
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 79
      AIStrategicArea.setOrderPosition Infantry 88.0331/35/86.0081
      AIStrategicArea.setOrderPosition Vehicle 80.0197/35/85.9966
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 8
      AIStrategicArea.setOrderPosition Infantry 256.126/35/-934.443
      AIStrategicArea.setOrderPosition Vehicle 253.225/35/-934.479
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 80
      AIStrategicArea.setOrderPosition Infantry 258.03/35/85.9695
      AIStrategicArea.setOrderPosition Vehicle 250.003/35/85.967
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 81
      AIStrategicArea.setOrderPosition Infantry 428.037/35/85.9886
      AIStrategicArea.setOrderPosition Vehicle 420.016/35/85.9839
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 82
      AIStrategicArea.setOrderPosition Infantry 598.063/35/85.9854
      AIStrategicArea.setOrderPosition Vehicle 589.981/35/86.0029
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 83
      AIStrategicArea.setOrderPosition Infantry 768.001/35/85.9817
      AIStrategicArea.setOrderPosition Vehicle 760.003/35/85.9844
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 84
      AIStrategicArea.setOrderPosition Infantry 937.998/35/85.9949
      AIStrategicArea.setOrderPosition Vehicle 929.996/35/86.016
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 85
      AIStrategicArea.setOrderPosition Infantry -929.936/35/255.961
      AIStrategicArea.setOrderPosition Vehicle -937.952/35/255.947
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 86
      AIStrategicArea.setOrderPosition Infantry -759.967/35/256.01
      AIStrategicArea.setOrderPosition Vehicle -767.986/35/255.949
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 87
      AIStrategicArea.setOrderPosition Infantry -590.014/35/256.028
      AIStrategicArea.setOrderPosition Vehicle -9.9989/0/-10.0051
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 88
      AIStrategicArea.setOrderPosition Infantry -421.96/35/255.988
      AIStrategicArea.setOrderPosition Vehicle -429.981/35/255.993
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 89
      AIStrategicArea.setOrderPosition Infantry -252.016/35/255.981
      AIStrategicArea.setOrderPosition Vehicle -260.045/35/256.014
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 9
      AIStrategicArea.setOrderPosition Infantry 429.758/35/-936.22
      AIStrategicArea.setOrderPosition Vehicle 421.075/35/-934.749
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 90
      AIStrategicArea.setOrderPosition Infantry -81.9817/35/255.995
      AIStrategicArea.setOrderPosition Vehicle -89.9777/35/255.971
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 91
      AIStrategicArea.setOrderPosition Infantry 88.052/35/255.968
      AIStrategicArea.setOrderPosition Vehicle 80.0042/35/255.991
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 92
      AIStrategicArea.setOrderPosition Infantry 258.027/35/255.98
      AIStrategicArea.setOrderPosition Vehicle 249.99/35/255.965
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 93
      AIStrategicArea.setOrderPosition Infantry 428.045/35/255.993
      AIStrategicArea.setOrderPosition Vehicle 420.032/35/255.949
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 94
      AIStrategicArea.setOrderPosition Infantry 597.982/35/255.971
      AIStrategicArea.setOrderPosition Vehicle 590.048/35/255.973
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 95
      AIStrategicArea.setOrderPosition Infantry 768.018/35/255.999
      AIStrategicArea.setOrderPosition Vehicle 760.027/35/255.994
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 96
      AIStrategicArea.setOrderPosition Infantry 938.021/35/256.021
      AIStrategicArea.setOrderPosition Vehicle 930.019/35/255.979
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 97
      AIStrategicArea.setOrderPosition Infantry -929.984/35/425.988
      AIStrategicArea.setOrderPosition Vehicle -937.992/35/425.978
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 98
      AIStrategicArea.setOrderPosition Infantry -759.952/35/426.002
      AIStrategicArea.setOrderPosition Vehicle -767.967/35/425.976
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 99
      AIStrategicArea.setOrderPosition Infantry -591.973/35/425.975
      AIStrategicArea.setOrderPosition Vehicle -600/35/425.992
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      rem *** Create strategic areas ***
      aiStrategicArea.create 1 -1014/-1014 -934/-934 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 10 514/-1014 594/-934 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 100 -506/346 -426/426 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 101 -336/346 -256/426 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 102 -166/346 -86/426 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 103 4/346 84/426 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 104 174/346 254/426 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 105 344/346 424/426 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 106 514/346 594/426 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 107 684/346 764/426 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 108 854/346 934/426 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 109 -1014/516 -934/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 11 684/-1014 764/-934 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 110 -844/516 -764/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 111 -674/516 -594/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 112 -504/516 -424/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 113 -334/516 -254/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 114 -166/516 -86/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 115 4/516 84/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 116 174/516 254/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 117 344/516 424/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 118 514/516 594/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 119 684/516 764/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 12 854/-1014 934/-934 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 120 854/516 934/596 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 121 -1014/686 -934/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 122 -844/686 -764/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 123 -674/686 -594/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 124 -504/686 -424/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 125 -336/686 -256/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 126 -166/686 -86/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 127 4/686 84/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 128 174/686 254/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 129 344/686 424/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 13 -1014/-844 -934/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 130 514/686 594/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 131 684/686 764/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 132 854/686 934/766 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 133 -1014/856 -934/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 134 -844/856 -764/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 135 -674/856 -594/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 136 -504/856 -424/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 137 -334/856 -254/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 138 -166/856 -86/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 139 4/856 84/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 14 -844/-844 -764/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 140 174/856 254/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 141 344.01/856 424.01/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 142 514/856 594/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 143 684/856 764/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 144 854/856 934/936 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 15 -674/-844 -594/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 16 -504/-844 -424/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 17 -334/-844 -254/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 18 -166/-844 -86/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 19 4/-844 84/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 2 -844/-1014 -764/-934 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 20 174/-844 254/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 21 344/-844 424/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 22 514/-844 594/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 23 684/-844 764/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 24 854/-844 934/-764 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 25 -1014/-674 -934/-594 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 26 -844/-674 -764/-594 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 27 -674/-674 -594/-594 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 28 -504/-674 -424/-594 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 29 -336/-674 -256/-594 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 3 -674/-1014 -594/-934 35 50
      aiStrategicArea.layer 1
      
      aiStrategicArea.create 30 -166/-674 -86/-594 35 50
      aiStrategicArea.layer 1
      
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      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 77
      AIStrategicArea.setOrderPosition Infantry -251.98/35/85.9941
      AIStrategicArea.setOrderPosition Vehicle -260.014/35/85.9596
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 78
      AIStrategicArea.setOrderPosition Infantry -81.9713/35/85.9808
      AIStrategicArea.setOrderPosition Vehicle -89.9855/35/85.9985
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 79
      AIStrategicArea.setOrderPosition Infantry 88.0331/35/86.0081
      AIStrategicArea.setOrderPosition Vehicle 80.0197/35/85.9966
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 8
      AIStrategicArea.setOrderPosition Infantry 256.126/35/-934.443
      AIStrategicArea.setOrderPosition Vehicle 253.225/35/-934.479
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 80
      AIStrategicArea.setOrderPosition Infantry 258.03/35/85.9695
      AIStrategicArea.setOrderPosition Vehicle 250.003/35/85.967
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 81
      AIStrategicArea.setOrderPosition Infantry 428.037/35/85.9886
      AIStrategicArea.setOrderPosition Vehicle 420.016/35/85.9839
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 82
      AIStrategicArea.setOrderPosition Infantry 598.063/35/85.9854
      AIStrategicArea.setOrderPosition Vehicle 589.981/35/86.0029
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 83
      AIStrategicArea.setOrderPosition Infantry 768.001/35/85.9817
      AIStrategicArea.setOrderPosition Vehicle 760.003/35/85.9844
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 84
      AIStrategicArea.setOrderPosition Infantry 937.998/35/85.9949
      AIStrategicArea.setOrderPosition Vehicle 929.996/35/86.016
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 85
      AIStrategicArea.setOrderPosition Infantry -929.936/35/255.961
      AIStrategicArea.setOrderPosition Vehicle -937.952/35/255.947
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 86
      AIStrategicArea.setOrderPosition Infantry -759.967/35/256.01
      AIStrategicArea.setOrderPosition Vehicle -767.986/35/255.949
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 87
      AIStrategicArea.setOrderPosition Infantry -590.014/35/256.028
      AIStrategicArea.setOrderPosition Vehicle -9.9989/0/-10.0051
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 88
      AIStrategicArea.setOrderPosition Infantry -421.96/35/255.988
      AIStrategicArea.setOrderPosition Vehicle -429.981/35/255.993
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 89
      AIStrategicArea.setOrderPosition Infantry -252.016/35/255.981
      AIStrategicArea.setOrderPosition Vehicle -260.045/35/256.014
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 9
      AIStrategicArea.setOrderPosition Infantry 429.758/35/-936.22
      AIStrategicArea.setOrderPosition Vehicle 421.075/35/-934.749
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 90
      AIStrategicArea.setOrderPosition Infantry -81.9817/35/255.995
      AIStrategicArea.setOrderPosition Vehicle -89.9777/35/255.971
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 91
      AIStrategicArea.setOrderPosition Infantry 88.052/35/255.968
      AIStrategicArea.setOrderPosition Vehicle 80.0042/35/255.991
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 92
      AIStrategicArea.setOrderPosition Infantry 258.027/35/255.98
      AIStrategicArea.setOrderPosition Vehicle 249.99/35/255.965
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 93
      AIStrategicArea.setOrderPosition Infantry 428.045/35/255.993
      AIStrategicArea.setOrderPosition Vehicle 420.032/35/255.949
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 94
      AIStrategicArea.setOrderPosition Infantry 597.982/35/255.971
      AIStrategicArea.setOrderPosition Vehicle 590.048/35/255.973
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 95
      AIStrategicArea.setOrderPosition Infantry 768.018/35/255.999
      AIStrategicArea.setOrderPosition Vehicle 760.027/35/255.994
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 96
      AIStrategicArea.setOrderPosition Infantry 938.021/35/256.021
      AIStrategicArea.setOrderPosition Vehicle 930.019/35/255.979
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 97
      AIStrategicArea.setOrderPosition Infantry -929.984/35/425.988
      AIStrategicArea.setOrderPosition Vehicle -937.992/35/425.978
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 98
      AIStrategicArea.setOrderPosition Infantry -759.952/35/426.002
      AIStrategicArea.setOrderPosition Vehicle -767.967/35/425.976
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      
      aiStrategicArea.setActive 99
      AIStrategicArea.setOrderPosition Infantry -591.973/35/425.975
      AIStrategicArea.setOrderPosition Vehicle -600/35/425.992
      aiStrategicArea.setSide 0
      aiStrategicArea.setTakeable 1 1
      aiStrategicArea.setTakeable 2 1
      aiStrategicArea.vehicleSearchRadius 0.4
      

      This is a generic StrategicAreas template for 2K maps for the coop insurgency gamemode. Totally 144 (12x12) StrategicAreas. It can be used for all 2k maps. 

      The purpose of this is to not do it for each 2k map seperate.

      The codelines must be added manually into the StrategicAreas.ai file

      aiStrategicArea.setTakeable 1 X (Team 1 / 0 = not takeable or 1 = takeable)

      aiStrategicArea.setTakeable 2 X (Team 2 / 0 = not takeable or 1 = takeable)

      Grozny.jpg.d130e9a7952230612297636182fab074.jpg

      Grozny

      or

      Kafar.jpg.cf58634a844896775a8809f726cc34fb.jpg

      Kafr Halab

      .... and all other 2k maps :kirtsun_05:

    3. From the BMS forums:

      Required fixes!

      Following the following the report of multiple issues:

      • Loss of flight performance in MP with some loadouts
      • Graphical bug on missile trail launch

      Please apply the following lines on your “falcon BMS user.cfg” (User/config folder):

      Quote

      set g_sNonCompatibleChanges "all-DURANDAL-NC_CHANGE_DEAGGED_LOADOUT"
      set g_sCompatibleChanges "all-C_CHANGE_DYNAMIC_SMART_SCALING"

      https://forum.falcon-bms.com/topic/22302/temporary-fixes-for-4-36-0

      There is also a setting to enable a click sound for the afterburner detent:

      Quote

      set g_bAfterburnerDetentClick 1

       

      A-G Radar Changes (-34)

      The basic A-G systems have been made more realistic. They need range information in order to work correctly. The system can calculate the information it needs by using altitude information, or it can rely on a ranging sensor (A-G radar lock, TGP) to get the information it needs. (2.4.6, 4.2.9, 4.2.18)

      For visual modes (CCIP, DTOS), FCR slant range calculation uses either barometric altitude or the radar altimiter (BARO or RALT).

      For CCRP it will be best to use either precision steerpoints, or a sensor (A-G radar lock, TGP).

      The air to ground radar now has antenna elevation and azimuth control modeled. The A-G FCR will change the elevation automatically based on the cursor position and the plane's current altitude, but it is pilot adjustable if required. Antenna elevation can be calculated using either barometric altitude or the radar altimeter. (2.4.7)

       

      CCRP Changes (-34, 4.2.2, 4.2.13)

      Bomb lofting cues have been added.

      Loft_2022-04-25_18-49-21.png.b9cf59f372ab1c8d71b125ee20b9e29b.png

       

      Laser Mavericks (-34, 4.3.10)

      The AGM-65L recreates the traditional Maverick MFD cues, despite not having an imaging sensor. The Maverick laser code must match the emitting laser, and the normal launch constraints of the AGM-65 still apply. The target must be lased for the entirety of the missiles flight.

      To change the laser code:

      • Set the missile to BORE.
      • Unlock the laser code by slewing the gimbal indicator over the "L" and pressing TMS Up. The L will change to a U.
      • Using either TMS Left or OSB 7 (right side, second button), cycle through the polarity and after a few presses you will get to select the first number.
      • The number will cycle automatically, select the correct number by pressing TMS Left or OSB 7 at the correct time.
      • For each number you must cycle through the polarity again.

      Afterwards, press TMS Up again to lock the laser code. The U will be replaced by an L.

      lmav_2022-04-25_18-50-50.png.9d72016dbc199ff0ad40d235234991e9.png

       

      HARM threat tables (-34, 4.4.1)

      Threat Tables are now customizable through either the DED or the data cartridge.

      harmtbl_2022-04-25_18-51-38.png.f1c2bde0b019084a71150ab289828b26.png

       

      HMCS RWR indicator (-34, 2.11.6.10)

      The HMCS now includes a directional RWR indicator. The gap in the circle represents your view, and the diamond represents the direction of the emitting radar.

      hmcsrwr_2022-04-25_18-52-51.png.56e595cf3317f0acd3f17014f21474e6.png

       

      HMCS Alignment, A/G Markpoints (-34, 2.11.2, 2.11.6)

      The HMCS must now be aligned using the HMCS DED page (List->0->RCL->SEQ)

      For coarse alignment, press M-Sel (0), then align the HMCS cross with the cross on the hud and press Cursor Enable (Insert). Press M-Sel again to exit.

      For the other two alignments, press M-Sel to start, then slew the cross with the cursor until it is lined up, and then press M-Sel again to exit.

      https://www.youtube.com/watch?v=acciwGQDlVE

       

      Lighting

      The exterior lighting panel is now fully implemented.

      Anti-Collision now supports all settings. 1 through 4 are flashes in sequence, A through C are in Morse code.

      Wing/Tail and Fuselage settings are now separate, and both bright and dim settings are supported.

      Formation light brightness is implemented.

      Covert settings are implemented. ALL sets all lights to covert, A-C sets the anti-collision light to covert, FORM sets the formation and Wing-Tail lights to covert.

      The Aerial Refueling light will activate when the knob is turned up and the refueling door is open.

       

      Gunsight Changes (-34, 2.4.5)

      https://www.youtube.com/watch?v=6-Ma3l9onjw

       

      Drogue refuelling

      https://www.youtube.com/watch?v=mjlUeAStyzw

       

      JTAC

      Too long to cover here, see BMS-Training.pdf Mission 27.

    4. Hello guys, Inch here~ ( ´ ▽ ` )/

      It's been awhile no seeing around. Good thing now i 've got time to do some random blogging here related to military, in real-life nor in-game. Today, we will be talking about how HK M27 Infantry Automatic Rifle exist and adopted in the US Marine Corps, why the US Army doesn't want M27 IAR adopted to their section, and what their possible plans on making their own gun, replacing the M249 in service?

       

      ciBF2bV.jpgeJ5Pb0B.jpg 

       

      As far as few people know, the M27 Infantry Automatic Rifle (IAR) is a lightweight, magazine-fed 5.56mm, select-fire weapon based on the HK416 rifle designed and manufactured by the German company Heckler & Koch. It is used by the United States Marine Corps and is intended to enhance an automatic rifleman's maneuverability. The U.S. Marine Corps initially planned to purchase 6,500 M27s to replace a portion of the M249 light machine guns employed by automatic riflemen within Infantry and Light Armored Reconnaissance Battalions. Approximately 8,000–10,000 M249s will remain in service with the Marine Corps to be used at the discretion of company commanders. The United States Army does not plan to purchase the IAR. In December 2017, the Marine Corps revealed a decision to equip every Marine in an infantry squad with the M27.

       

      • The Short History:

      In 1985, the U.S. Marine Corps adopted the M249 Squad Automatic Weapon (SAW), one year after the U.S. Army. Procurement of this 22 lb (10.0 kg) loaded weight Light machine gun was a service-level decision because the weapon was adopted by the Army with a contract method the Marines could use. While the belt-fed M249 was portable and had a high volume of fire, its relatively heavy weight meant gunners could have trouble keeping up with riflemen.

      The M249 light machine gun provides infantry squads with the high rate of fire of a machine gun combined with accuracy and portability approaching that of a rifle. It can be fed from both linked ammunition and STANAG magazines, like those used in the M16 and M4. M249's have seen action in every major conflict involving the United States since the U.S. invasion of Panama in 1989.

       

      • The Infantry Automatic Rifle program for Marine Corps, the tests and fielding:

      ixpuIO9.jpg

       

      In 1999, a Universal Need Statement was issued for an Infantry Automatic Rifle (IAR). Around 2000, the 1st Marine Division’s 2nd Battalion, 7th Marines Regiment conducted initial, limited IAR trials which confirmed the desirability of a light automatic rifle. The key difference between a lighter infantry rifle and a more heavily built automatic rifle is the ability of the latter to maintain sustained continuous fire without stoppages, overheating the barrel or receiver and losing accuracy. Experiences in Iraq and Afghanistan resulted in formal requests for recommendations. The Universal Need Statement spent six years going through the procurement process before an official program was begun and a list of required capabilities was created in early 2005.

      The Infantry Automatic Rifle program began on 14 July 2005, when the Marine Corps sent Requests For Information to arms manufacturers. Characteristics desired in the weapon included: portability and maneuverability; similarity in appearance to other rifles in the squad, reducing the likelihood that the gunner will receive special attention from the enemy; facilitation of the gunner's participation in counter-insurgency operations and capability of maintaining a high volume of fire. An initial requirement for a magazine with a minimum capacity of 100 rounds was dropped in favor of the 30-round STANAG magazine because, at the start of testing, available 100-round magazines were unreliable. Caliber was specified as 5.56×45mm with non-linked ammunition, so as to achieve commonality with existing service rifles.

      In 2006, contracts were issued to several manufacturers for sample weapons. These are:

      1. Fabrique Nationale d'Herstal submitted an IAR variant of the FN SCAR (or as far as i know, the FN HAMR) 

      QP4pReG.jpg

      2. Heckler & Koch (H&K) submitted an HK416 variant (obviously M27 IAR)

      3zCzexK.jpg

      3. Colt Defense submitted two designs (One of them are Colt IAR series)

      dFziO7G.jpg

      Zs4g1Zz.jpg

      Companies that attempted to compete but were not accepted as finalists for testing included:

      1. Land Warfare Resources Corporation (LWRC) M6A4 IAR (i'm familiar with LWRC M6A2 back in the day)

      gMmpGPP.jpg

      2. Patriot Ordnance Factory IAR

      H07oFMP.jpg

      3. General Dynamics Armaments and Technical Products CIS Ultimax 100 MK5 (marketed as the GDATP IAR) - is also known as Singapore product made by ST Kinetics Armaments

      TcLs0s4.jpg

       

      In December 2009, the H&K weapon won the competition and entered into a five-month period of final testing. In the summer of 2010, it was formally designated as the: M27 Infantry Automatic Rifle, coincidentally sharing a designation with the 2nd Battalion, 7th Marines, who had been testing fully automatic rifles since 2001.

      After the Marine Corps Operational Test and Evaluation Activity conducted further testing at MCAGCC Twentynine Palms, Fort McCoy and Camp Shelby (for dust, cold-weather, and hot-weather conditions, respectively), limited fielding of 458 IARs began to four infantry battalions (one per each Marine Expeditionary Force, one reserve) and one light armored reconnaissance battalion, all of which deployed to Afghanistan in 2011.

      In May 2011, Marine General James Amos approved the conclusion of the Limited User Evaluation (LUE), and ordered the replacement of the M249 LMG by the M27. Fielding of the approximately 6,500 M27 units was expected to be completed in the summer of 2013, at a cost of $13 million. Each M27 gunner was to be equipped with around twenty-two 30-round magazines of the type currently in use with the M16 and M4 carbine approximating the combat load of an M249 SAW gunner; although the M27 gunner would not be expected to carry all 22 magazines. The individual combat load would be determined at the unit level and was expected to vary by unit, based on results of evaluations conducted by the four infantry battalions and one light armored reconnaissance battalion that participated in the Limited User Evaluation. Though program officials were aware that switching from the belt-fed M249 would result in a loss of suppressive fire capability, Charles Clark III, of the Marine Corps' Combat Development and Integration Office, cited the substantially increased accuracy of the M27 as a significant factor in the decision to replace the M249.

       

      • USMC on replacing their main rifles with M27 (a.k.a M16/M4 series alongside M249's):

      In early 2017, Commandant of the Marine Corps General Robert Neller said he wanted to equip every "0311" rifleman with an M27 IAR. Because of that, the Marine Corps issued a request in early 2017 for 11,000 M27 IARs from H&K. While talking about the Corps' request, Chris Woodburn, deputy of the Maneuver Branch, Fires and Maneuver Integration at Marine Corps Combat Development Command, said "The new order will replace all M4s in every infantry squad with an M27, except for the squad leader." He also stated that the change includes infantry training battalions. The timeline for funding was planned for fiscal years 2019 and 2020, with the Corps acquiring some of the rifles in fiscal year 2018. As of August 2017, officials have stated that "riflemen are the top priority," but that the M27 "will be in the hands of combat engineers and light armored reconnaissance battalion scouts next." The Corps later issued a pre-solicitation notice for the M27. "The new pre-solicitation notice of 50,184 [M27s]," said Woodburn, "is [meant] to up the production capacity that H&K must be able to meet as the sole-source provider [of the M27], should the Marines decide to order more in the future." At SHOT Show 2018, the Marine Corps announced that the deal with H&K to produce 11,000 M27s for the Marine Corps had been finalized and that the M27 IAR would be adopted as the standard issue service rifle of the Marine Corps infantry, replacing the M4A1.

      bCMw4fk.jpg

      The M27 IAR now is adopted as the standard issue service rifle of the Marine Corps infantry - replacing the M4A1 - in 2018. Once the change is fully implemented, the M27 IAR will be issued to all riflemen in the Marine Corps infantry, while the M4A1 will only be issued to non-infantry Marines. It was originally fielded as a proposed replacement for the M249 SAW between the years 2010 and 2017. During that time period, it was distributed one per four-man fireteam, three per squad, 28 per company, 84 per infantry battalion and 72 per Light Armored Reconnaissance Battalion, with a total of 4,476 being serviced by the Marine Corps as a whole. However, the M249 was not completely replaced by the M27 IAR, and six M249s were still issued to rifle companies between 2010 and 2017.

      Also more around late 2017, the Marine Corps began fielding an optimized version of the M27 which was given a new number, the: M38 designated marksman rifle (M38 DMR). Although certain selected M27s had been employed as marksman rifles since 2016, the M38 version outfits M27's selected for accuracy with a Leupold TS-30A2 Mark 4 MR/T 2.5-8x36mm variable power scope, the same optic fitted on the Mk 12 Special Purpose Rifle. The naming of the M38 followed a similar convention to the M27, being named after the 3rd Battalion, 8th Marines unit that tested the rifle out. By April 2018, fielding to all three Marine Expeditionary Forces had been completed. One M38 marksman version, fitted with a scope and QDSS suppressor, is to be fielded per infantry squad to hit targets at 600 meters. Full operational capability is planned for September 2018.

       

      • What is their combat reviews on M27 and how Suppressive Fire debate exist at that time:

      The IAR was initially fielded in December 2010. 1st Battalion 3rd Marines were deployed to Afghanistan in April 2011 with 84 IARs. Former SAW gunners initially did not like the M27, but appreciated it as time went on. It weighed 9 lb (4 kg) loaded, compared to 22 lb (10 kg) for an M249, which was a significant difference when on five hour missions. Gunners said it was "two weapons in one," being able to fire single shots accurately out to 800 meters and have fully automatic fire. It also blended in with standard M16-style service rifles, making it difficult for enemy forces to identify the machine gunner. The battalion leadership also saw the M27 as better at preventing collateral damage, as it is more controllable on fully automatic than the M249. Concern of volume of fire loss was made up for through training courses developed in December 2010. With the M249 SAW, the idea of suppression was volume of fire and the sound of the machine gun. With the M27 IAR, the idea of suppression shifts to engaging with precision fire, as it has rifle accuracy at long range and fully automatic fire at short range. Shooters transitioned from long-range precision fire at 700 meters to short-to-medium suppressive fire at 200 meters, both while in the prone position. Some gunners in combat have been used as designated marksmen. An M27 gunner with one aimed shot has the effect of three or four automatic shots from the SAW, and still has the option of a heavier volume with an accurate grouping.

      oAEeODR.jpg

      Marines issued with the M27 enjoy its familiarity with the M4-style weapons in service. Its gas-operated short-stroke piston action with a rotating bolt runs cooler, cleaner, requires less maintenance, has less internal parts wear and is less susceptible to malfunctions compared to previous direct impingement M4/M16 style weapons. IAR gunners consider the rifle-grade accuracy to be a huge improvement over the SAW, despite the loss of sustained firing. With a shrinking budget, the Marine Corps is looking at ways to implement the IAR as a multipurpose weapon. Suggestions included use as an automatic rifle and as a designated marksman rifle, a role where it replaced the Squad Advanced Marksman Rifle. Additionally, the free-floating barrel offers improved accuracy at approximately 2 MOA compared with 4.5 MOA for M16A4 rifles.

      While Marine Corps Systems Command was optimistic about operational testing, former Marine Commandant General James T. Conway remained skeptical because of:

      1. The reduction in firepower at the fireteam-level that would result if the M27 was adopted. He felt that, while more accurate, it was unlikely that the M27 could provide fire-superiority over the belt-fed M249 SAW. A magazine-fed rifle, requiring frequent reloading, would not be able to sustain the same rate of fire. In a firefight, squad members carrying extra magazines for the M27 might not always be in position to supply them to the gunner. Further, the SAW was already a battle-proven weapon. It was also significant that the Army had chosen not to pursue the IAR concept.
      2. The notion that the M27 represents a reduction in suppressive fire has spawned considerable debate between proponents of the M249 SAW within the infantry and those who advocate that a lighter, more maneuverable, and accurate weapon is sufficient to support offensive operations at the squad level. It is debatable, in fact, that program officials actually concede a loss of suppressive fire capabilities, as the only statements of concern over this concept were made by General Conway.
      3. With a SAW, the doctrine of fire suppression is the sound of continuous fire with rounds landing close to the enemy. While the M249's volume of fire may be greater, it is less accurate. Experienced troops who have dealt with incoming fire are less likely to take cover from incoming rounds if they are not close enough. With an IAR, the doctrine is that lower volume of fire is needed with better accuracy. Fewer rounds need to be used and automatic riflemen can remain in combat longer and in more situations.

      Another benefit of the M27 over the M249 is that in many respects it resembles an M4 rifle as used by the rest of the squad. This makes it harder to identify by enemy troops.

       

      •  The M27 IAR design for the armed forces:

      50XNeiF.jpg

      The M27 is based on the H&K HK416. It features a gas-operated short-stroke piston action with a rotating bolt and a free-floating barrel. The handguard has four MIL-STD-1913 Picatinny rails for use with accessories and optics. The simpler gas-piston rifle system reduces the amount of time it takes to resolve malfunctions on the IAR compared with the M249. Alternate calibers other than 5.56 mm are being considered for the M27.

      The M27 usually draws ammunition from a standard 30-round STANAG magazine. The improved STANAG magazine with the tan-colored anti-tilt follower is favored over the previous version with the green follower because it can be inserted more easily and the anti-tilt follower can handle high rates of fully automatic fire with less chance of malfunction. There have been issues with some STANAG magazines sticking in the magwell, especially when painted and or damaged. While a rifleman normally carries seven 30-round magazines, an IAR gunner has to carry up to sixteen, and may carry as many as twenty one, due to its role and fully automatic rate of fire.

      LmfPKSQ.jpg

      The magazine well has a flared opening that aids in magazine insertion, but a PMAG 30 GEN M2 magazine cannot be inserted due to the frontal plastic bevel on the PMAG. Because the M27 cannot be fed from the widely used M2 PMAG magazines that M4s or M16 rifles in the squad could take, the Marines banned the polymer PMAG for issue on November 26, 2012 to prevent interchangeability issues. In response, Magpul began the process of arranging verification and official testing for their improved PMAG 30 GEN M3 magazine, which is compatible with both the M27 and M16-series rifles. After Marine Corps testing of the M855A1 Enhanced Performance Round with the M27 showed reliability problems from feeding issues from standard magazines, the PMAG 30 GEN M3 Window, which had better reliability with the EPR, was approved for use by Marines in December 2016 so that M27 gunners who receive M855A1 rounds do not face such issues. Due to its role, high capacity magazines of between 50 and 100 rounds are being explored.

      The M27 is essentially an HK416 with accessories required by the Marine Corps. The standard optic is the Trijicon ACOG Squad Day Optic (SDO), officially designated the Sight Unit, SU-258/PVQ Squad Day Optic. It is a 3.5×35 machine gun optic that has a Ruggedized Miniature Reflex (RMR) sight screwed on top for close-quarters engagements under 100 meters. Created for the SAW, the day optic offers slightly less magnification, but longer eye relief than the ACOG Rifle Combat Optic (RCO) on M16's and M4's. The longer relief helps reduce injury risk from recoil. It is issued with the Vickers Combat Applications sling and rail sling mounts, AIM Manta Rail Covers, Harris bipod, KAC backup iron sights, a foregrip, and bayonet lug. The M27 initially had a Grip Pod, which is a foregrip with bipod legs inside, but it was later replaced by a separate foregrip and bipod.

      In January 2017, a USMC unit deployed with suppressors mounted to their M27 rifles as part of a concept to suppress every weapon in an infantry battalion. Exercises showed that having all weapons suppressed improved squad communication and surprise during engagements; disadvantages included additional heat and weight, increased maintenance, and the greater cost of equipping so many troops with the attachment.

       

      • How is it, in the present day view's?

      The US Marine Corps is fielding thousands of its new M27 Infantry Automatic Rifles to grunts across the service and, for now, it’s not buying any more. The last of the M27's come into the Marine Corps inventory this year and are expected to be in the hands of each infantryman from platoon commander and below by mid-2021, officials said. Some still questioned its fire suppression capability over the SAW, but the weapon finally got the blessing of top brass.

      Commandant Gen. Robert B. Neller liked what he saw enough to not only push for the M27 to replace the SAW but also the M4, at least within rifle companies and for those working alongside them, such as combat engineers. The initial goal of getting 6,500 of the M27s into the ranks jumped to 11,000 and plans later called for 15,000 rifles. Any of the figures would have worked, fitting well below the maximum procurement contract number of 50,184. Ultimately, the Marines bought just over 14,000 M27s, Manny Pacheco, spokesman for Marine Corps Systems Command, told Marine Corps Times. Those were purchased at an estimated:

      • 1,600 initial purchase
      • 2,600 in 2017
      • 2,900 in 2018
      • 7,000 in 2019
      • A little less than half of those, between 6,000 and 7,000, have not yet been fielded.

      While Neller repeatedly has said that the weapon has received majority positive reviews from the infantry it has not come into the ranks without its own controversy. In April 2018, members of the House Armed Services Committee told Neller that they wanted him to provide them an assessment of the service’s view of the Small Arms Ammunition Configuration study and include near and long-term small arms modernization strategy for the Corps. And future funding for the rifle could be cut or withheld if he didn’t provide that report.

      At that point, the Corps had fielded 6,500 M27s. During a March 2018, House Armed Services Committee hearing Rep. Joe Wilson, R-S.C., grilled Marine leaders about why the weapon wasn’t being provided by a U.S. company. Lt. Gen. Brian D. Beaudreault, deputy commandant of Plans, Policies and Operations, told the congressman that H&K, a Germany-based company, won the competition and changes now would put fielding behind by two years and substantially raise the price of the contract. Despite its successes in fielding, certain elite within the Marine ranks decided not to take the new rifle and are sticking with the M4s.

      Marine Special Operations Command Raiders continue to carry the M4 carbine. That has had to do both with the profile of missions requiring shorter barrels and also a need for a greater volume of fire they still get from the SAW, a MARSOC spokesman told Marine Corps Times in 2018.

      Quote

      “Given the smaller size of our operational units, the M249′s volume of fire provides a greater tactical benefit than the advantages provided by the M27,” said Maj. Nicholas Mannweiler.

      Raiders use an M4 lower receiver, the trigger and housing, attached to a Special Operations Command-upper receiver, the barrel and bolt. That way operators can swap out components in their weapon system to meet various mission demands. The SOCOM upper receiver group and M27 lower are not compatible.

      Quote

      “If we need to do shorter suppressed barrels, that’s an option. If we need to have a certain number of weapons within a team or company configured for designated marksman duties, we can do that too,” Mannweiler said.

      A 2015 report that was leaked online evaluated the use of the M27 as a designated marksman rifle, the role it has come to play in its M38 configuration. That report found weapon stoppages at high cyclic rates ― a problem for what’s meant to be the squad’s machine gun.

      But, retired Marine Chief Warrant Officer 5 Christian Wade, who worked closely with evaluation, testing and fielding of small arms and training in the Marine Corps, told the website Task & Purpose that the problems in that test were not with the weapon but rather with the aluminum magazines that had feed problems and with the type of ammunition that was being used ― the M855A1 Enhanced Performance Round. Marines have since adopted a polymer magazine that does not have the feed problems and certain deploying units have obtained another type of 5.56 mm ammunition to correct for past problems with the EPR, he said.

       

      • Why the US Army never wanted HK M27 in their section?

      While the Marines love their M27 rifle, it’s not good enough for the Army — they’re building their own. Army leaders in week around February 8th, 2018 provided key weapons updates during a Senate hearing on modernization that included timelines on an improved armor-piercing round, sniper rifles and their Next Generation Squad Weapon. They asked for updates to the rifles and rounds infantry soldiers use, given advancements in body armor that can defeat the standard 5.56mm round fired by the M4 carbine and M16 rifle variants.

       

      • What are their plans on making their own gun replacing M249's in service?

      The US Army is building a “Next Generation Squad Weapon,” the first variant, one of the Army deputy chief of staff said, will be an automatic rifle to replace the Squad Automatic Weapon, which is chambered in 5.56mm.

      They've been pushed on the M27, which the Marine Corps has adopted. That is also a 5.56mm, which doesn’t penetrate. They’re going to go down the path of [the] Next Generation Squad Weapon, automatic rifle first, to be closely followed — very hopeful — for either a rifle or carbine that will fire something other than 5.56mm. He quickly added that the new round will likely not be in 7.62mm.

      I9lCUy4.jpg

      "As the Textron Systems release the weapons above, it was meant for replacing weapons for the Army, the NGSW-R (left) replacing M4 series and NGSW-AR (right) replacing M249 SAW in service"

       

      The weapon will probably weigh a little bit more, the ammo will probably weigh a little bit less, and Army soldiers can get penetration of the most advanced body armor in the world, probably well out beyond even max effective range of the current M4, and that’s what the Army see as a replacement for the M4 in the future, not the [Squad Designated Marksman Rifle].

      Advancements not only include a new round but also improved fire controls and polymer casing. Textron Systems has partnered with the Army to develop a cased telescope cartridge and weapons built around the shortened polymer round. They also have a 6mm carbine variant, which was on display at the Association of the U.S. Army annual meeting last year. The principal military secretary to the assistant secretary of US Army for acquisition, logistics and technology, told the senators that the work with Textron and others will be offered to vendors in 2018, with the goal of seeing a decision by 2021 and having the capability ready by 2022 or 2023.

      Deputy chief of staff also listed several other, interim efforts, including the near-term gap of providing a Squad Designated Marksman Rifle chambered in 7.62mm that also fires the Advanced Armor-Piercing Round. While the SDMR program has been sped up and will see fielding among infantry units this year, the round program has been delayed to field in 2019. You can still fire a 7.62 and still able to penetrate; you just can’t get quite the range you will with the next generation round.

       

      • Bonus: The M27 IAR in my country?

      According to news reported from tnial.mil.id (2/3/2018), soldiers of the 1st Marine Infantry Brigade conducted a test of this weapon at the Gedangan Marine Brigif-1 firing range. The trial was carried out by Brigif-1 Marine Combat Squad (Regu Pandu Tempur or Rupanpur) and Marine soldiers from a distance of 25 meters and 50 meters in a standing, squatting and lying down position. After testing, it was concluded that the weapon endurance is quite good, the beat is almost not felt (stable), but more trials are needed to check the accuracy of the shot / wear, check the M-Point attached to the weapon for night accuracy testing and check the durability of the weapon in wet conditions and muddy.

      l20N5IB.jpg

      Some TNI special forces, such as Kopaska (Navy Frog Forces Command), Kopassus (Army Special Forces Command) and Denjaka (Jala Mangkara Detachment), have seen the M27 as the familiar HK416 figure, this assault rifle is indeed known to have high accuracy and quality that is 'resilient' like an AK-47. The Military Times Gear Scout Blog and the Soldier Systems website even referred to HK416 as a weapon used by Navy SEALS to kill Osama Bin Laden. For this one, the M27 philosophy is similar to the Ultimax 100 used by the Marines Amphibious Reconnaissance Battalion (Taifib Marinir)

       

      • Bonus 2: Should this be in Project Reality (PR:BF2) on US Marine Corps (USMC) faction? What will it costs you if it exist in-game?

      One word, YES~!

      "It will cost your soul to make the M27 model in 3D and the ability to suppressive fire become lacking, considering how less the ammo count it has.."

      The good thing is the gun itself should be handling CQC best than M249's (meaning very accurate in few ranges), probably going to be much stable in hipfire and ADS, nimble, reliable, easy to control the gun's recoil etc.

      Also, why not having Beta C-Mag for this one? Just to compensate the ammo count obviously :P

       

       

       

       

      Thank you and enjoy the reading, feel free to give your thoughts and comments down below, or even corrections if i'm wrong. I'll see you out in the battlefield- soon~ ;)

      (image still in progress, brb) Its done, enjoy~

       

       

      (°▽°)/

      - Inch

       

       

       

       

       

      Extras:

      - GDATP IAR's:

      ik9OCqR.jpgi8TgDDw.jpg

       

      - LWRC M6A4 IAR:

      uvsUYz4.jpg

       

      - Patriot Ordinance Factory (POF) IAR's:

      5ENaKzr.jpg

      Us7yX0c.jpg

       

      - Colt IAR's:

      B7DZHDB.jpgLEMlK5A.jpgx2Frzbj.jpgRWLk74X.jpg

       

      - Volod.41 Christmas Gift, The Ironman Ammunition Backpack (You don't have to worry about ammo no more :P)

      BcHW9Jc.jpgdIsH3Co.jpgvtDDGB8.jpg

       

       

      Sauces:

    5. image.png

      I have written a new voice control profile called 'AVCS SENS' for VoiceAttack specifically dealing with sensors and weather commands.  I wanted to use the Shared Memory feature of the AIDA64 Extreme sensor monitoring program to enable my VoiceAttack profile to speak the requested computer sensor value when asked over text-to-speech.

      Once I had sensor values from AIDA64 Extreme in VoiceAttack, I then added a DHT11 Temperature & Humidity sensor to the Arduino Uno on my prototype breadboard, connected to my PC through USB.  Now reading this as well from my VoiceAttack profile, I could do a little math to get a more absolute and objective value from the computer sensors, a CPU temperature in "degrees over ambient", for example, or "delta-T over ambient" as you may hear it called in analysis videos such as this one here talking about case testing methodology used by Gamers NexusThis is the true means to understand what computer sensors for temperature are reporting at any given time, by first accounting for the temperature of the room.

      Finally, with this relative sensor data now available, I've been able to write a simple diagnostic algorithm which can identify & flag atypical sensor values, as compared to stored baseline values on file, for voice commands in VoiceAttack.  Without an AVCS-DHT1, outdoor weather and sensor report commands are still available, yet indoor weather & sensor diagnostic commands will be unavailable.  I wanted to make it possible for anyone using my new AVCS SENS profile for VoiceAttack to either be able build their own AVCS-DHT1 USB external temperature & humidity sensor,
      or buy one designed & built by me, according to this simple Arduino project build guide, and therefore unlock these additional voice command features for AVCS SENS.

       


      My DIY USB Temperature & Humidity Sensor 'AVCS-DHT1' - for use in my AVCS Voice Sensors & Weather Profile
      parts list below contains links to specific items which I directly purchased myself for this project on Amazon only, but any store will do, and also any equivalent part which performs the same will work (brand names/quantities do not matter!)
      if you are using a different case than the exact one linked below, or other components, please see the note in the AVCS SENS Wiki page regarding Sensor Calibration

       

      image.png

      Project Required Parts List                                                    
      (all prices listed in USD - price and availability may be different past last publish date of this guide)
       

      Arduino Nano (or equivalent clone) - with NO header pins soldered on!
      (HiLetgo Nano v3.0 5V) (3 pack)  -  $24.49
      https://www.amazon.com/dp/B01DLIJQA2
      $8.16 per board

      USB Cable - USB 2.0 Type A to Mini-B (3ft. or 1 meter, at least)  (or equivalent part)
      (iSeekerKit Nylon Braided 3ft.) (3 pack)  -  $8.99
      https://www.amazon.com/dp/B08LL272SK
      $3.00 per cable

      DHT11 Temperature Humidity Sensor Module 3.3V-5V (or DHT22, or equivalent part)
      (HiLetgo w/Dupont Wires) (5 pack)  -  $10.29
      https://www.amazon.com/dp/B01DKC2GQ0
      $2.06 per sensor

      Plastic Electronics Project Case @ 1.97" x 1.10" x 0.59" (50mm x 28mm x 15mm)
      (Zulkit ABS Project Boxes) (5 pack)  -  $7.99
      https://www.amazon.com/dp/B07PZ24LFD
      $1.60 per item

      Metal Film Fixed Resistor 10K ohm (0.5Watt) - just one will be needed
      (EDGELEC Pack of Resistors) (100 pack)  -  $5.99
      https://www.amazon.com/dp/B07QJB31M7
      $0.06 per resistor

      Strong Double-Sided Foam Adhesive Tape (or equivalent product) - only need a few inches
      (Gorilla Brand Heavy Duty Mounting Tape) (1" x 120" roll)  -  $11.34
      https://www.amazon.com/dp/B082TQ3KB5
      $0.20 approx. amount used

      Neodymium Magnet 8mm x 2mm (round, size is important!) - just one will be needed
      (FINDMAG Box of Magnets) (100 pack)  -  $9.99
      https://www.amazon.com/dp/B09BB1VT4J
      $0.10 per magnet

      Total:
      $15.18 (USD)  (for 1 sensor*) - (total if all parts purchased with amounts above:  $79.08)
      *(also required - drill/rotary tool, solder and soldering iron, electrical tape, tweezers, scissors, 'nippers', 'spudger' type tool, and SuperGlue)

      This project requires the following skills & knowledge:

      • Basic understanding of Arduino (what it is/what it does)
      • Basic experience with electrical soldering
      • Basic skills with drill or Dremel/rotary tool and bits
      • Use of and precautions relating to SuperGlue type adhesive
      • Ability to make precise cuts with scissors within 1-2mm
      • Ability to carefully follow instructions (some are crucial)
      • Entry level experience with VoiceAttack (import profile, etc.)
      • Ability to work w/ tiny parts in a small space in timely manner
      • A positive attitude and willingness to adapt and overcome (not exactly required, but always recommended ;) )
         

      Part 1 - Preparing the Sensor                                              

      image.png

      preparing the DHT sensor and stripping the braided wires - image a1

      1. Separate the DHT11 (or DHT22) from the breakout board it is mounted on (if not supplied without one).  Either snip the wires from the DHT as close to the board as possible with "nippers" (image a1), or de-solder them from the breakout board.  If supplied with the Dupont ribbon wires, remove the plastic ends and prepare the wire ends by cutting them even and strip the wires leaving at least 1.5cm bare.  We want around 75-100mm (2.95-3.93") of flexible braided wire so we can zig-zag the excess, allowing us to remove the plastic lid with sensor and not risk yanking the soldered wires out.

      image.png

      solder wire ends - image a2

      2. Twist the wire ends and tint them with solder to make them stiff, yet not so much as to increase their width with too much solder & slag - three of them must fit through the holes on the Arduino.

       

       

      3. Once the DHT has been separated from the breakout board, with the side with holes facing you and pins down, cut the third pin from the left, or second from the right, as in image a1.

      image.png

      gently bending the pins, resistor legs, and wires - image a4

      4. Prepare the DHT pins by gently curving them into hooks facing away from the side of the sensor with holes.  Gently bend the legs of the 10K ohm resistor (as shown in image a4) so that it will sit in the hooks of the two DHT pins closest together, as seen with the sensor face down (holes down, as in image a5).

       

      image.png

      resistor placement - image a5

      5. Bend two of the three wire ends away laterally away from the third wire, into a gentle hook shape, and the third wire opposite those in the same manner. Lay the 10K ohm resistor into the right two wire-hooks of the DHT sensor (face down - image a5).

      image.png

       final goal for the resistor, legs, and wires: flat & straight - image a3


      NOTE: The Resistor should be offset in a manner where its bulk and width can mostly lay flat along side the wires and not on top of them once completed (image a3).

       

       

      image.png

      gently crimping the DHT pins around resistor legs & wires - image a6

      6. Lay the wire "hooks" into their corresponding DHT wire "hooks" over the resistor, and if able, use a tweezers to gently compress these DHT wire hooks to contain the wires and resistor for soldering, as well as the wire "hooks" themselves.  If this is not possible, you may want to secure the DHT to the table with scotch tape, lay the three wires in place in their "hooks", and scotch tape down the wires to the table with a gentle pull, to ensure they remain in place while soldering them firmly in place as one connection. 

       

      image.png

      soldering to the DHT - image a7

      7. Solder each connection so that the wire, the wire "hook" from the DHT, and the resistor are fully encased, and not touching each other.

      image.png

      trimming legs from resistor, and any protruding slag - image a8

      8. When cooled, use "nippers" to nip any protruding slag or wire ends, and the trailing legs of the resistor as it exits the solder as in image a8.  The wires should travel flat following the rear plane of the sensor, so that later, the front face of the sensor (with holes) can protrude out of a hole we will cut in the case lid.  Refer to images a3 and a8 to see the resistor in-line with wires, as an example.

      image.png

      wrap wires separately - image a9

      9. Finally, wrap each exposed solder point with a separate small piece of electrical tape to ensure each cannot bridge contact with another in the event that something gets bent.  Just sandwiching a small rectangle of tape over each one will do, even if each has a tail of tape hanging off.  These bits of tape will be covered and held in place permanently once the sensor is mounted into the lid later.

       

       

      SAFETY SAVES LIVES - SAFETY GOGGLES SAVE EYES!  BE SMART AND USE APPROPRIATE SAFETY GEAR WHILE WORKING!

       

      Part 2 - Preparing the Case                                                  

      Step-8a-1.png

      drill 12 tiny air holes - image b1

      1. Carefully remove the lid from the case - while holding the base in one hand, lid up, with the notch in the lid away from you, use a fingernail in the notch along with pressure from your finger to pry that side of the lid upwards.  If using a tool, be careful not to use too much pressure or the soft ABS plastic may deform or scratch if the tool jumps too fast once the lid becomes free.

      image.png

      keep notch at bottom - image b2

      2. For the lid, we want to create a rectangular hole that will allow the front face of the DHT sensor to protrude.  The tapered sides of the blue sensor case widen towards its back which will keep it from protruding farther.  The lid is 25.9mm wide & 47.75mm tall.  The approximate width of the hole will be at or under 16mm tall and 12.60mm wide.  For this to work well, it is best to cut a slightly smaller hole than desired and slowly widen it with hand tools or low speed rotary tool - stopping and testing the fit until just right (as shown in image b6 below).  It is not easy to get exact, I've tried.  Just accept any slight tilt, it is a DIY after all.

      image.pngport is upside down - image b3

      The goal for the USB hole is to make it flush with the bottom of the case as it exits, and as wide as the USB port itself (8mm).  The port is 4mm tall, but as you can see in image b3, even I could not quite keep that height with that limit as I drilled and widened the hole.  Again, stop and check the fit - first dusting out any bits of plastic from the process, and sliding the Arduino Nano upside down as shown for a test fit.  It must slide flat with the case bottom and through the case wall as shown.

       

      3. With the lid removed from the base, use a drill bit between 1mm-2mm at low speed to create 4 holes in the 'top', and 4 holes on each side near the top (as shown in image b1), for 12 total air holes.  The passthrough hole for the USB mini-B port will require drilling and widening with hand tools or a rotary tool at a low speed.  The port is about 4mm tall & 8mm wide.  High speeds may heat and melt the ABS plastic, so if you are working at an area for too long, back off and let it cool down.
       

      image.png

      place one small drop of SuperGlue at the arrow for magnet - image b4

      4. Once all the holes are drilled and the rough edges cleaned up as much as possible, wipe the interior clean of plastic dust.  Using a strong SuperGlue, place a very small drop inside the case at the top near the four holes you drilled, as shown by the arrow in image b4.  Carefully place the tiny magnet over the drop of glue; non-magnetic tip tweezers or even chopsticks can really help - just be sure not to touch the SuperGlue as you position the magnet.

      image.png

       test fit the sensor into lid - image b6

       

      5. Finally, cut a strip of the double-sided adhesive foam tape about 25mm wide and 8mm tall - do not remove the backing yet!  Once the SuperGlue has dried (give it a few minutes) place the strip of tape over the magnet (image b5, below).

       

      image.png

      fully cover magnet with tape, do not remove backing (yet) - image b5

      Part 3 - Preparing the Arduino                                           

      image.png

      setting the board to "Arduino Nano" and its COM Port - image c1

      1. Open the Arduino IDE v1.8 (latest) (download and install first, if not already done) and make sure it is updated to current release version.  Place the Arduino Nano on a hard, non-conductive surface, and connect the USB cable to the device and then to the PC.  Refer to device instructions (per brand/model/type) as required, if the device driver is not installed automatically.  Under the 'Tools' Menu along the top, select the COM Port of this device, and set the board to Arduino Nano (as shown in image c1), and unless directed by device instructions, leave the Processor as "ATmega328P".

      image.png

      opening and uploading the Arduino Basics "Blink" sketch - image c2

      2. Under the 'File' Menu along the top, select Examples > Basics > Blink to open this sketch (see image c2).  Next, click the Upload button ( image.png ) to send this sketch to the Arduino Nano.  Verify that the onboard LED slowly blinks on and off repeatedly to ensure this board is functioning, and that sketches are uploading properly.  If you have any problems at this stage, you will want to stop and perform other troubleshooting steps to verify that the Arduino IDE is set up properly to communicate with this board, and that the board itself is not faulty.  See Addendum at the bottom of this guide for help.

       

       

      image.png

      installing or updating the "Adafruit Unified Sensor" library - image c3

      3. To get data from the DHT sensor, we will be using an open source DHT Sensor Library by Adafruit, which requires the Adafruit Unified Sensor Library, as well.  In the Arduino IDE, under the 'Tools' Menu, select 'Manage Libraries...' (or press CTRL+i) to open this window - it takes a few seconds to open.  First, select the Type of "All" (if not already selected), and the Topic of "Sensors".  In the search field, type "Adafruit Unified Sensor".  The list will be long, scroll down until you find the Adafruit Unified Sensor library (as pictured in image c3) - install it or update with the latest version, if not already.

      image.png

      installing or updating the Adafruit "DHT sensor library" - image c4

      4. Next, in that same search field, type "DHT sensor library".  Again, the list will be long, scroll down until you find the item with the title "DHT sensor library" by Adafruit (as pictured in image c4) - again, install or update it if it is not installed with the latest version.

      When you are finished, close the Library Manager and disconnect the Arduino from the computer.

      If desired, use a light grit sandpaper on the edges of the Arduino Nano PCB board to make them smooth.

      image.png

       AVCS-DHT1 Wiring Diagram (your resistor color may be different!)  -  image c5

      5. Once you have verified that the Blink sketch is working from earlier steps, and that the Arduino IDE can properly upload to the Arduino Nano board, it's time to solder the wires from the DHT sensor to the Arduino.  Follow the wiring diagram (shown in image c5), separating the ribbon cable to individual wires for flexibility, as needed.

       

      image.png

      later, mounting will be upside down, as shown here - image c6

      NOTE:  As stated before, the Arduino Nano MUST be upside down (shown in image c6) in the end.  You may wish to do as I have done, and push the wires through from the other (top) side of the board, soldering them into place on the underside (now facing up, like image c6).

      Unlike the diagram, the brown wire from these pictures is the black/ground wire, the red wire is the yellow/signal wire, and the orange wire is the red VCC/5V from image c5!  Your wires may differ in color as well, if using those supplied with your DHT module as I have done.  Do not get them mixed up - follow any wire back to the DHT to identify it properly.

      When complete, trim any protruding slag, or excess length from the wires as they exit the board, once cooled.

      Part 4 - Final Assembly                                                         

      image.png

      gently press down on areas such as those noted with arrows - image d1

      1. Cut a piece of the double-sided adhesive foam tape 23mm wide and 45mm tall, with a small notch cut out to allow wires to pass as shown in image d1.  Do not remove the backing to expose the second adhesive side, this backing will remain on permanently as an additional barrier between the sensor, the Arduino, and the wires in the case.

       

      2. Place the completed sensor and wires assembly into its slot you cut out in the lid, from the inside.  Cover the entire unit with the tape you cut out, allowing the wires to fit through the notch.  Use a dull plastic "spudger" type tool (image d1) to gently but thoroughly press down at all contact points, bends, and flat areas where the tape should make full contact with the lid and sensor.  Avoid the area of the wires and resistor, and the soldering points - use only a finger or thumb and gentle pressure in the area over wires to ensure a light contact.  We don't want to break any of the solder or unintentionally bridge the contacts.


      Do the same for the tape covering the magnet in the case - press into the bends and flat areas to ensure permanent contact.  Do not compress the part on the top of the magnet too much - we need this pile to be between 3-5mm to make contact with the Arduino Nano when it is finally in place.

      image.png

      first remove backing from tape, then apply the SuperGlue - image d2

      3. Before proceeding, with the protective backing still on the tape covering the magnet (still "un-sticky"), test fit the Arduino Nano into the case one last time - make sure the USB port sits flush with the base of the case as it exits, and the PCB board is flush with the edge of the case with the USB port hole (such as in image d3).  Ensure that the back of the Arduino overlapping the magnet touches the tape and the peel covering it - this is the last chance to make it taller with another bit of tape, if you used a different or thinner type of tape not recommended by this guide.  It should be a foam type tape with some give, and adding to the height of the magnet enough to make contact with the Arduino (about as tall as the USB port on the other side, 4mm).

      When ready, first remove the backing peel entirely from the double-sided adhesive covering the magnet - a sharp pair of tweezers can help here, it is NOT EASY and your luck may vary (condolences, I use this stuff all the time because it is so great, but for this one flaw - actually getting the backing off once it's in place can be painful!).

      Once you're done fighting the Gorilla tape and got the backing peel off, place a small dot of SuperGlue inside the case near the USB port passthrough hole.  In the example image d2 there is almost too much, half this much would do - you can use a cotton swab to soak up some of the glue before it dries, but this entire procedure must be done swiftly.

      Before the SuperGlue dries, very carefully slot the Arduino Nano into the case at an angle, with the USB port first, keeping the back from touching the tape yet - slide the Arduino USB port through the hole and then lower the back end down into position above the tape, keeping the PCB flush with the case wall, and the USB port through the hole as it makes contact with and compresses the SuperGlue.  Quickly dab up any SuperGlue that may leak out of the hole and outside the case.

       

      image.png

      apply light pressure on right and strong pressure on left - image d3

      4. Referring to image d3, with light & gentle finger pressure, press down on the area noted by the arrow on the right, while also using a more firm finger pressure to press down on the area noted by the arrow on the left (over the tape/magnet).  Be sure not to put a lot of pressure on the right where those components are, it is not necessary - the SuperGlue will do its job, we just need to give it light pressure to help spread the SuperGlue and ensure flush contact as we put greater pressure on the left where there are no components and we want full contact with that tape.

      image.png

       fully assembled - image d4

      5. Before closing the lid, allow up to several minutes for the SuperGlue to dry.  Take this time to plan the bends or separations in the ribbon wire (if using one) so that each wire can sit in a sort-of zig-zag fashion once we do close the lid.  In image d3, the wires are actually a bit long and will require an extra 'zag' to fit, so I have separated the wires nearly to the first bend.  The first bend by the lid and notch in the tape must be acute & firm without crimping!

      Once the SuperGlue is dry, carefully guide the wires into places they won't impede as you close the lid - start from the far end away from the wires, and lower it into place over the USB port side lastly.  Be careful not to force it closed, adjust as needed to ensure a tight fit without jamming the wires into hard crimps or bends which could sever tiny wires in the braid inside the wire jacket.

       

      image.png

      The Official AVCS-DHT1 sticker label - image d5

      6. The AVCS-DHT1 Sensor (being magnetic) is designed to stick to a PC case in a vertical orientation somewhere not far from the intake, but far enough from intake fans to not be 'cooled by the wind'.  The back of the ABS plastic case on the sensor can potentially mar or scuff softer paint on a PC case, so it is advised to place a piece of black electrical tape or even Scotch Tape along this surface simply to ensure a softer contact with the PC.

      All AVCS-DHT1 sensors built by me and sold in the VG Store will have this sticker label (shown in image d5), which also serves this purpose as a softer backing to help avoid minor scuffing over time.  If using one of these labels, carefully cut around the grey box on the label leaving about a 1-2mm margin as shown.  You may consider peeling back and folding a crease in the wax paper backing, then folding back into place over the adhesive surface, before cutting the label to size - this will help more easily remove the backing once you've trimmed off the edges of the label.

      Unlike the high cost of shipping pre-built sensors around the world, I can offer these cool little AVCS-DHT1 sticker labels to anyone following this DIY Build Guide for a fairly low price in the VG Store including free domestic and international shipping to around 180 countries.  It's much cheaper to mail a small envelope than a box, of course. 😉  Click Here to open the VG Store in a new browser tab to check out these sticker labels.

      Part 5 - Uploading the Code                                                

      AVCS_DHT1_DIY_Sensor_v3

      7. At long last, we can upload the Arduino sketch to the device and get some sensor data onto the computer!  Start by connecting the AVCS-DHT1 sensor to the computer with the USB cable, and mount it as noted, on the front or side of the computer near the intake but not within range of wind created by intake fans.  The area of the panel where the sensor sits should not be near any internal components which get hot under heavy PC use.

       

      8. Open the Arduino IDE program again.  Under the 'File' Menu, select 'New' (or press CTRL+N) to create a new sketch called "AVCS_DHT1_DIY_Sensor_v3".  Select the entire contents of this new sketch and delete them so you have a blank text area to paste into.

      Next, Expand Contents of the code block above - copy the entire contents of the code block here from line number 1 through line number 86.  You can copy the code block to your clipboard more easily by clicking the "Download Raw" button provided by Pastebin, and select all the text on that page & copy it.  Finally, paste the entire code into your sketch in the Arduino IDE (overwriting any contents) and save the sketch (CTRL+S).  Now we can upload the sketch from the Arduino IDE program to the Arduino Nano by pressing the ( image.png ) upload button just as we did with the Blink sketch above.  When uploading is done, close the Arduino IDE program and proceed with testing at step 9 below.

      If you see any problems in the errors and information window below the sketch when trying to upload and if the title bar over this information window at the bottom of the sketch does not show the words  ( image.png ) when done, stop and get Help or Support from the links in the Addendum at the bottom of this guide.

       

      image.png

       AVCS SENS profile version shown above may differ from latest - image e1

      9. Launch the VoiceAttack program and switch to the AVCS Sensors & Weather Profile (if not already running and loaded).  When voice commands are available, say, "Open the Sensor Menu".  The AVCS SENS Main Menu will pop up.  Press the "OPTIONS" button, and then press the "Sensor Options" button.

      In the Sensor Options screen, press the "Test Arduino DHT11 Sensor" button - there will be a voice reply of either "Test Succeeded" or, of course, "Failed".  Upon a successful test, the VoiceAttack Event Log (shown in image e1) will display several text messages, including a sample of the data received such as:

      AVCS-DHT1 Data: [AVCS,22.75,65.00,72.95,73.00,DHT1]

      image.pngimage.pngimage.png

      DHT Monitoring in AVCS SENS is a
      secondary monitor tied to the Sensor
      and/or Weather Monitor.  If either of
      these are started, DHT Monitoring
      will try to start.  If no DHT sensor is
      detected, indoor weather & sensor
      diagnostic commands will not work.
      If both Sensor & Weather Monitoring
      are turned off while DHT Monitor is on,
      the DHT Monitor will also turn off.

       

      Congratulations on successfully building an AVCS-DHT1 Sensor!  Enjoy the indoor weather & PC sensor diagnostic voice commands!
      *alternatively, if you were not so successful, please see links below in the addendum for help & support on a variety of topics.  I am also happy to provide assistance here if you would like to reply below, or through private message here or on Discord - whatever is preferrable

       

      Addendum - Help & Support for this DIY Arduino Project

       If you need help, post up a reply below and I'll answer as soon as I see it.  Otherwise, here are some helpful links pertaining to this project:                                                                    

      "AVCS SENS", including the Profile Package for VoiceAttack, the AVCS SENS Wiki page, the AVCS-DHT1 Sensor and Sticker Label, and this DIY build guide, comprise creative works by SemlerPDX shared under CC BY-SA-NC-ND 4.0 March/June 2022
      AIDA64 is not affiliated with AVCS or this DIY project.  Images and text depicting the AID64 program(s), title, logo, or other elements belonging to AIDA64 or FinalWire Ltd. are used only for educational and/or instructional purposes, relating to demonstration & use, in this DIY project guide.
      AIDA64 is a Registered Trademark of FinalWire Ltd. ©2010-2022 All rights reserved.

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