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ACE Medical Explained

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Posted: Sat Apr 09, 2016 10:28 am     Super secret spam barrier
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lifetap wrote:
To die you have to BOTH take a certain level of damage to a body part AND for the shot to be considered fatal.
Thanks. My bad.

Logical AND (&&)
false && false: false
false && true: false
true && false: false
true && true: true


Posted: Sat Apr 09, 2016 11:32 am     Super secret spam barrier
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In regards it is also worth to check the hitzones. As far as I know this is the current system.

Humans have 38 Hitzones.
Image

- The blue zones are the ones where the weapon will cause its normal damage.
- The yellow area () usually has 20% - 30% increased damage on a hit.
- The green areas have 20% - 30% decreased damage. It is worth noticing that damage reduction on the arms is higher as on the legs and hands have the highest damage reduction.

There is no war to end all wars.


Posted: Sat Apr 09, 2016 1:54 pm     Super secret spam barrier
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Melon, I made an updated chart for the latest ACE medical changes and posted in another thread. Relinking here:

Image

It's shifted a bit since your chart. To use a max of 2 bandages, use packing on avulsions, quikclots on velocity, and elastic on everything else. Minor velocity are ideally treated with a packing for a single-bandage fix.


Posted: Mon Apr 11, 2016 2:47 pm     Super secret spam barrier
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used fancy chart to make a 'fast read' / 'at a clance' chart... 



Bandages Overview


Abrasion               Basic > Elasic > Quickclot > Packing
----------------------------------------------------------------------------------- 
Avulsion               Packing > Elasic > Quickclot > Basic
Contusion             (Whatever) > Quickclot
----------------------------------------------------------------------------------- 
Crush                   Elasic > Quickclot > Packing > Basic
Cut                       Basic > Elasic > Packing > Quickclot
----------------------------------------------------------------------------------- 
Laceration            Elasic > Packing > Quickclot > Basic
Velocity                Packing > Quickclot > Basic > Elasic
----------------------------------------------------------------------------------- 
Puncture              Elasic > Basic > Quickclot > Packing


cheers moeses

ps: dahm non monospace fonts are a b*tch =/

pps : Pulp Fiction is a 1994 American crime drama movie set in Los Angeles. It was directed by Quentin Tarantino. The movie stars John Travolta, Bruce Willis, Uma Thurman and Samuel L. Jackson. It is a very popular movie. Pulp Fiction is rated R for strong graphic violence and drug use, profanity and some sexuality.


Posted: Sat Apr 30, 2016 9:31 am     Super secret spam barrier
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A little Info about pulse and blood pressure values and cardiac arrest.

Quote:
Heart Rate
None= 0
Low= lower than 45
NormaL= 45-119
High= 120 or higher

Blood Pressure
None= 0-20
Low= 20-100
NormaL= 100-160
High= 160 or higher

Cardiac Arrest
Heart Rate: When lower than 20 or higher than 200.
Bloor Pressure: When higher than 260.
When blood pressure is lower than 20 and heart rate higher than 190.
When blood pressure is lower than 145 and heart rate us higher than 150


Posted: Wed Jul 06, 2016 3:09 pm     Super secret spam barrier
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Some german guy made a updated list about bandages in ACE3 which is up to date to the latest update. On the basis of his work, I created a list regarding our medical settings etc.

You can find the list here.

The color coding is as followed.

Green= 1 Bandage to fix a wound
Yellow= 2 Bandages to fix a wound
Red= Two or more bandages to fix a wound


I took into account that you should bandages which get the job done, but on the other hand you avoid wasting bandages that you might need for other wounds later on.


Posted: Wed Jul 06, 2016 3:37 pm     Super secret spam barrier
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Are you sure that the data is correct?

It looks as though you can throw all the other bandages away and just fill your pockets with elastic bandages, and fix all problems with just one application.


Posted: Wed Jul 06, 2016 3:53 pm     Super secret spam barrier
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It has been more or less like this for a while, where you only really needes elastic and packing bandages to be sure. In the upmost worst case you would have to use two bandages of each type.

Chart is based on:
https://github.com/acemod/ACE3/blob/mas ... tments.hpp
You want to go to line 689

It looks like they changed the way bandages work with more focus on chance of wounds reopening and the time it might take for a wound to open up again.


Quote:
// Field dressing is normal average treatment
// packing bandage is average treatment, higher reopen change, longer reopening delay
// elastic bandage is higher treatment, higher reopen change, shorter reopen delay
// quickclot is lower treatment, lower reopen change, longer reopening delay


For example, field dressing now looks like this:

Quote:
Class FieldDressing {
// How effect is the bandage for treating one wounds type injury
effectiveness = 1;
// What is the chance and delays (in seconds) of the treated default injury reopening
reopeningChance = 0.1;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;

class Abrasion {
effectiveness = 3;
reopeningChance = 0.3;
reopeningMinDelay = 200;
reopeningMaxDelay = 1000;
};
class AbrasionMinor: Abrasion {
effectiveness = 3;
};
class AbrasionMedium: Abrasion {
effectiveness = 2.5;
reopeningChance = 0.7;
};
class AbrasionLarge: Abrasion {
effectiveness = 2;
reopeningChance = 0.9;
};

class Avulsions: Abrasion {
effectiveness = 1;
reopeningChance = 0.5;
reopeningMinDelay = 120;
reopeningMaxDelay = 200;
};
class AvulsionsMinor: Avulsions {
effectiveness = 1;
};
class AvulsionsMedium: Avulsions {
effectiveness = 0.9;
};
class AvulsionsLarge: Avulsions {
effectiveness = 0.75;
};

class Contusion: Abrasion {
effectiveness = 1;
reopeningChance = 0;
reopeningMinDelay = 0;
reopeningMaxDelay = 0;
};
class ContusionMinor: Contusion {};
class ContusionMedium: Contusion {};
class ContusionLarge: Contusion {};

class CrushWound: Abrasion {
effectiveness = 1;
reopeningChance = 0.2;
reopeningMinDelay = 20;
reopeningMaxDelay = 1000;
};
class CrushWoundMinor: CrushWound {
effectiveness = 1;
reopeningChance = 0.2;
};
class CrushWoundMedium: CrushWound {
effectiveness = 0.7;
reopeningChance = 0.3;
};
class CrushWoundLarge: CrushWound {
effectiveness = 0.6;
reopeningChance = 0.4;
};

class Cut: Abrasion {
effectiveness = 4;
reopeningChance = 0.1;
reopeningMinDelay = 300;
reopeningMaxDelay = 1000;
};
class CutMinor: Cut {
effectiveness = 4;
reopeningChance = 0.1;
};
class CutMedium: Cut {
effectiveness = 3;
reopeningChance = 0.3;
};
class CutLarge: Cut {
effectiveness = 1;
reopeningChance = 0.5;
};

class Laceration: Abrasion {
effectiveness = 0.95;
reopeningChance = 0.3;
reopeningMinDelay = 100;
reopeningMaxDelay = 800;
};
class LacerationMinor: Laceration {
effectiveness = 0.95;
reopeningChance = 0.3;
};
class LacerationMedium: Laceration {
effectiveness = 0.7;
reopeningChance = 0.5;
};
class LacerationLarge: Laceration {
effectiveness = 0.5;
reopeningChance = 0.6;
};

class velocityWound: Abrasion {
effectiveness = 2;
reopeningChance = 0.7;
reopeningMinDelay = 100;
reopeningMaxDelay = 500;
};
class velocityWoundMinor: velocityWound {
effectiveness = 2;
};
class velocityWoundMedium: velocityWound {
effectiveness = 1.5;
};
class velocityWoundLarge: velocityWound {
effectiveness = 1;
};

class punctureWound: Abrasion {
effectiveness = 2;
reopeningChance = 0.5;
reopeningMinDelay = 200;
reopeningMaxDelay = 850;
};
class punctureWoundMinor: punctureWound {
effectiveness = 2;
};
class punctureWoundMedium: punctureWound {
effectiveness = 1.3;
};
class punctureWoundLarge: punctureWound {
effectiveness = 0.9;
};
};


Posted: Fri Jul 08, 2016 11:56 am     Super secret spam barrier
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Who makes this stuff up? (the mod effects not the data)

It's just all wrong and doesn't make sense. Have they spoken to anybody with any medical experience before deciding what is effective and what is not?


Posted: Mon Jul 11, 2016 7:14 am     Super secret spam barrier
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By the way, the next Update for ACE3 3.7.0 will include a overhaul of the medical system....

There is no war to end all wars.


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