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ACE Medical Explained

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Posted: Mon Jul 11, 2016 12:56 pm     Super secret spam barrier
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Packing bandages for abrasions? Elastics for crushes? Atropine for primary heartrate control? I'd you go on their git, you'll see many discussions about medical stuff that is then not acted on or implemented in the complete opposite direction - case in point being the addition of adenosine to replace atropine... but not deprecating atropine...


Posted: Mon Jul 11, 2016 1:43 pm     Super secret spam barrier
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Didnt really check their github but the guys who basically run armaworld.de, which is a german community page for ArmA 3 are also ACE3 devs. One guy usually does a community SITREP video about every 2-4 weeks and he mentioned stuff from ACE3.

So far they posted this on Github:

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Rationale
The medical component is one of our most used and obvious features. At the moment, the size and complexity of this component is large and it is quite an obstacle for other devs and contributors to contribute to medical.

There are also a few issues with medical it self, where we have some underlaying issues and high maintance code, as well as some long outstanding issues (revive and prevent instant death being the obvious ones).

This rewrite aims to address both these topics.


Focus

The rewrite focus on the following:

  • Split up the medical component into seperate smaller logical components.
  • Combine the basic and advanced medical systems into one
  • Remove any inconsistencies within the code
  • A lot of the medical code has not been updated when BI introduced new script commands. The rewrite will address this as well.

Design Component diagram

Image


State Machine
The new medical rewrite will apply the medical state diagram for handling unit vitals and other tasks.
Image

Backwards compatability

I will try to maintain backwards compatability as much as possible, but because I am redesigning a lot of the parts within medical, this will not be 100% possible. Once the rewrite is done, we should list all functions that have changed.

Settings will also change, but this will probably work out well if we switch to the CBA settings framework anyway.


Posted: Mon Jul 11, 2016 1:57 pm     Super secret spam barrier
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Thanks Mefirst.  That sounds like a positive design goal.


Posted: Mon Jul 11, 2016 3:00 pm     Super secret spam barrier
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Whiplash wrote:
Robbie wrote:
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?

CSE team that merged into ACE (back when I spoke with them) had three ALS certified paramedics of which at least one had served in the military as well.

Care to elaborate what part doesn't make sense to you?

I think Nick pretty much covered it.


Posted: Mon Jul 11, 2016 6:33 pm     Super secret spam barrier
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But the specific point was that the people who had served in combat medical positions and commented all said that Atropine was used solely in the field as a post-exposure for nerve agents, and that the effect on cardiac rhythms was simply a byproduct that had to be managed.

As to Abrasions, the reason you wouldn't use a packing bandage is because it's the wrong bandage - as simple as. If you can fit a packing bandage into a wound and have it be retained, it's not an abrasion but a puncture/complex laceration.

Similarly, using packing bandages for Avulsions as the primary means of treatment is daft - an avulsion is where a chunk of you has been partially or completely ripped off, be it an ear, a nose, or just a chunk of flesh. While you may want a small amount of packing under the wound surface, you'd primarily want to just strap the damn thing down with an elastic to retain it largely in place.

Crush wounds ask for elastic, whereas for a pure crush the biggest risk would be internal haemorrhagem necessitating cutting and packing/suturing as a first-line treatment. The most likely accessible injuries would be abrasions and lacerations, but they're handled in ACE separately. If this was talking about broken bones etc that's a different thing, but ACE seems to just ignore breaks aside from magic limpiness that is magically fixed at random.

Laceration is one of the less obvious ones for treatment in ACE, biased towards either packing or elastic but with no clear winner. Depending on scale, you'd probably want some clotting agent added to the open wound, and then bandage it tightly to seal the wound edges together and reduce bleeding. Reasonably straightforward IRL.

Velocity (bullet) wounds are one of the few ACE wounds that would definitely indicate a packing bandage... and yet they altered them to use Quikclots instead in the previous update. Scooch some clotting agent in there, pack it as best as you can, and then strap the wound.

Puncture as a category is weird. By its nature, a velocity wound is just a fast puncture... and in ACE, the best and worst bandage types for velocity and puncture are reversed.




Add in to that that using morphine on an unconscious person is just about the limit of "what the f**k are you doing, leave your stethoscope at the door on the way out", and you may start to appreciate some of my concerns with the repeated claims of medical experts on the team - if they're there, they're not being heard. Gameplay and realism need to be measured and balanced, but at the same time it's patently ridiculous to produce a misshapen caricature and then claim it's beyond reproach or question - and when you're substantially altering what bandage does what in every other version, the claim of verisimilitude drops even further.


Posted: Tue Jul 12, 2016 7:00 am     Super secret spam barrier
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Until the fundamental changes to human biology, wound classification or bandage technology that have occurred twice in the past 18 months are explained to me, I'll happily just rely in maths and trivial logic to dictate that it hasn't been accurate the entire time.

ACE medical has differed vastly over this period, with some bits of kit completely reversing their indicated usages from version to version. The entire time they've had these 3/2/6 combat medics/surgeons/PJs/EMTS working and discussing the stuff. So please do refute in detail my raised points of concern, I'll happily accept some further clarification.


Posted: Wed Jul 13, 2016 9:33 am     Super secret spam barrier
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Thread cleaned up and unlocked. If your post was removed, you can hopefully guess why ("Arka being an asshole" shouldn't be your only guess either). Use your best judgment guys, and try keep it on topic. There's a lot of relevant content here, and it would be a bloody shame to have to lock or constantly maintain it. 


Posted: Mon Aug 01, 2016 10:59 am     Super secret spam barrier
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its not dead or solved ... just noone wants to fiddle around with the toxic zombie / hellish deamon that is the medical system. And have to do the Split between 'realisim' and 'fun' ... its just a hard thing to do with people having strong opinons on both sides. 

so yeah its dead but in a way that it will come soon around the corner and hunt you =)


cheers moeses

ps : Toxicity is the degree to which a substance can damage an organism.[1] It is the subject-matter of toxicology.


Posted: Mon Aug 01, 2016 1:23 pm     Super secret spam barrier
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I dont think there is much sense to make any changes at the time being. The developers of ACE3 are working on something what is basically a overhaul of the medical system and the system that we use right now gets the job done so far.

There is no war to end all wars.


Posted: Sun Feb 26, 2017 6:17 pm     Super secret spam barrier
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A update on the incoming medical system rewrites.


There is no war to end all wars.


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