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Medals
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Medals
Everything posted by rye1
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Combat Medical System 0.5 Released
rye1 replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
In an MTF (or CASH) the crash cart would be very similar, yes. The primary difference is the environment and therefore how they can interact with the environment. Combat medics can do more in ways of trauma that we can do, with quicker response times and specific 'target injuries' so to speak (for example immediate haemorrhaging). On-Line Medical Control under physician guidance expands into procedures you wouldn't usually do prehospital, i.e. tube thoracostomy, field blood transfusions, even field appendectomies. Combat medics have very targeted responses to trauma so they know exactly what they are doing. There are numerous resuscitation drugs carried by combat medics, flight medics and PJs. With the latter they carry just what paramedics carry and more*. But because the main focus [in terms of arrests] is a traumatic arrest then ACLS guidelines are less reliable and not initially undertaken, the reversal of the cause and complimentary factors is the real goal before focusing anywhere else. In TCCC there is no CPR in the first initial phases of care and anyone requiring CPR is considered to be dead in the first place. The only reliable point where CPR will be conducted is during extraction care, in a CCP or in a MEDEVAC/CASEVAC vehicle. For example if a soldier is apneic and pulseless on the battlefield they are considered dead and ignored while the firefight continues. If a soldier is pulseless on the battlefield they are considered dead and ignored. If they are apneic but they have a pulse, then they are open to be resuscitated but only when the firefight allows. So, you're opening within new criteria for when and when not to resuscitate someone due to immediate dangers in the environment. Reversible causes in this setting include hypovolemia secondary to a haemorrhage, airway obstruction, poor ventilation and pneumothoraces. Combat medics typically do not carry defibrillators or take an ECG (compared with a QRF or MERT as examples where that differs). Cardiac dysrhythmias are not the priority on the ground. But they have what they need to reverse the common reversible causes, for example they are trained in chest decompression usually bilateral and immediately given at any sign of respiratory compromise. *Adenosine, Amiodarone, Atropine Sulfate, Calcium Chloride 10%, Calcium Gluconate 10%, Dopamine (Intropin), Adrenaline (Epinephrine), Glucose, Lidocaine (Lignocaine HCL, Xylocaine), Magnesium Sulfate, Procainamide (Pronestyl), Sodium Bicarbonate, Narcan (Naloxone), Lasix (Furosemide), Nitroglycerine (Glyceril Trinitrate) to name a few. Also includes many types of antibiotics, NSAIDs, analgesics and miscellaneous drugs commonly not carried by paramedics or seen in a crash cart. Some drugs are quite controversial too, for example Solu-Medrol and Tranexamic Acid. Hope this answered your question. EDIT: By the way TCCC is a method of operating (like ATLS, ACLS), there is no "TCCC cart". Unless it's a basic BLS bag with IV kit, lol! -
Very awesome. :)
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It is a mystery isn't it?
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Robocop armor please. :(
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Combat Medical System 0.5 Released
rye1 replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You are right that slipped through our hands, we will fix it. Atropine works by inhibiting the action of the parasympathetic nervous system allowing for unchallenged sympathetic response. It successfully blocks the action of the vagus nerve on the heart, increases the rate of the SA node, conduction through the AV node and blocks exocrine gland activity. So, it directly increases heart rate, and indications for use include bradycardia. Adenosine was queried but not implemented. We want to stick to combat medic medications, flight medic capacities as much as possible therefore ACLS kind of slips away. If we do implement these drugs they will be for the indications the real-world states. Thanks for the comments, you're helping us because small errors just slipped through the whole process of things. :) EDIT: P.S. It is Tactical Combat Casualty Care not Trauma, in the OP, we will fix this too. Thanks for noticing to the person on Armaholic! -
You should read David Finkel's "The Good Soldiers". An amazing firefight happens where-by a fleeing insurgent is chased rooftop to rooftop.
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Rofl, I'd be dreaming if they could get it right.
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Freebore boost.
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Ballerina mod to follow.
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You see this especially in close combat.
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ARMA's main competitor is itself. :P
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Combat Medical System 0.5 Released
rye1 replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
No, what you have just quoted is something that combat medics are taught not to do. TCCC guidelines suggests any form of nerve palsy is rare (around 6%) with no limb amputation or loss to date. The tourniquet just should cause pain and if it doesn't then you're correct that it is a small bug. Nice find. -
Rofl! Though in actuality (I don't know if that video was taking the piss... Poe's law!) the 'zipper drill' is advocated on armored or non-responsive (after being shot) targets - that is to say no pelvic/groin armor is apparent. Shoot into the pelvis until they drop. It's actually a very reasonable theory - and backed by numerous wound ballistic studies. If in doubt - shoot the dick.
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Wound ballistics has progressively adapted this theory though in a total war I think you could be correct. None the less bullets we can see now are being designed to kill and incapacitation, an example being the MK262 which designed for its marksman-sniper usage is designed to kill. Latest TCCC guidelines suggest you do not have to take care of him - that is that if the casualty is unresponsive then you continue the fight, not wasting resources or putting more people in danger. You have some good points but does it pertain to ArmA or is it really limited? It still doesn't answer the twitching enemy problem, the body armor performance, hit detection issues and so on. But good points.
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Yes it can disrupt the body so to speak, but that does not mean you will go down. There are a lot of variables that can be accounted for but they will create a formidable burden of scripts not worthy for the MP environment. For example it may be psychological in real life, everyone's heard of the story of the Spetsnaz soldier (in Chechnya I think) who was hit in the face by a fly and thought he had been shot. Or that shallow-wounding (fragmentation, ceramic) rounds with less wounding capacity and potential in fact do better at taking suspects down within the Law Enforcement environment once recognized by the suspect. But it's also just as physical, if you have momentum moving towards the target or you balanced or pushed (or leaning) against a countering object then you can stay up. I'm just saying I'd hate to be in a firefight and seeing everyone falling to the ground. :D Random is good in this way, but too many chance-systems just create circular gameplay. Yeah in every wound ballistics article I have read -- and there are many out there on the physiological effects of gunshot trauma -- the absolute ways to bring somebody down all involve Central Nervous System disruption. Direct trauma (tissue destruction) and lack of oxygen caused by blood or blood pressure loss (tissue asphyxia) are the two main branches. In any other case not involving CNS disruption you have a better outcome, for example you may still be combat effective (something that is hard to model anyhow). There are no scripts for this currently in vanilla ArmA, and over at the CMS team we have blood pressure and blood volume scripting but it's very hard to relate these to damage values and associated losses. It's certainly not easy to replicate this specific aspect in game, never mind "reality". Accounting or at least mimicking the physiological changes like hemorrhagic shock, adrenaline and noradrenaline release is POSSIBLE but not in a realistic way that is always replicated, and therefore not in a reliable way as in reality it depends on shapes, sizes and types of wounds and/or the bullets potential wounding mechanisms to be in play. If you have read Mark Donaldson, VC's book yet Scarecrow he talks about being shot in the leg. It basically cemented itself between the femoral nerve and arteries (deep femoral, femoral) and he was that angry at being shot he just walked it off. The medic arrived later in the firefight and it was temporarily stitched and he carried on the firefight... until eventually being evacuated out hours later to get it checked up... It's very interpersonal and that is hard to replicate. They have done something similar for units though, for example in ACE2 didn't some units like Special Forces have better fatigue systems and so on? I think the best way to start from BIS' perspective is to breakdown the reality and where they want to implement any 'realistic changes'. They'll soon find that most of it is impossible. Modifying the hit detection systems means repercussions online with scripting and feedback for example potential lag. Modifying the damage propagation system would require the hit detection system to be better handled, in my opinion, unless you 'quick-fix' the problem by adjusting damage values - but that's not a good work-around. Modifying types of ammunition would be a start tailoring it towards both soft-tissue and armor, example ball versus armor-piercing. Sometimes people complain that those who get shot won't die - or go down - when they should. This is simply because there is no differentiation between instantaneous incapacitation within the hit detection and damage propagation systems. Basically the damage values has to be high enough to cause an instantaneous reaction and/or death. This usually means being hit directly by an overwhelming round with the associated damage value (i.e. a .50 cal or 30mm cannon). This is opposed to specific hit locations which propagate a reasonable damage assumption, i.e. the heart, the brain box and on top of that "combat effectiveness" features for example animations involving limping, reactions to being hit and basically a semi-random environment that makes sense linking in the fatigue systems and other systems in place. TLDR: A lot of physiological things that are hard to replicate, there are only a few avenues of approach for BIS that make sense, imho, while still maintaining some amount of sense.
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Animators are hard to find.... and keep.
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Injury animations would be fantastic. I'd love to see the A.I. limp away. Yes but where the line is drawn is when people believe that the velocity is the primary mechanism behind wounding, for example "knockdown power" which is a generally used term for a concept which is a medical myth or at least composed of many fallacies or misconceptions (quite like kinetic energy wounding mechanisms). Physical force is physical force, it can wound you - but it isn't a primary method behind wound ballistics and gunshot trauma. Sure, in flight you could get knocked down - to some degree it's like playing dodgeball, right?
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Combat Medical System 0.5 Released
rye1 replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It may be similar to a bug we found to do with blood pressure and cardiac arrest. https://dev-heaven.net/issues/73603 Though I have never heard of a necromantic medic, haha! :D Please feel free to post a bug report on DH if it happens again. -
Are you talking about medical shock here? Because that's not how it works.
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In Wound Ballistic texts I have read they are called through-and-throughs. How are they a myth exactly? No one here is denying entry and exit wounds from the said round so what are you trying to say? I researched a lot into .50 caliber wounding mechanisms when logging tickets for ACE2 about their long-range damage values, even though we now know the engine is flawed from the start when it comes to such. Ballistic gel examples only give us a width variable and proportion based on human factors, but not the human body in reality, and in an upright position with forms of protection. In some studies, and videos or pictures, widely publicized you will note that these rounds have a minimum penetration limit of around eight inches before they do anything incredibly damaging inside the body unless they hit a vital organ, in which yes the cavity does tend to turn to mush. It's often hard to get a hold of well researched, well put together and funded data because they tend to be 'in-house' only restricted or classified for certain eyes only but I have found some credible pieces over my time. There are quite a few major articles in regards to humanitarian law, law and war, discussing the impact of such rounds in the human body with their own independent tests. Well worth looking into. Certain rounds do better after penetrating an object too (going against commonly found misconceptions), which is because it reaches it optimal limits for yawing, tumbling and so forth, the .50BMG is one of those rounds. It's made for penetrating then killing after all and many sub-components do exactly that, for example the MK211 RAUFOSS. You're correct. For example an Irish Defence Forces soldier survived a .50 hit during the Lebanese war. He was hit in the leg. During the Iraq war people have been hit with the .50, including taking off half a hand. You're still combat effective with the other hand. You're still alive. It all depends where you are hit and what the round does, which is very hard to simulate in ArmA with such systems currently in place. I'm fine with them being one hit kills for center mass and vital structures. The whole 'cut people in half' thing was from numerous small books, for example the Ultimate Sniper. There have been some arguments against it, but there is no doubt rounds in the right places can do such it's just incredibly under-documented like most things in a fast moving war. Even 7.62 (AP as well as ball) can do this in certain areas like the elbow where you can easily sever the anatomy that holds it together in the first place be it a partial or complete amputation. I wouldn't like to see that in game though, neither would I like to see dismemberment or amputations. And anything that messes with damage values has a ripple effect on the way the game is played, including medical aspects. Overall I don't think these arguments matter unless someone forms them around the God damn game!
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XMedSys - Improved Medical System for A3
rye1 replied to sancron's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Rarity makes little difference in ArmA. That's up to the mission maker. Betcha with medical modifications being expanded, we will see more medical unit capabilities grow, especially in big communities and clans. Yes, epinephrine is possibly the worst drug in all medical mods. Makes me puke. :D I said to X39 in PM that other options would be better, which actually do the job of 'reawakening the unconscious' to a degree, so it could be renamed. We'll see what happens. -
He's talking about swooping (sometimes called a landing flare) and that's what he demonstrates in the video. No backpack, no drop-bag. Even without doing any kind of technique to soften the landing, the animation itself is poor for a parachute landing fall (or "controlled crash") because you 'belly flop' as the guy said above me, and that would be crazy. You're limiting by variables by saying "If you wear this, and that" which is fair enough but gear can be taken off in this game, making that comment negligible unless if implemented it does not perform to realistic standards, but I doubt they'll make a change about that. Rewatch the ArmA video, see the animation for yourself and comment on it.
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Combat Medical System 0.5 Released
rye1 replied to glowbal's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Great question, to clarify: You can formulate your own scripts alongside the original scripts. This is to structure releases as any editing of the original scripting can and will cause compatibility issues as well as numerous false bug reports. It is purely for integrity purposes. You are more than welcome to create your own scripts using the TPS System but not by editing original scripts as this is an essential component for others to combine their releases and create more, from addon to addon without further problems. We want people to use this feature as much as possible, and release it to the public to answer your latter question, so yes, feel free to do so. We can't wait to see what the community comes up with. :) TLDR: Yes, by adding onto the original modification but not modifying original scripts. You can release it, and allow it to be downloaded, by the public, we'd love to see what you can create. -
Think about the background and mission capacity the team holds, against a known and capable enemy who wears body armor.
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That's up to the mission maker, isn't it? Restricting it by operational capacity is being unfair to all the communities that use this game in different manners. You're discussing total war: an increase in production, research and development, and selective disruption of such ammunition. That does not mean that somewhere along the track you're not going to get it. Authenticity to the degree it is currently is still maintained.