User:Sirdog/Advanced medical concepts: Difference between revisions
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The basic training provided by the Endurance Coaltion goes over '''[https://steamcommunity.com/workshop/filedetails/?id=463939057 ACE]'''medical briefly so that players understand what it is and how to navigate it. This page will go into more depth. In particular, this page will: | |||
# Give a basic rule of thumb on how to assess if a riflemen can stay in the fight. | |||
# Go over the difference between the various medications. | |||
# Go over CPR. | |||
# Go over the difference between the various fluids. | |||
# How to ascertain based on the blood loss indicator how much fluid to give. | |||
This page is written from the perspective of helping the average riflemen. For more in-depth information written from the perspective of helping medics, see the [[Medical guide/For medics|medic sub-page]]. | This page is written from the perspective of helping the average riflemen. For more in-depth information written from the perspective of helping medics, see the [[Medical guide/For medics|medic sub-page]]. | ||
The addon used to simulate medical conditions in a more realistic manner than vanilla Arma is strictly from '''[https://steamcommunity.com/workshop/filedetails/?id=463939057 ACE3]'''. At this time, Endurance does not use '''[https://steamcommunity.com/workshop/filedetails/?id=2020940806 KAT].''' | The addon used to simulate medical conditions in a more realistic manner than vanilla Arma is strictly from '''[https://steamcommunity.com/workshop/filedetails/?id=463939057 ACE3]'''. At this time, Endurance does not use '''[https://steamcommunity.com/workshop/filedetails/?id=2020940806 KAT].''' | ||
== | == Can you stay in the fight? == | ||
{{Note|The bleeding indicator on the top right of the medical menu is only visible when assessing oneself.|type=}} | |||
If you are: | |||
If you are: | |||
# Not actively bleeding; and | # Not actively bleeding; and | ||
# Your blood loss indicator is yellow or grey; and | # Your blood loss indicator is yellow or grey; and | ||
# You otherwise feel fine. | # You otherwise "feel" fine. | ||
You | You can keep fighting. | ||
If you ''are'' bleeding and you see any limb is yellow, orange, or red, apply a tourniquet to all relevant limbs. If not possible (i.e you don't have enough tourniquets or the bleeding is from a chest or head wound), tourniquet what you can, then apply bandages on limbs ''without a tourniquet'' to get bleeding to stop. Use '''Field Dressing''' or '''Basic Bandages''' for large wounds (Medium+) and use '''QuickClot''' for everything else. ACE will apply bandages to wounds in order from largest to smallest. In other words, if you have a mix of wounds from Large to Small, use the first 2 bandage types, then, when only small ones are left, switch to '''QuickClot'''. | If you ''are'' bleeding and you see any limb is yellow, orange, or red, apply a tourniquet to all relevant limbs. If not possible (i.e you don't have enough tourniquets or the bleeding is from a chest or head wound), tourniquet what you can, then apply bandages on limbs ''without a tourniquet'' to get bleeding to stop. Use '''Field Dressing''' or '''Basic Bandages''' for large wounds (Medium+) and use '''QuickClot''' for everything else. ACE will apply bandages to wounds in order from largest to smallest. In other words, if you have a mix of wounds from Large to Small, use the first 2 bandage types, then, when only small ones are left, switch to '''QuickClot'''. | ||
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However, if: | However, if: | ||
# You see a ''lot'' of wounds in your chest or head ( | # You see a ''lot'' of wounds in your chest or head (indicated by the limb being orange or red); or | ||
# You lack sufficient medical supplies to stop bleeding; or | # You lack sufficient medical supplies to stop bleeding; or | ||
# Your blood loss indicator is | # Your blood loss indicator is orange or red; or | ||
# Something else is otherwise making you combat ineffective. | # Something else is otherwise making you combat ineffective. | ||
'''Call a medic''' | '''Call a medic.''' | ||
After the firefight has ended, you should bandage ''all wounds'' with the end goal of removing your tourniquets, and then call for a medic. Tourniquets will induce pain after 5 minutes of use. The medic will speed up your bandaging and stitch your wounds so they cannot re-open. You should not assume that because you bandaged yourself, and your indicators are only yellow and grey, that you do not need a medic to review your condition. | After the firefight has ended, you should bandage ''all wounds'' with the end goal of removing your tourniquets, and '''then call for a medic'''. Tourniquets will induce pain after 5 minutes of use. The medic will speed up your bandaging and stitch your wounds so they cannot re-open. You should not assume that because you bandaged yourself, and your indicators are only yellow and grey, that you do not need a medic to review your condition. | ||
The medic may instruct you to remove your tourniquets near the end of your treatment. They don't do this for you because a tourniquet goes into the inventory of the person who | The medic may instruct you to remove your tourniquets near the end of your treatment. They don't do this for you because a tourniquet goes into the inventory of the person who removes it. | ||
=== Fractures === | === Fractures === | ||
Sometimes, a limb will '''fracture'''. This is indicated by a red diagram of your bone appearing in the relevant limb. Despite how scary it looks, it isn't fatal, nor does it within of itself incur bleeding. Arm fractures mess with your ability to aim and shoot. Leg fractures | Sometimes, a limb will '''fracture'''. This is indicated by a red diagram of your bone appearing in the relevant limb. Despite how scary it looks, it isn't fatal, nor does it within of itself incur bleeding. Arm fractures mess with your ability to aim and shoot. Leg fractures reduce your speed to a snail's pace. Use a '''Splint''' on the relevant limb to address fractures. '''If you have a fracture of any kind and have no splints, this is a valid reason to call a medic'''. | ||
=== Pain === | === Pain === | ||
{{Note|Morphine must be injected into a limb that does not have a tourniquet.|type=reminder}} | {{Note|Morphine must be injected into a limb that does not have a tourniquet.|type=reminder}} | ||
In most cases all soldiers get morphine autoinjectors as part of their basic kit. Morphine will eliminate pain, but it messes with your heart rate and blood pressure, and it stays in your system for a long time. This may complicate your treatment or health in future engagements. If you are not careful with morphine, you can give yourself a heart attack. | |||
Only use morphine without a medic's permission if you are actively engaging an enemy and pain is making you combat ineffective. | Only use morphine without a medic's permission if you are actively engaging an enemy and pain is making you combat ineffective. | ||
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== CPR == | == CPR == | ||
{{Note|Checking a patient's pulse while CPR is ongoing will result in a false positive.|type=reminder}} | {{Note|Checking a patient's pulse while CPR is ongoing will result in a false positive.|type=reminder}} | ||
A medic may ask you to perform CPR. This is because a medic performing CPR is not any more or less effective than a soldier. Medics ''are'' better than a soldier at bandaging and closing wounds, so the goal is for a soldier to CPR while | A medic may ask you to perform CPR. This is because a medic performing CPR is not any more or less effective than a soldier. Medics ''are'' better than a soldier at bandaging and closing wounds, so the goal is for a soldier to CPR while the medic bandages. CPR is performed by opening the medical menu using {{Key press|H}} while looking at the patient, clicking the patient's chest, clicking the square icon with the zig-zag lines, and then clicking CPR. | ||
Do so twice in a row, then check heart rate. If there is none, or it's weak, repeat the cycle until it reads as strong unless told otherwise by the medic. Once it's strong, you may return to the fight unless the medic requests further assistance. | Do so twice in a row, then check heart rate. If there is none, or it's weak, repeat the cycle until it reads as strong unless told otherwise by the medic. Once it's strong, you may return to the fight unless the medic requests further assistance. | ||
Revision as of 18:01, 18 April 2025
This page is currently under construction! Expected information may be missing, sections may be empty, prose may cut off abruptly, etc. |
The basic training provided by the Endurance Coaltion goes over ACEmedical briefly so that players understand what it is and how to navigate it. This page will go into more depth. In particular, this page will:
- Give a basic rule of thumb on how to assess if a riflemen can stay in the fight.
- Go over the difference between the various medications.
- Go over CPR.
- Go over the difference between the various fluids.
- How to ascertain based on the blood loss indicator how much fluid to give.
This page is written from the perspective of helping the average riflemen. For more in-depth information written from the perspective of helping medics, see the medic sub-page.
The addon used to simulate medical conditions in a more realistic manner than vanilla Arma is strictly from ACE3. At this time, Endurance does not use KAT.
Can you stay in the fight?
If you are:
- Not actively bleeding; and
- Your blood loss indicator is yellow or grey; and
- You otherwise "feel" fine.
You can keep fighting.
If you are bleeding and you see any limb is yellow, orange, or red, apply a tourniquet to all relevant limbs. If not possible (i.e you don't have enough tourniquets or the bleeding is from a chest or head wound), tourniquet what you can, then apply bandages on limbs without a tourniquet to get bleeding to stop. Use Field Dressing or Basic Bandages for large wounds (Medium+) and use QuickClot for everything else. ACE will apply bandages to wounds in order from largest to smallest. In other words, if you have a mix of wounds from Large to Small, use the first 2 bandage types, then, when only small ones are left, switch to QuickClot.
If you get bleeding to stop, look at the checklist above again and, if you meet all criteria, return to the fight.
However, if:
- You see a lot of wounds in your chest or head (indicated by the limb being orange or red); or
- You lack sufficient medical supplies to stop bleeding; or
- Your blood loss indicator is orange or red; or
- Something else is otherwise making you combat ineffective.
Call a medic.
After the firefight has ended, you should bandage all wounds with the end goal of removing your tourniquets, and then call for a medic. Tourniquets will induce pain after 5 minutes of use. The medic will speed up your bandaging and stitch your wounds so they cannot re-open. You should not assume that because you bandaged yourself, and your indicators are only yellow and grey, that you do not need a medic to review your condition.
The medic may instruct you to remove your tourniquets near the end of your treatment. They don't do this for you because a tourniquet goes into the inventory of the person who removes it.
Fractures
Sometimes, a limb will fracture. This is indicated by a red diagram of your bone appearing in the relevant limb. Despite how scary it looks, it isn't fatal, nor does it within of itself incur bleeding. Arm fractures mess with your ability to aim and shoot. Leg fractures reduce your speed to a snail's pace. Use a Splint on the relevant limb to address fractures. If you have a fracture of any kind and have no splints, this is a valid reason to call a medic.
Pain
In most cases all soldiers get morphine autoinjectors as part of their basic kit. Morphine will eliminate pain, but it messes with your heart rate and blood pressure, and it stays in your system for a long time. This may complicate your treatment or health in future engagements. If you are not careful with morphine, you can give yourself a heart attack.
Only use morphine without a medic's permission if you are actively engaging an enemy and pain is making you combat ineffective.
CPR
A medic may ask you to perform CPR. This is because a medic performing CPR is not any more or less effective than a soldier. Medics are better than a soldier at bandaging and closing wounds, so the goal is for a soldier to CPR while the medic bandages. CPR is performed by opening the medical menu using H while looking at the patient, clicking the patient's chest, clicking the square icon with the zig-zag lines, and then clicking CPR.
Do so twice in a row, then check heart rate. If there is none, or it's weak, repeat the cycle until it reads as strong unless told otherwise by the medic. Once it's strong, you may return to the fight unless the medic requests further assistance.
References
- DiscountNinja. “The Definitive Arma 3 ACE Medical Guide” Golden Legion. Accessed April 12, 2025. https://golden-legion.com/the-definitive-arma-3-ace-medical-guide.
- NOID and FindingNima. “ACE3 Adv Medical + Cheat Sheet” Steam Community. Accessed April 12, 2025. https://steamcommunity.com/sharedfiles/filedetails/?id=930706887.
- Lynx. “ACE3 Advanced Medical” Steam Community. Accessed April 12, 2025. https://steamcommunity.com/sharedfiles/filedetails/?id=2172390846.
- Fleff. "13th CORPS FIELD MANUAL - BASIC TRAINING (0.1)" Endurance Coalition. Accessed April 12, 2025. File:Fleff_EDC_ArmaIII_Basic_Training.pdf