Engineering
VEHICLES
VEHICLES INFO
You can determine the status of a vehicle by simply looking at it from the outside: dirt, bullet marks and holes, destroyed tires are all signs of damage. Though if you want the complete status of a vehicle you will have to board it. In this case a window will appear on your hud displaying the status of your vehicle’s main parts. The horizontal white bar indicates the fuel level.
All parts/components are displayed in a color, white means good/perfect conditions, yellow and orange damage and red heavy damage/broken parts. Vehicles may lose some functionalities depending on what part is damaged.
Ground vehicles present indicators for:
hull (HUL)
engine (ENG)
fuel tank (FUEL)
wheels (WHL) or tracks (L-TR and R-TR, left and right tracks respectively)
main gun (GUN)
turret (TRRT).
A high damage level for wheels/tracks or engine can cause inability to move. Damage to the weapons or turret can cause their malfunction or interoperability.
Helicopters have indicators for:
hull (HUL)
engine (ENG)
instruments (INS),
tail rotor (ATRQ)
main rotor (MTRQ).
Damage to instruments can compromise lock on capability, damage to rotors can affect maneuvering.
Vehicle Repair
An engineer can, by default, only repair 40% of the damage to a vehicle. If the engineer is carrying a toolkit this can be boosted to 60%. In order to fully repair a vehicle a repair vehicle/facility and repair specialist are required.
Repair Facilities and Vehicles
Vehicles and objects can be assigned to be repaired vehicles and facilities, respectively, by the mission maker. A repair facility or vehicle will allow an engineer to fully repair a vehicle (as long as the engineer is also designated as a “repair specialist”) as opposed to the partial repairs that are completed without the vehicle/facility.
Changing a Tire
all wheeled vehicles should carry at least two spare tires by default. (if your doesn't add the tires)
Unloading the Tires
Find the vehicle's interaction icon, go to “cargo”. A new UI will appear. Choose one of the Tire and click “Unload”. The tirewill spawn as an object somewhere around the vehicle.
Move the tire
Use the interaction key on the tire to access the “Carry” option under the wheels interaction icon. Move the tire close to the damaged wheel and drop it by left-clicking. Use care when moving the tire as Arma Physics means that touching a player with the tire can injure or even kill them.
Repair the Wheel
Look for the “Change Wheel” icon on the damaged wheel and select it.
Repairing a Track
Fixing a track works almost identical to replacing a wheel. You unload the track like you would a wheel, pick up the track segment and move it to the broken track. You then repair it by using the interaction key just as you would with a wheel.
VEHICLE REFUEL
This adds the option to refuel vehicles. The basic concept of refueling a vehicle is similar to reality. You need to interact with the fuel source (i.e. fuel truck, gas pump, …), the fuel nozzle and the vehicle you want to refuel.
Start refueling vehicles
Interact with the fuel source ⊞ Win (ACE3 default key bind Interact Key).
Select Take fuel nozzle. Your character will holster his weapon and receive a fuel nozzle.
Walk close to the vehicle you want to refuel and follow the instructions on the screen to connect the nozzle.
Refueling starts automatically after nozzle connecting if possible.
Refueling takes some time which depends on its fuel tank size, the vehicle type and the module settings.
Returning the nozzle
Interact with the nozzle ⊞ Win (ACE3 default key bind Interact Key).
Select Stop fueling if refueling is still under way.
Select Take fuel nozzle which is only possible after stopping. Your character will holster his weapon and pick up the fuel nozzle.
Walk close to the fuel source and follow the instructions on the screen to return the nozzle.
Checking the remaining fuel
Interact with the fuel truck ⊞ Win (ACE3 default key bind Interact Key).
Select Check remaining fuel.
A hint will display the remaining fuel in liters.
Checking the fuel counter
Interact with the fuel source ⊞ Win (ACE3 default key bind Interact Key).
Select Check fuel counter.
A hint will display the fueled amount in liters.
Rearm
Rearming a vehicle with setting Entire vehicle
Interact with the ammo truck ⊞ Win (ACE3 default key bind Interact Key).
Move over Rearm and a list of vehicles within 20 meters that can be rearmed will be shown.
Select the vehicle from the list. It takes a few seconds to rearm the vehicle.
Rearming a vehicle with setting Entire Magazine
Interact with the ammo truck ⊞ Win (ACE3 default key bind Interact Key).
Move over Take ammo and a list of vehicles within 20 meters that can be rearmed will be shown.
Select the vehicle and the magazine from the list. You will pick up an ammo box.
Walk to the vehicle and interact with it.
Select Rearm. You will rearm the magazine of the vehicle.
If a weapon carries multiple magazines of the same type, you have to repeat the procedure for every (partially) spent magazine.
Vehicle Lock
Vehicles have the ability to lock and unlock vehicles and their inventory using a key, as well as picking locks of locked vehicles.
Locking, unlocking and picking vehicle locks is possible via the ACE Interact menu.
Explosives
Explosive charges
Explosive charges are used to blow up material and objects
Explosive charge (M112 Demolition Block)
The M112 Demolition Block is primarily used to destroy stationary targets (boxes / vehicles / etc.). The combat pioneer can also blow up entrances (walls / fences) or buildings with the M112 Demolition Block.
Danger zone: ~ 30m - ~ 50m radius
Igniter: M152 Firing Device, M47 Firing Device, timer, dead man switch
Defuse possible: yes
Detonation possible by fire: No.
Clearance possible by blowing up: Yes
Concentrated charge
(M183 Demolition Charge Assembly)
The M183 Demolition Charge Assembly (sometimes also called a backpack load) is primarily used to destroy large or heavily armored, stationary targets (buildings / tanks / etc.) The combat pioneer can also blow-up large entrances (walls / fences) with the M183 Demolition Charge Assembly.
Danger zone: ~ 30m - ~ 50m radius
Igniter: M152 remote igniter, M47 remote igniter, time igniter, dead man's switch
Defuse possible: yes
Detonation possible by fire: No.
Clearance possible by blowing up: Yes
Breaching Charge.
Is a charge that sticks to surfaces, demolishes walls, and open doors, with minimal collateral damage, can also be used to denote other explosives.
Danger zone: ~ 5m - ~ 15m radius
Igniter: M152 remote igniter , M47 remote igniter, time igniter, dead man's switch
Defuse possible: yes
Detonation possible by fire: No.
Clearance possible by blowing up: Yes
Breaching Charge requires the Mod Breaching Charge
Mines
A land mine is an explosive device that is designed to destroy or damage equipment or personnel. Equipment targets include ground vehicles, boats, and aircraft. A mine is detonated by the action of its target, the passage of time, or controlled means. There are two types of land-based mines—AT and AP. Mines generally consist of the following parts
Firing mechanism or another device (sets off the detonator or igniter charge).
Detonator or igniter (sets off the booster charge).
Booster charge (may be attached to the fuse or the igniter or be part of the main charge).
Main charge (in a container; usually forms the body of the mine).
Casing (contains all the above parts).
Components And Initiating Actions
A firing mechanism prevents the mine from exploding until it makes contact
with, or is influenced by, its target. Once a mine has been armed, the firing
mechanism may be actuated by the following methods:
Applying pressure (including tilt rod).
Pulling a trip wire.
Releasing tension or breaking a trip wire.
Releasing pressure.
Passage of time (time-delay mechanism).
Impulses.
Electrical.
Vibration.
Magnetic-influence.
Electromagnetic-frequency.
Infrared-sensored.
Acoustic
M15 AT mine
The M15 AT mine is used against all types of vehicles. It can also be used to block runways
Danger area: ~ 10m
Igniter: pressure plate
Defuse possible: yes
Bulletproofing possible: due to multiple hits with large caliber (Cal.50, 7.62mm, ULG)
Clearance possible by blowing up: No.
VS-50 AP mine
The VS-50 AP mine is simple anti-personnel mine and is primarily used against infantry. Extreme caution is required when disarming. It is best to approach lying and slowly.
Danger area: ~ 15m
Igniter: pressure plate
Defuse possible: yes
Detonation possible by fire: yes
Clearance possible by blowing up: Yes
M26 AP Jump Mine - "Bouncing Betty"
The M26 AP jump mine - related to the " Bouncing Betty" from World War II - jumps ~ 1m into the air after deployment and distributes a fatal hail of fragments against triggering and surrounding infantry.
Danger zone: ~ 100m (deadly)
Igniter: pressure plate
Defuse possible: No -> Mine explodes when approaching before you are within range to defuse.
Detonation possible by fire: yes
Clearance possible by blowing up: Yes
M4A1 SLAM
The M4A1 SLAM is used as a directed mine against infantry and lightly armored targets. Attention: M4A1 SLAM explodes when trying to disarm! Clear only by shelling or blasting! Shoot at the back of the mine if possible.
Danger zone: ~ 100m in the direction of the blast
Igniter: IR sensor (side attack), metal sensor (top attack), M152 remote igniter, M47 remote igniter, timer, dead man's switch
Defuse possible: No -> Mine explodes when attempted!
Detonation possible by fire: yes
Clearance possible by blowing up: Yes
PMR-3 AP tripwire mine
The PMR-3 AP trip wire mine is used to block narrow infantry routes or within urban structures, such as building entrances. This mine is triggered by touching or overflowing the trip wire. The explosive force is comparable to a frag grenade.
Danger area: ~ 35m
Detonator: trip wire
Defuse possible: yes
Detonation possible by fire: yes
Clearance possible by blowing up: Yes
M18A1 Claymore
Introduced just before the Vietnam War, the M18A1 Claymore is a directional projectile mine. Triggered by remote ignition, the M18A1 mine unleashes a directed hail of steel balls.
Danger zone: 0 ° -60 ° 50m fatal, effective up to 100m; 60 ° -180 ° 50m splinter area
Igniter: M152 remote igniter, M47 remote igniter, time igniter, dead man's switch
Defuse possible: Yes, if possible, from the rear - avoid the danger area!
Detonation possible by fire: yes
Clearance possible by blowing up: Yes
IEDs
IEDs (Improvised Explosive Devices - improvised booby traps) or unconventional booby traps and fire traps are often used by irregular forces to attack untargeted or targeted (monitored) troops. They are often disguised as everyday objects and hidden or partially buried at the explosion site.
Burying small (Dug in small)
Danger area: ~ 15m
Igniter: pressure plate, M152 remote igniter, M47 remote igniter, mobile phone, dead man's switch
Defuse possible: Yes - if possible, however, evacuate by fire
Detonation possible by fire: yes
Clearance possible by blowing up: Yes
Buried large (Dug in big)
Danger area: ~ 20m
Igniter: pressure plate, M152 remote igniter, M47 remote igniter, mobile phone, dead man's switch
Defuse possible: Yes - if possible, however, evacuate by fire
Detonation possible by fire: yes
Clearance possible by blowing up: Yes
Small city (Urban small)
Danger area: ~ 15m
Igniter: pressure plate, M152 remote igniter, M47 remote igniter, mobile phone, dead man's switch
Defuse possible: Yes - if possible, however, evacuate by fire
Detonation possible by fire: yes
Clearance possible by blowing up: Yes
City close (Urban Big)
Danger area: ~ 20m
Igniter: pressure plate, M152 remote igniter, M47 remote igniter, mobile phone, dead man's switch
Defuse possible: Yes - if possible, however, evacuate by fire
Detonation possible by fire: yes
Clearance possible by blowing up: Yes
Detonators
A detonator on an explosive charge makes it sharp. Depending on the detonators, the explosion is triggered in a different way.
Pressure plate
The classic printing plate. Mines and IEDs can be armed with it. Depending on the type of mine, the pressure plate is triggered by different loads and detonates the explosive device.
Time fuse
A time fuse can be attached to different explosives. This can be set once and cannot be changed afterwards! The time period is infinitely adjustable from 1 second to 15 minutes.
M57 igniter
The M57 igniter is a wireless remote detonator for many types of explosives. The range of the detonator is <250m.
M152 RAMS Ignition Device
The M152 igniter is a wireless remote detonator for many types of explosives. The range of the detonator is <5000m.
Deadman switch
Combined with various explosives, a dead man's switch detonates them when the carrier passes out or dies.
Mobile phone (Cell Phone)
The mobile phone can be connected to various explosives. A 4-digit phone number is displayed when connecting. If you call this number, the charge will explode ~ 5sec after the dialing process. Can only be used with IEDs.
Tripwire (Tripwire)
Triggers as soon as it is touched / overrun.
IR sensor
The IR sensor is a special fuse of the SLAM mine. This triggers as soon as it is physically covered.
Placing Explosives
Use self-interaction Ctrl+⊞ Win (ACE3 default key bind Self Interaction Key).
Select Explosives.
Choose your explosive type and follow the instructions on the screen.
Arming and Detonating explosives
Interact with the explosive ⊞ Win (ACE3 default key bind Interact Key).
Choose the arming method.
For clackers use Self Interaction Explosives → Detonate and choose the corresponding Firing Device.
Defusing Explosives
A Defusal Kit is required.
Interact with the explosive ⊞ Win.
Select Disarm.
You are safe to pick it up after the action has completed.
Tip: To increase the success rate when defusing,
make sure you crawl up to the IED.
Engineer Operations
Mine operations
Mine-Warfare Concepts
Mines are explosive devices that are emplaced to kill, destroy, or incapacitate personnel and/or equipment. They can be employed in quantity within a specified area to form a minefield, or they can be used individually to reinforce nonexplosive obstacles. They can also be emplaced individually or in groups to demoralize an enemy force.
A minefield is an area of ground that contains mines or an area of ground that is perceived to contain mines (a phony minefield). Minefields may contain any type, mix, or number of AT and/or AP mines. Minefields are used to—
Produce a vulnerability on maneuvering forces.
Cause the enemy to piecemeal his forces.
Interfere with enemy command and control (C2).
Inflict damage to enemy personnel and equipment.
Exploit the capabilities of other weapon systems by delaying enemy forces in an engagement area (EA).
Protect friendly forces from enemy maneuver and infiltration.
Types Of Minefields
There are four general types of minefields
Protective minefields are employed to protect soldiers, equipment, supplies, and facilities from enemy attacks or other threats.
Tactical minefields directly affect maneuvering in a way that gives the defending force a positional advantage.
Nuisance minefields impose caution on enemy forces and disrupt, delay, and sometimes weaken or destroy follow-on echelons.
Phony minefields deceive the enemy about the exact location of real minefields. They cause the attacker to question his decision to breach and may cause him to waste his time and assets.
Countermine Operations
Countermine operations are undertaken to breach or clear a minefield. All the tasks fall under breaching or clearing operations and include detecting, reporting, reducing, proofing, and marking.
Reduction
Reduction is the act or actions taken against an obstacle that diminishes its original effect. For example, creating a lane in a minefield would yield a reduction of the minefield obstacle.
Breaching
Breaching is the removal of mines while under fire.
Area Clearance
Area clearance is the total elimination or neutralization of an obstacle or portions of an obstacle. Clearing operations are not conducted under fire.
Route Clearance
Route clearance is the removal of mines along preexisting roads and trails.
Mine Neutralization
Mine neutralization occurs when a mine is rendered incapable of firing on passage of a target. The mine may still be dangerous to handle.
Proofing
Proofing is done by passing a mine roller or other mine-resistant vehicle through a lane as the lead vehicle. It verifies that a lane is free of mines.
Demining
Demining is the complete removal of all mines with in an AO
Detecting
Detection may be accomplished through reconnaissance, or it may be unintentional (such as a vehicle running into a mine). Mine detection is used in conjunction with intelligence-gathering operations, minefield bypass reconnaissance, and breaching and clearing operations. There are four types of detection methods—visual, physical (probing), electronic, and mechanical.
Visual
Trip wires.
Signs of road repair (such as new fill or paving, road patches, ditching, culvert work).
Signs placed on trees, posts, or stakes. Threat forces mark their minefields to protect their own forces.
Damaged vehicles.
Disturbances in previous tire tracks or tracks that stop unexplainably. Wires leading away from the side of the road. They may be firing wires that are partially buried.
Odd features in the ground or patterns that are not present in nature. Plant growth may wilt or change color, rain may wash away some of the cover, the cover may sink or crack around the edges, or the material covering the mines may look like mounds of dirt.
Civilians. They may know where mines or booby traps are located in the residential area. Civilians staying away from certain places or out of certain buildings are good indications of the presence of mines or booby traps.
Pieces of trash or other debris on a road. They may be indicative of pressure or pressure-release FDs. These devices may be on the surface or partially buried.
Mine detector
The new mine detector detects all types of explosives. Contrary to expectations, the mine detector does not discover metal, only explosives. The VMH3 is selected like a weapon via the mouse wheel menu. The metal detector must be activated via the self-interaction menu. The detector deactivates when you change weapons, get into a vehicle or use a stationary weapon. The reconnaissance range of the VMH3 is exactly 2 m and a 90 ° angle in front of the combat pioneer. The detector emits a beep. The closer you are to the explosives, the higher the tone frequency. The display is slightly delayed.
Mine clearing drone ED-1D "Eddie"
The Unmanned Ground Vehicle (UGV) ED-1D is particularly suitable for the detection and clearing of explosives in urban areas. The built-in detector makes clearing up extremely easy and with the shotgun on the head of the UGV, most explosives can be detonated with just a few shots - and all from a safe distance. The range of the detector is 50m in a 360 ° radius. A UAV terminal of the relevant fraction is required for operation.
The drone has four cameras: driver's view (between the chains in front), weapon view 1 and weapon view 2 (zoom) and a rear-view camera. The armament of the UGV can be switched between pellets (shot) and slug as well as a laser marker. For most explosives, shot is the means of choice to clear it by shelling, the exception is the AT 15 anti-tank mine, which can be detonated with slugs. Like other drones, the "Eddie" can be packed together and transported as a backpack.
Control of the UGV:
Move neck forward / back - page up / page down
Move neck up / down - Q / E
Change camera - Numblock + / Numblock -
Change weapon / ammunition - F
Mine clearance drone (civil)
This unmanned aerial vehicle - UAV can drop a clearing charge, which detonates explosive devices within a radius of 25m when it hits the ground. The built-in detector detects explosives within a 360 ° radius up to 50m away. The drone carries four charges which, when falling, emit a clearly audible hiss and colored smoke. The drone can be carried in a backpack.
Control of the UAV:
analogous to helicopters
Explosive Breaching
Explosive breaching can be the fastest method, though it is also the most dangerous, to both the breachers and the room occupants. Breaching can be performed with a breaching charge placed on the door.
Warnings:
DO NOT STAND IN FRONT OF THE DOOR WHEN SETTING OFF THE BREACHING CHARGE BE 5 TO 10 METERS AWAY.
DO NOT USE IF THERE IS A HOSTAGE IN THE ROOM
DO NOT USE IF THERE ARE EXPLOSIVES IN THE ROOM
IED Operation
Identifying IEDs
IEDs can be disguised to look like any object and to function through a multitude of actions. An IED is only limited by the bomber’s imagination and capabilities. IEDs are unpredictable and extremely hazardous to all, including the bomber. Be aware of dual IEDs.
Devices are camouflaged with bags of various types to resemble garbage along the roadways or devices are buried in the roadbeds.
Decoy devices are emplaced in the open to slow or stop convoys in the kill zone of the actual device that is obscured along the route of travel.
Devices are thrown or fired from overpasses or from the roadside in front of approaching vehicles or in the middle of convoys. These devices are usually grenades or RPGs.
Devices are concealed in potholes in the road (covered with dirt) and previous IED locations along MSRs and ASRs (targeting convoys) and along unimproved roads (targeting patrols).
Vehicle-borne IEDs are used to gain access and detonate in close proximity to compounds/buildings. They are also often used against patrols and logistic sites.
Suicide attacker (suicide vests), possibly employed by .....
Reaction To IED Blast
Treat the blast as if it was an ambush.
The blast may be followed by more explosions and there could be secondary IEDs in the area. Perform short halt procedure if convoy is at halt.
Move out of the kill zone as directed by your commander.
Move to a position which holds the best location in order to further assess the situation.
Tips to Defeating IED Threats
Vehicle dispersion
75 meters (m) to 100 m or greater makes it more difficult to target the convoy correctly (this separation results in late or early detonation and the likelihood that the enemy will not get away).
Let them know you are ready:
The enemy is looking for an easy mark; he wants to get away. Show him that you are not an easy target.
Know the indicators (bags, piles of rocks, piles of dirt in or beside the road
If you don't like what you see, trust your instincts and stop, turn around, and go another way. Report observation through the chain of command. Let the experts check it out.
Vary the route, time, and speed of travel:
We know the enemy is watching us and attempting to determine our patterns. Make every attempt to vary this pattern; never take the same route twice in two days. The enemy placed the IED there for a reason, and he is targeting you!
Always have front and rear security out:
Pay attention to where you are going. Determine who has what security responsibilities before you move. Face out during movement and constantly observe your assigned sector; look for any triggerman, sniper, and possible ambush locations. The enemy initiates many ambushes with an RPG shot from the rear.
Report, secure, and reduce cache sites:
The enemy is drawing his supply of explosives from somewhere. Leave the reduction of a site to EOD. Mark and report.
Travel in convoys of 3 or more vehicles:
The enemy may not detonate the IED if he believes that he will be caught. It is very difficult to successfully
8-Line IED Report
Before you make the report mark the ied on the map
Line 1: Date-time group (DTG) item was discovered.
Line 2: Reporting activity: unit ID and location grid.
Line 3: Contact method (Radio frequencies, call sign, point of contact, and telephone number).
Line 4: Type of ordnance, if known (provide as much detail as possible about shape, color, condition, and threat and include initiation system (RC, wire, command).
Line 5: NBC Contamination
Line 6: Are resources threatened (facilities, equipment, or Assets)?
Line 7: Impact on mission (Does it interfere with current operation?).
Line 8: Protective measures (What you have done to protect personnel and equipment?).
Line 9: Recommended priority
The 5 C’s
Clear,
Cordon,
Control,
Call EOD,
and Check
Step 1. Clear: Leave the immediate area; detonation may be imminent; secondary devices may be present.
Step 2. Cordon: Establish a perimeter (300 m small device/1000 m up to van-size/2000 m water truck or semi)
Step 3. Control: Maintain visual, (binoculars/scopes) observation to ensure no one tampers with the device; maintain security.
Step 4. Call EOD: Immediately contact your supporting EOD to respond (8-line IED/UXO Spot Report)
Step 5. Check: All personnel stationed on the cordon should check their immediate area for secondary devices. Report any suspicious items to the situation commander; if necessary, mark the position and re-establish the cordon to a safe place.
PRE-CONTROLLED BLAST RADIO PROCEDURES
Radio Procedure Prior to a controlled detonation
Warning gives 60 seconds before blast
[call sign] [how many detonations] [what's going boom] [location]
Example: Smoke 1-2e, One Times C-4 Charge on UXO, North end of road,
Final Countdown before blast
All stations this net, Control det in 10 seconds,
Count 9 through 7 in your head
6, (skip if counting is hard for you)
Safeties off,
4, (skip if counting is hard for you)
Fire in the hole,
Fire in the hole,
Fire in the hole
(Big ba da boom)
Keep in mind that the radio that you must us must be heard by everybody in the proximity. Make sure that you are on a radio frequency the most important personnel in the area are going to hear you while you call this procedure. Such as Team Leaders and all elements if you are in a convoy.
Depending on the size of explosive being used as well as the expected explosion to come out of exploding an IED or UXO the correct considerations must be made. These considerations should include the following:
If there are religious buildings in the blast radius or housing IEDs, always get clearance from commanding personnel.
If there will be collateral damage including vital buildings such as hospitals, schools, power stations or gas stations clearance must also be attained. You will now be tested in the effectiveness and placement of the C-4 and the Satchel Charge. And how to disarm or dispose of an IED.
Tools
Entrenching Tool
Used to dig a trench, small for a single person, big for more than one person. The trench is able to block bullets, shrapnel and small explosions
Trenching
You need to be over a grass area / sand area to be able to dig a trench.
Self-interact Ctrl+⊞ Win (ACE3 default).
Select Dig Big Trench or Dig Small Trench
Follow the instructions on screen.
Wire Cutter
The wire cutter allows cutting of fences in Arma 3 and All Arma maps.
Using the wire cutter
For this you need a Wire cutter.
Approach the fence you want to cut.
Press the interaction key ⊞ Win (ACE3 default key bind Interaction Key).
Find the interaction point and select Cut Fence (the only option).
Concertina Wire
A concertina wire is a type of barbed wire formed in large coils that can be expanded to form obstacles, in ACE3 any vehicle making contact with it gets its tires destroyed.
Deploying the concertina wire
Approach the concertina coil and select ⊞ Win (ACE3 default)
Select Deploy concertina wire.
Follow the instructions on screen.
Sandbags
Stackable sandbags able to block bullets, shrapnel and small explosions. Note that those sandbags are affected by physics, a rocket will send them flying.
Placing the sandbags
You’ll need at least one sandbag (empty).
You need to be over a grass area / sand area to be able to fill the sandbag.
Self-interact Ctrl+⊞ Win (ACE3 default).
Select Deploy sandbag.
Follow the instructions on screen.
GLOSSARY
UXO – Unexploded Ordnance
IED – Improvised Explosive Device
EOD – Explosive Ordnance Disposal