ACM Extended
ACM EXTENDED / SYSTEMS

Blast overpressure

How the game estimates pressure exposure, applies related injuries and models delayed blast lung deterioration.

Exposure and injury

What is simulated

One exposure, several effects

With blast overpressure enabled, the mod calculates one exposure from the explosive, distance, cover, body orientation and enclosure. Hearing effects, disorientation, knockdown, head injury and blast lung read that shared result. Arma and ACE can also produce fragment wounds and other damage from the same explosion.

In gameWhat the pressure model represents

This is an approximate pressure model. Nearby surfaces modify the result through a few geometry checks; the game does not trace a moving wave through every doorway, corridor or reflected path. The model records estimated pressure and impulse, while the injury gates below primarily use effective peak pressure and its normalized dose.

Distance, cover and enclosure

FactorImplemented effect
Explosive size
Uses an ammunition specific TNT override when available, otherwise estimates charge from indirectHit × 0.005 kg. Unknown charge defaults to 0.18 kg
Distance
Uses detonation to patient distance, with a 0.5 m minimum to bound the calculation. Larger distance sharply lowers pressure
Cover
Blocked line of sight multiplies pressure by 0.55 by default. A wall reduces the calculated exposure but does not make it zero
Orientation
Side on exposure can reduce pressure to 0.85 times the face on or rear facing value
Enclosure
Checks for a roof and nearby walls, then blends reflected pressure into the result. More enclosure increases effective pressure; vehicle interiors are treated as enclosed when the enclosure branch applies
Missing detonation data
Falls back to an engine damage estimate. Without enough data to estimate distance, it uses bounded engine damage as a dose proxy
Repeat exposure
Stores up to 20 events. Cumulative exposure decays with a default one hour half-life and increases later blast TBI severity

Default injury thresholds

These are implementation thresholds, not real world injury probabilities. A patient can have more than one effect.

Calculated exposureGame consequence
Dose above 0.05
Brief disorientation and camera shake
35 kPa or higher
Hearing effect; blast exposure added to the activity log
Dose above 0.08
Additional pain
Dose at least 0.10, about 55 kPa
Can seed the separate TBI system when that system is enabled
Dose above 0.18, about 99 kPa
Can knock down an eligible patient outside a vehicle
100 kPa or higher
Records tympanic injury
200 kPa or higher
Seeds blast lung when enabled
Dose at least 0.45, about 247.5 kPa
Requests medical unconsciousness
550 kPa
Reference used to normalize dose to 1.0; this function does not perform a 50% death roll

Ear protection does not disable the brain, lung or whole body injury branches. A hearing finding is not required for the other branches to run.

Breacher’s syndrome and repeated blast exposure

Repeated low level blast is relevant to breachers, heavy weapons crews and instructors, even when no single exposure produces an obvious concussion. The concern often called breacher’s syndrome or breacher’s brain is the possible cumulative neurological effect of those exposures.

Thinking and performance

Reported problems include reduced concentration, memory difficulty and slower reactions.

Symptoms after exposure

Headache, irritability, hearing difficulty and tinnitus can occur. A visible wound is not required for a person to report symptoms.

What the evidence means

Low level blast exposure does not automatically establish concussion or TBI. Exposure history and symptoms need assessment together.

Sources and revision

Human exposure background: Military Health System, low level blast exposure.

A study of Canadian breaching instructors and range staff found an association with more post-concussive symptoms and lower energy. It also found overlapping effects of concussion and deployment history. Because the study was cross-sectional, it could not isolate blast as the cause of every symptom or establish a universal exposure threshold. Vartanian and colleagues, 2020.

How ACM Extended represents repeat exposure

In gameHow repeated exposure affects the game

The game tracks a short exposure history and a cumulative dose. It then uses that cumulative dose to increase the severity assigned to a later qualifying blast. There is no separate breacher’s syndrome diagnosis, chronic cognitive test or specific treatment action in the reviewed blast/TBI paths.

Exposure history20 eventsMaximum stored history
Standard cumulative decay1-hour half-lifeGame default, not a human recovery time
New blast TBI gateDose ≥ 0.10The current exposure must qualify
SituationGame interpretation
Several small exposures
Can build cumulative exposure. Subthreshold blasts do not individually enter the blast TBI branch solely because the total is high
A later qualifying blast
Earlier cumulative dose multiplies the new severity by a default factor of 1 + previous dose × 0.35, capped at severity 1
TBI already present
Structural severity retains the greater of the previous structural injury and the incoming severity. If the incoming severity exceeds the current acute burden, acute severity rises to that value and ICP increases by 5 mmHg, subject to the configured cap. A repeat blast can therefore reactivate a recovered injury without exceeding its historical severity
No visible wounds or little ear injury
Does not rule out the separate brain or lung branches. Assess mental state, pupils, breathing and subsequent deterioration

After repeated blasts, reduce further exposure and reassess the casualty instead of judging only the newest wounds. Use the head injury reference and delayed blast lung section for the systems the game actually applies.

Sources and revision

TBI update checked at ACM Extended dev revision 98d18bb: repeat blast, structural history and renewed acute injury · recovery and retained vulnerability.

Sources and revision

Repeat exposure behavior checked at ACM Extended 21f8694: cumulative dose and history · new exposure gate and severity multiplier. The one hour decay and numerical thresholds are gameplay parameters and do not define a safe real world exposure or recovery interval.

Blast lung and evacuation

Delayed blast lung

Blast lung reduces gas exchange as its effect ramps in over a default 150 seconds. The injury can therefore become more apparent after the initial explosion. Increasing severity also changes lung mechanics and can make ventilation less effective.

Reassess breathing, SpO2, delivered minute ventilation, airway pressure and perfusion after a blast. A chest seal or decompression may treat a separate chest injury, but neither clears the blast lung state.

SupportDefault effect on blast lung severity
Effective mechanical ventilation
Strongest recovery when delivered minute ventilation adequacy is above 0.6, FiO2 is at least 50%, and the pressure state is below danger. Mode alone does not decide success
Dangerous airway pressure while ventilating
Worsens severity at three times the base worsening rate
Active BVM with connected oxygen
Slower recovery than effective mechanical ventilation
Active BVM without oxygen
Slow worsening
Passive supplemental oxygen
Improves mild severity below 0.30; holds severity from 0.30 to below 0.45
No effective support
Mild injury below 0.30 holds steady in the current code; moderate or worse injury progresses

ARDS and evacuation

Severity at or above 0.85 for 60 continuous seconds triggers ARDS. Once this state is established, recovery runs at 35% of the normal rate and deterioration is multiplied by 1.5. Severity cannot recover below 0.35 through ordinary blast lung treatment.

Continue effective oxygenation and ventilation, monitor pressure and perfusion, and evacuate for definitive care. The persistent ARDS floor is another reason the wiki must not describe herniation as the only lasting injury.

See Ventilator Settings & Tips, oxygen delivery and head injury for connected systems.

Sources and revision

Game mechanics checked against ACM Extended source 4848f63. Thresholds and timing are game defaults and can change with mission settings. Pressure calculation · Injury thresholds · Treatment and ARDS · Timing defaults