I've chosen to set the Reaper up to support our group's playstyle. It is intended to be flown, not just left to orbit. You can of course use it however you like. The way we use it maybe different than you. We have dedicated “pilots” in our teams but not every mission needs fast jets or attack helos. So having a UAV ready to provide ISR or light CAS gives our mission maker's options.
The drone uses the vanilla UAV control system. No ACE interactions etc. You need a UAV terminal to operate it. ideally the same faction etc. But if you can get close enough you can always hack it.
The intent was to make an platform that takes some degree of skill to use effectively. it is meant to be flown from the Pilot's seat. Weapons can be used from both the pilot and gunner positions but we mostly employ the weapons in the Pilot's seat. it gives use some more flexibility and accuracy… and is less arcade like.
You will need to learn how to use the weapons effectively, what the limits are and what weapon is best in what scenerio.
I have obviously not flown the M-Q9 Reaper. But it reportedly flies a lot like a more powerful Cessna 172/182 (I have over 300 hours in them), roll rate, landing, approach and cruise speeds etc.
As much as I try to get the flight model as accurate as possible the AI and engine limits always force us to make compromises. And trust me, with anything that is AI controlled in Arma3, it is always a compromise.
| In Game | Real World | ||||
|---|---|---|---|---|---|
| KtAS | KPH | KtAS | KPH | ||
| Max Speed | 260 | 482 | 260 | 482 | |
| V1 Speed | 80 | 148 | ? | ? | |
| Vr Speed | 92 | 170 | ? | ? | |
| V2 Speed | 103 | 190 | ? | ? | |
| VNe | 270 | 500 | ? | ? | |
| Stall Speed | 75 | 140 | ? | ? | |
| Feet | Meters | Feet | Meters | ||
| Service ceiling | 50,000 | 15,420 | 50,000 | 15,420 | |
| Opertional Alt | 25,000 | 7,500 | 25,000 | 7,500 | |
| Hours | Hours | ||||
| Endurance | ~5 | ~27 | |||
Flight instruments are in FEET and KNOTS!
The HUD is a mix of “Class MFD” and animated model. It is based off the actual MQ-9 interface. But obviously more limited due to engine limitations and lack of scripting.
Top Row: From the Top Left:
Second Row: Left to right:
Third Row: Left to right:
It is the default BIS UAV RSC layout. I was writing a custom on. I admit I got frustrated lost my temper and abandoned that idea. I'm not a fan of coding. So if someone would like to make an MQ-9/AN/DAS-1 MTS-B Multi-Spectral Targeting System specifi layout. I would appreciate it.
If not, I'm old grumpy and not good with code. So since my remaining life is too short to spend weeks frustrated so we'll have to stick with the BIS layout unless some kind soul donates one.
The MQ-9 does not have a radar. Our addon also does not have a radar. This is the default Arma 3 Sensor display. In this case its primarily for targetting and threat display. Secondarily it also shows any available Data-Linked targets.
This means than anything detected by units with the datalink capability will show up on the sensor display. Including laser targets and other threats. Meaning you can use another unit to designate a target e.g. a soldier on the ground and still engage without having to lase anything yourself.
You can read up on the default game behaviour either on:
So, yeah. Not a radar. People keep saying it is. I keep saying it is not. it is the way the game engine displays things. And its not really any different than most NATO threat displays.
Personally I would prefer to limit all weapons to only types cleared for use on that specific airframe. Not everyone agreed so I've opened up the options to include other weapons in the appropriate weight class that may fit on the pylons. I.E. I'm not going to add 2000lb bombs on a pylon limted at 500lbs and so on.
The MQ-9 Reaper only has 5 pylons. The 5th, the centerline is not available on this mod. Its exclusively used for Sensor and Radar pods so not really necessary of practical for this game.
The four remaining pylons are limited to 230kg max load ingame.
Every weapon, pod and sensor that hangs off an aircraft has to be tested, certified and 'cleared' for operational use. Some weapons do not go on some aircraft despite being in the same class or type. There maybe many reasons for that. over and above just the weight. Drag, volume, clearance between the weapon and the aircraft etc.
Officially, the MQ-9 Reaper is only cleared for a limited set of weapons. For Arma 3 use we are limited by the contents of the CVWP. Currently we have:
The addon is setup to use the game's native “dynamic pylon system”. You can select the predfined weapons in the mission editor by double clicking the drone or right clicking to get the object properties up. From there you should be able to expand the Pylon Settings rollout.
You can then select any of the weapons options on the dropdown.
Choose your weapons carefully. The weapon all have limitations of some sort. That is the result of many many years of MP gaming sessions, Coop, Milsim, PVE and PVP. Some are intended to make like a bit more difficult for the pilot, but ensure MP gameplay. Others are simplified and meant for PVE. But the option is there to allow mission makers to decide what kind of playground they want to make.
For example:
The MQ-9 Reaper is designed to be flown. Use the turret to observer and mark targets. Datalinks are enabled by default. But to be truely effective you should be flying from the pilot's seat to ensure your LGBs hit the mark. LGB and JDAMs only guide to a limited degree. Use the CCIP HUD marker, as long as you can see that little + at the moment of release (And you are high enough) the bomb will guide correctly.
Thats it, have fun.
Dec 2025