basic training part 1

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    Basic Training Part 1Table of Contents:

    0. Before we begin

    1. ACE Basic keys

    2. The Unit

    3. Map and compass

    4. A.C.R.E.

    5. ACE Wounding system

    6. Pistol qualification course

    0.Before we begin0.1. ACE0.1.1. ACE

    ACE is an abbreviation for 'Advanced Combat Environment' mod. This mod

    provides much more realistic environment compared to the vanilla Arma 2 game.For many new players, ACE Mod might seem very complex and 'hard to learn all

    of the fucking keys' mod. In order to make the learning process much simplier

    for you, we will provide this manual as well as practical and theoretical

    trainings during your service time.

    0.1.2. Setting up your ACE

    First things first, you want to find your @ACE folder. It is usually located

    in your Arma 2 OA folder or in your Documents folder - look for it, you ain't

    a potato (and even a potato can find that stupid ACE Mod folder). Once you'll

    find it, open 'clippi' folder and launch the 'aceclippi.exe' file.

    In the Clippi interface, click on 'Change manual options'. After that check,

    if your identity is set to the right in-game profile (basicly the one you

    will be using to play). Watch out! Do not select the xxx.vars profiles. The

    .vars profiles are only backup versions of your profile and should not be

    used by ACE as a main identity.

    Now for the important checkboxes in the 'Change manual options' interface.

    No Voice

    Will disable all of those annoying target reports and other unnecessary stuff

    your character will be saying during the mission.

    No Cross

    Should be checked, unless you have very low FPS.

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    Ball Tracers

    Optional. Will give all the tracers a bit more sexy look instead of those

    Arma 2 vanilla SW blaster rifles.

    Grenade Throw

    No questions here! Check it!

    0.1.3. In-game ACE Settings

    You can access ACE Settings at any time in-game or from the main menu. Here

    we will go through the important ones.

    TIP - Not mentioned settings are not to be changed. If you do so, you're on

    your own...

    Weapon select firemode

    For those of you, who want to bind a button for only switching firemodes on

    your currently selected weapon instead of cycling through all of your gear.

    All - no change from vanilla game.

    Selected - firemode selector active.

    Stance indicator

    Little utility showing you your actual stance and movement speed once you

    start moving. Not mandatory option.

    Roundcount as

    Changing what you will see when you will check your currently loaded

    magazine's ammunition status.

    Enable staying brass

    Nice little thing. Empty brass will be staying on the ground. That's it. If

    you have FPS issues, better leave this thing disabled.

    Enable handsignal background

    Only enable, if you are using 'Gesture' handsignal method.

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    Handsignal method

    Gesture - Handsignals deployed through holding 'TAB' key and mouse movement.

    Action menu - Recommeded option. Handsignals deployed through holding 'TAB'

    key and scrolling your mouse wheel and choosing them from your action menu.

    Numpad - Handsignals deployed with Numpad keys (or other keybindings). Can be

    found in ACE Settings > Keys.

    Enable enhanced throw

    Enable this option.

    Now go to Keys (ACE Settings > Keys).

    Customization of in-game controls is very important for maximizing your

    efficiency. Here is the list of important sections in ACE Settings > Keys. It

    is best to see which of these keys work for you and which don't (and altering

    them) in-game.

    Interaction

    Show Handsignals (all of them only if using 'Numpad' handsignals method)

    - Show handsignals

    Item Control

    NVG

    Rangefinder

    - Toggle power

    Weapon Control

    - Unjam

    - Rest weapon

    - Roundcount

    - Safe

    - Rifle

    - Throw

    - Firemodes (only if Weapon select firemode set to 'Selected')

    - Gunlight change

    Miscellanous

    - Quick mag check

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    - Quick ruck check

    Sight adjustment AT

    Sight adjustment Rifle

    Sight adjustment GL

    Stamina

    0.2. ArmA II0.2.1. Options

    Always accessible from in-game or the main menu. Here we will go through

    gameplay changers as well as essential things to play with us.

    Options > Gameoptions

    Highly recommended to absolutely disable 'Aiming Deadzone'. This will bring

    your aiming much more to and FPS type aiming than ArmA II 'floating' aiming.

    Options > Controls

    Essential to disable key bindings are: Voice Over Net, Push to Talk (just

    delete the key bindings)

    Essential to enable key bindings are: Talk on Direct channel (recommended key

    is 'Num *')

    Recommended to change are: Hold breath (recommended key is 'Space'),

    Commanding mode (recommended key is 'Right Alt')

    1. ACE Basic keys1.1. Interaction menus1.1.1. ACE Interaction menu

    ACE Interaction menu (further only 'AIM') is one of the two interaction menus

    available in ACE. It is commonly used for interaction with all surrounding

    objects (crates, vehicles, other players etc.). In default, 'AIM' is set to

    your 'Right Windows Key'.

    TIP - Memorize ACE Interaction menu as 'AIM' - will tell you, you need to

    AIM at somebody to use it.

    1.1.2. Self Interaction menu

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    Self Interaction menu (further only 'SIM') is commonly used for interaction

    with your own character (bandaging wounds, putting on masks/glasses, setting

    up CSWs etc.). In default, 'SIM' is set to your 'Application menu Key' (the

    one with mouse cursor and tab on it - to the right of the 'Right Windows

    Key').

    TIP - Memorize Self Interaction as 'SIM' - It is embarrassing to tell you I

    played The Sims...anyways...just act like you want to do something with your

    Sim.

    1.2. Other Keys1.2.1. Panic button

    Sometimes when running for longer periods of time, you will get exhausted but

    more about that later. Now, if you do get exhausted, you press your 'Panic

    button' (default: 'NumLock') to extend your running for short period of time.

    2. The Unit

    2.1. The Guy2.1.1. Kits

    'Kit' is a combination of weaponry one soldier can carry. For further

    information about 'Kits' followthislink.

    2.1.2. Weight limitOverall weight of your gear influences your performance on the battlefield -

    especially your mobility. The lower the weight the better performance you

    will have on the battlefield. This means it is important to plan your gear

    layout according to the mission scenario.

    There are 3 limits:

    0-26kg - light gear

    27-38kg - medium gear

    39-45kg - heavy gear

    TIP - You can carry more than 45kg but your mobility will be significantly

    limited.

    TIP - Your actual weight can be checked in-game from the 'Gear menu'

    (default: 'G')(located top center in your gear interface).

    http://22etf.enjin.com/forum/m/15687805/viewthread/8743765-kitshttp://22etf.enjin.com/forum/m/15687805/viewthread/8743765-kits
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    2.2. Organization

    2.2.1. Unit sizeHere we will explain size of a unit as well as some important rules connected

    to them.

    Single guy

    Single soldier is not considered a unit!

    Buddyteam

    Buddyteam consists of 2 men (in some situations 3 men). Buddyteam is usually

    picked by a Fireteam leader and is marked with colour[white,red,green,blue,yellow] - being reffered to as e.g. red team etc.

    Buddyteam members should always stay close enough, so that they don't have to

    use radio for communication!

    Fireteam

    Fireteam consists of 4-6 men (2-3 buddyteams). Fireteam has a number assigned

    to it [0,1,2,3,4]. Each Fireteam has a Fireteam leader, who leads the whole

    fireteam. Fireteam has its own channel on the '343' radio. There are several

    basic types of fireteams, according to their role on the battlefield but

    about that later in this chapter.

    Squad

    Squad consists of 2-4 Fireteams (8-24 men). Each squad has a letter assigned

    to it [A,B,C,D,E etc.]. Squad is under command of a Squad leader, who is not

    part of any of the Fireteams. Each squad has its own channel on the '152'

    radio.

    Platoon

    Platoon consists of 2-4 Squads (4-8 Fireteams, 16-48 men). Platoon has always

    a name assigned [Archer, Kestrel, Rhino etc.]. Each platoon has its own

    Commander, who is mostly staying out of the fight, usually stationed at an

    FOB, HQ, mobile HQ etc.

    2.2.2. Fireteam types

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    Combination of kits and equipment, available to one fireteam, pretty much

    decides it's role on the battlefield.

    TIP - If you haven't read 2.1.1. Kits jump right back up you lazy ass! It

    ain't that long for you not to be able to briefly read through it!

    Assault Fireteam

    Assault Fireteam usually consists of an FTL, ARM and two rifleman class kits.

    Assault Fireteam is an offensive type of a fireteam. Usually good mobility

    and enough firepower gives this fireteam great attacking possibilities.

    Support Fireteam

    Support Fireteam has much wider range of kit combinations than the Assault

    Fireteam. Depending on its role, a support fireteam can be equipped for heavy

    or long range fire support, usually including an MED to provide medical

    assistance to other fireteams, as well as CSWs for setting up heavy defense

    perimeters and so on. This type of fireteam has usually lower mobility than

    other fireteams (but not necessarily), which is compensated with special

    supporting abilities.

    Specialized Fireteam

    Specialized fireteam has no real kit rules. Well suited for special role on

    the battlefield e.g. attacking armored targets, setting up mine fields etc.

    it can provide anything that is needed in that certain type of situation.

    Recon Fireteam

    Recon fireteam excels in mobility. Usually having enough firepower provided

    by an ARM, as well as long range fire abilities provided by an MXM, this

    fireteam is well suited for pin point attacks and quick retreats as well as

    extensive surveilance operations. Sniper team is also consider a Recon

    Fireteam.

    Vehicle Crew

    Pretty much self explanatory. Vehicle crew is a fireteam operating inside any

    vehicle for most of the mission time. It usually consists of CWMs or PLTsonly.

    2.2.3. Designation

    This is the confusing part, so pay extra attention.

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    TIP - Reference already in 2.2.1. Unit size.

    Alright there are few things to remember:

    I.) First member of each fireteam is always a fireteam leader (and it does

    not matter what kit he has).II.) 5-1 is always a Squad leader.

    III.) 6-1 is always a Commander.

    Let's put up an example.

    Archer A-1-1

    --

    Simple as it is, the above designation refers to a fireteam leader of a first

    fireteam, Alpha squad, Archer platoon. This is especially important for

    Commanders as well as Squad leaders.

    Archer A-1-2

    Guy with this designation is a second member of a first fireteam, Alpha

    squad, Archer platoon.

    Archer A-1-1

    Archer A-1-2

    Archer A-1-3

    Archer A-1-4

    This would be a list of designations for a whole first fireteam, alpha squad,

    Archer platoon.

    Archer A-2-1

    This would be a fireteam leader of a second fireteam, Alpha squad, Archer

    platoon.

    Archer A-1-1

    Archer A-2-1

    Archer A-3-1

    Archer A-4-1

    This would be a list of all fireteam leaders of alpha squad, Archer platoon.

    Archer A-5-1This would be a squad leader of Alpha squad, Archer platoon.

    Archer A-5-2

    This would be a member of squad leader's fireteam.

    Archer B-1-1

    This is a fireteam leader of a first fireteam, Bravo squad, Archer platoon.

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    Kestrel A-3-4

    This is a fourth member of a third fireteam, Alpha squad, Kestrel platoon.

    Archer 6-1

    This would be a commander of Archer platoon.

    TIP - Always remember your own designation otherwise...you don't even want

    to know...

    3. Map and Compass3.1. Map3.1.1. Map

    Here we will name some important parts of the map interface.

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    Menu

    Cursor

    Markers

    Ground peaks

    Sector numbers

    Info Field

    Contour lines

    3.2. Compass3.2.1. Compass

    Compass is an essential tool for orientation in the terrain as well as for

    reporting target locations and other.

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    Compass has 2 types of scales. The important one for us is the inner 360

    scale. There are 3 types of markings on this scale. Long labelled lines, long

    unlabelled lines, and short unlabbeled lines.

    Long labelled lines represent even tens of degrees.

    Long unlabelled lines represent odd tens of degrees.

    Short unlabelled lines represent five degrees.

    Current direction is indicated by the white-green pointer above the scale.

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    When turning anti-clockwise you are substracting degrees, when turning

    clockwise you are adding degrees.

    3.2.2. Examples

    0 (North)

    45

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    50 (North)

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    3.2.3. Detecting the direction of a target

    At first, aquire a target. After that bring up you compass by holding or

    double tapping 'K'. Place the string on the top cover over your target. Read

    the direction on the scale.

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    Direction to the marine (shown in the above images) is 355 [three-five-

    five].

    4. A.C.R.E.4.1. Introduction

    4.1.1. What is this

    Advanced Combat Radio Environment, short A.C.R.E., simulates real life

    communication and radio communication. Good communication between units as

    well as team members is essential for successful completion of the mission.

    A.C.R.E. gives us 2 ways to communicate - either by radio or local talk.

    4.1.2. Local Talk

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    Local talk is using directional sound and mouth movement for real life talk

    simulation. It is practically speaking from your own in-game mouth.

    To use local talk simply hold down your TS3 Push To Talk button or in case of

    Voice Activation setting simply speak. Voice Activation on your TS3 client isallowed but not recommended due to radio issues (microphone transmission must

    be ended before you can use the radio - which means your microphone must stop

    picking up any sound before you can use your radio).

    Local talk feature has limited range (of about 75 - 100 m) and its volume

    also decreases with distance.

    4.1.3. Shouting and whispering

    Using your 'Talk on Direct channel' keybinding (reference 0.2.1. Options) and

    scrolling your mouse wheel, you can increase or decrease the volume of your

    own local talk therefore shout or whisper.

    4.2. Radios4.2.1. Controls

    Here is a list of basic controls common for all radio systems:

    Hold down 'Caps Lock' - radio transmission

    CTRL + SHIFT + X - open current radio interface

    CTRL + SHIFT + A - switch between available radios

    CTRL + SHIFT + Left Arrow - current radio incoming transmission to left

    speaker

    CTRL + SHIFT + Right Arrow - current radio incoming transmission to right

    speaker

    CTRL + SHIFT + Up Arrow - current radio incoming transmission to center

    Radio interface can be controlled by your mouse cursor and 'Left Mouse

    Button' or 'Right Mouse Button'.

    4.2.2. Available radio systems

    Here is a list of infantry available radios:

    AN/PRC-343

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    AN/PRC-152

    AN/PRC-148

    AN/PRC-117f

    AN/PRC-119

    4.2.3. AN/PRC-343

    Number of channels: 16 static channels

    Range: 500m

    Channel compatibility: None

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    AN/PRC-343 is a standart issue infantry, radio issued to everyone therefore

    used for inside fireteam communication.

    This radio system features Channel knob and Volume knob.

    4.2.4. AN/PRC-152

    Number of channels: 99 static channels

    Range: several kilometers

    Channel compatibility: 148,117f,119

    AN/PRC-152 is issued to all FTLs and SQLs for inside squad communication.

    4.2.5. AN/PRC-148

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    Number of channels: 99 static channels

    Range: several kilometers

    Channel compatibility: 152,117f,119

    AN/PRC-148 is issued to all SQLs and PTLs for inside platoon communication.

    4.2.6. AN/PRC-117f

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    Number of channels: 99 static channels + custom up to 500 MHz

    Range: 10 kilometers

    Channel compatibility: 152,148,119

    AN/PRC-117f is issued to all RTOs and similar personel for long range

    communication with other units or support (CAS, Artillery).

    4.2.7. AN/PRC-119

    Number of channels: 6 static channels

    Range: 10 kilometers

    Channel compatibility: 152,148,117f

    AN/PRC-119 is sometimes issued to SQLs instead of the AN/PRC-152 to make them

    look different from other soldiers.

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    4.3. Channel presets4.3.1. Fireteams

    Each fireteam always gets its own channel on the AN/PRC-343 radio system.

    Number of the channel preset is dependant on the position of the fireteam inthe mission roster (A-1 gets channel 1, A-2 gets channel 2 etc.).

    4.3.2. Squads

    Each squad gets a channel in the shared channel range. Number of the channel

    preset is dependant on the position of the squad in the mission roster (A

    gets channel 1, B gets channel 2, C gets channel 3 etc.).

    4.3.3. Command channel

    Command channel is established for all SQLs and higher command forcommunication. Channel preset No.99 is always reserved for this purpose.

    4.3.4. Support channel

    Support channel is established for long range communication and communication

    between ground and support elements as well as communication between ground

    units on big distances. Channel preset No.100 is always reserved for this

    purpose.

    4.4. Communication4.4.1. IntroductionBeing precise, informative, short - 3 basic rules of communication overall.

    Always remember, whatever it is you are saying, it is not a fairy-tale.

    4.4.2. Jargon

    Here is a list of some of the basic words used in certain situations:

    OVER - to indicate the end of your transmission, eventually waiting

    for response (technically non-existent but often used is OVER AND OUT toindicate absolute end of the transmission)

    BREAK - to indicate a pause in the transmission due to certain

    reasons

    STAND BY - to indicate a pause in the transmission, usually used when

    giving accurate information about position of your target/s etc.

    REPEAT - asking to repeat the last transmission

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    CORRECTION - to indicate you made a mistake, corrected information follows

    right after this word

    4.4.3. Target reports

    When reporting a target, follow this 4 step procedure for the most accurateand informative result:

    1.) Type of target

    - TANK, MAN, CAR, APC etc.

    2.) Direction

    - direction to the target

    - preferably use you compass (reference 3.2.3. Detecting the direction of

    a target)

    3.) Distance

    - 100 meters, NEAR, MEDIUM DISTANCE, FAR etc.

    4.) Description of surroundings

    - try to describe what is around your target

    - use significant objects (report 'at that tree' in the forest won't help)

    4.4.4. Example transmission

    www.youtube.com/watch?v=e_4Rs0C25Cc

    5. ACE Wounding system5.1. Introduction

    5.1.1. Introduction

    ACE Wounding system replaces the standart ArmA II Vanilla wounding system.

    That means no more healing at medical tents or one click action menu healing

    for all medics. ACE Wounding system simply adds more immersion to the game by

    simulating symptoms as well as adding medical equipment etc.

    5.1.2. Health conditions and symptoms

    There are 5 basic types of health conditions, each requires different

    treatment therefore different medical supplies. Following list will explain

    health conditions and their symptoms.

    Bleeding

    You will start bleeding mostly when you get shot and you will continue

    bleeding until your death therefore treating bleeding injuries is your

    priority number one. Bleeding is indicated by red flashing screen. Severity

    of the bleeding is indicated by red border thickness.

    https://www.youtube.com/watch?v=e_4Rs0C25Cchttps://www.youtube.com/watch?v=e_4Rs0C25Cc
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    Bleeding can be further divided into: bleeding, heavy bleeding, bleeding from

    several wounds, extreme bloodloss

    Pain

    Each time you will get injured will also bring you into the state of physicalpain. Pain without treatment can result into the state of 'Shock'. Pain is

    indicated by white flashing screen.

    Shock (Unconsciousness)

    Is a physical state in which you cannot move, speak or do anything at all.

    Extensive pain can result into this health condition. Shock is indicated by

    your character lying on the ground, not being able to move and black slowly

    flashing screen.

    After treatment injuries

    After treatment injuries mostly influence your combat efficiency. The only

    and most important for us are injured legs (you cannot walk) and injured arms

    (shaky aim).

    Exhaustion

    Every in-game character is influenced by the weight of his gear, running

    speed and moving overall. After a certain time of physical activity your

    character will get exhausted and you will have to rest to regain your stamina

    and carry on with your mission. Exhaustion is indicated by desaturation of

    your screen (further black-white flashing) and your character falling to the

    ground.

    TIP - To extend your running for a short amount of time when exhausted, hit

    the 'Panic Button' (default: 'NumLock')(reference 0.1.3. In-game ACE

    Settings).

    5.2. Medical equipment5.2.1. Medical equipment

    Here is a list of available basic medical equipment and its application:

    Bandage

    Properties: Abillity to stop bleeding.

    Application: Applied on bleeding injuries, preferably less bleeding injuries

    (bleeding) or bleeding from several wounds.

    Additional info: Usually available in large quantities.

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    Elastic Bandage (Pressure bandage)

    Properties: Strong abillity to stop bleeding.

    Application: Applied on bleeding injuries, preferably heavy bleeding, extreme

    blood loss.

    Additional info: Usually available in large quantities.

    CAT (Combat Application Tourniquet)

    Properties: Abillity to stop bleeding.

    Application: Applied on limb bleeding injuries.

    Additional info: Can only be applied on injuries located on limbs, will be

    ineffective after 2-3 minutes after application, has to be removed and wound

    has to be bandaged.

    Morphine

    Properties: Abillity to stop pain.

    Application: Applied if patient in pain.

    Additional info: Never apply more than 2 doses. Overdose will result in

    shaking screen and screen blur, eventually death.

    EPIPEN (Epinephrine)

    Properties: Abillity to wake patient up from shock.

    Application: Applied to patients in shock.

    Additional info: Has a kick in time, wait before applying more doses.

    Overdose will result in disturbed functions, eventually death.

    Medkit

    Properties: Abillity to heal after treatment injuries.

    Application: Applied to patient with after treatment injuries - injured legs

    and injured arms.

    Additional info: More information about application and priorities in 5.3.STT.

    5.3. STT5.3.1. Introduction

    Secure, Transport, Treat, short STT, is a healing procedure. It should be

    engaged everytime you are treating an injured man - no matter, if it is you

    or your buddy.

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    5.3.2. Steps

    1.) Secure the area

    2.) Transport wounded to safe location

    3.) Stop bleeding

    4.) Apply morphine

    5.) Apply EPIPEN

    6.) Ask about health conditions (2 priorities)

    - Alpha priority - injured legs (cannot walk) - gets medkit first

    - Lima priority - injured arms (shaky aim) - gets medkit second

    - Do not use medkits in any other situation than Alpha and Lima

    priorities

    6. Pistol Qualification course6.1. Sidearm

    6.1.1. Why?

    Wether you like it or not, your pistol is an important part of your

    equipment. It is supposed to be used in one certain situation - when yourmain rifle doesn't do the job it is supposed to. Your weapon can get jammed,

    your weapon might be a sniper rifle, you might run out of ammo and there is

    no time to get more etc. These are the situations you have your pistol for.

    Pistols are effective at ranges up to 50m but with a little bit of effort you

    can hit targets at about 200m. Despite this fact, always remember that your

    pistol is weapon issued to you for mostly defensive actions, therefore use

    your pistol in that manner - in another words, do not engage any targets, use

    your pistol only if necessary.

    6.1.2. How to carry

    Standart issue is a pistol with 3 magazines (considered 1 in the gun + 2

    additional). This should cover anything you will need it for as well as not

    adding too much unnecessary weight to your loadout.

    6.2. Qualification6.2.1. Goal

    Goal is to check the basic skill of pistol shooting, mostly testing accuracy

    at very short range (about 5m).

    6.2.2. Qualification

    All stations are marked with red globe on the ground. Red targets are to be

    hit, blue targets represent friendly personnel.

    Procedure:

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    1.) On your officer's command, approach station one. Respond with 'Check'

    once you are ready for the qualification to begin.

    2.) Go to the next station and shoot the red target. Repeat this step until

    you are at the last station.

    3.) Once you shoot the red target at the last station, shout 'Clear' and

    unload your gun.

    You will be disqualified if:

    - you will miss a red target

    - you will not unload your gun after completing the qualification

    You will repeat the qualification immediately if:

    - you will forget to repond with 'Check' on station one

    - you will forget to shout 'Clear' after hitting the last red target

    - your time exceeds 20 second limit