CV 90/30-FI: Infantry Fighting Vehicle
Main Gun: 30 x 173mm Mk44 Bushmaster II Autocannon
Ammunition Stowage: 160 ready/240 stowed
Default Ammunition "A": 80/120 PSA VJ 03 PSV (APFSDS-T), 80/120 PSSYKR VJ 03 (MP-T)
Coaxial Machine Gun: 7.62mm PKT
Ammunition Stowage: 550 ready/1100 stowed
Default Ammunition: 550/1100 7.62mm (RU)
Grenades: Special grenade launchers
Ammunition Stowage: 1+1 ready/0+0 stowed*
Default Ammunition: 1+1 HE Grenades
Alternative ammunition: Smoke, Multispectral smoke
Grenades: Smoke Grenades
Ammunition Storage: 4+4 grenades ready/max 8+8* stowed
Default Ammunition "A": (Left) 4/4 Multispectral Smoke*, (Right) 4/4 Multispectral Smoke*
- Normal loadout would be 8+8 multispectral smoke (2 salvos per side), 2 HE. Can be altered in the scenario editor.
Front Turret: Protected from 30 mm AP
Front Hull: Protected from 30mm AP
Equipped with spall liners
Combat Mass: 28 tonnes
Engine Power: 625hp Scania DI 16 Diesel
Top Speed: 70kph
The CV9030FIN has been in use since 2003 and a total of 102 are in service in Finnish Defence Forces. These vehicles are situated in the Karelian Brigade, a home garrison for the Finnish war time mechanized brigade and are in training use by the Kymi Jaeger Battalion. They are used by the mechanized infantry companies, called "panssarijääkäri", armoured recon, and anti-tank missile platoons. The CVs work in close cooperation with the Leopard 2A4 companies.
Other CV9030 users are Norway (CV9030N, 104 vehicles from which 17 have been upgraded into CV9030NF1 with additional air-condition, mine protection and rear-view cameras) and Switzerland (CV9030CH, 186 vehicles). The CV9030 is also known as CV90 Mk II. CV9040 is Mk I and 9035 Mk III.
The dismount section for the CV 90/30-FI in SB PRO PE is 8 men, carrying M136 (AT-4) light anti-armour weapons. Currently Finnish troops use M72A5 LAW, APILAS and NLAW light antitank weapons.
Similar to the CV 90/35 DK, the CV 90/30-FI features an "end-of-belt" stop to avoid firing too many rounds, greatly increasing the required time for subsequent reloading. This stop kicks in when 24 (upper feed, APFSDS-T) or 44 (lower feed, MP-T) rounds are left. To override, press the button map to the (by default unassigned) 'override end-of-belt stop' command, or use the ATARVRAJ OHITUS press button in the weapon control panel under the gun in the 3D interior. Note that the AI gunners use the override by default.
To reload, use the command Vehicle -> Reload -> ammo type in the upper menu. When reloading smokes or HE grenades, the turret does not need to be traversed, as the TC/GNR will load them outside the vehicle, from the turret side stowage boxes. To reload APFSDS-T or the MG, turn the turret to the 6 o'clock position. The reloading sequence will start and the reloading sound will play during the reload process (first the adding of ammunition, then closing of the ammunition boxes, ready round boxes etc.). For MP-T traverse to 3 o'clock.
All main gun ammunition are loaded in segments of 7. From 0 to end-of-belt (24/44) the segments will be attached by the crew to form 24/44 round belt that is then loaded to the gun's feeder. The CV90/30-FI has 3 ammo boxes for the coax, and the load command will change the box, rather than add more ammo to the end of the coax belt.
The thermal signature is greatly reduced by the insulation in the hot compartments, as well as the intake air flow through the engine compartment hatch, which is stronger the faster the engine is running.
The commander can either use the fully click-able 3D interior or hotkeys to use the vehicle's turret, sights and weapon systems. He can also manually fire the weapons.
- "F1" enables the eye view inside the 3D interior.
- "F2" will enter monitor view. See "gunner" above on how to control what you see in the monitor.
- "F3" will enter commander's ballistic sight.
- "F4" will allow viewing through the periscopes.
- "Alt+F1" will zoom into the gun indicator (used for manual firing, see below).
- "Alt+F2" will zoom into VIS.
TC can use following controls inside the 3D interior by clicking them:
- TC sight reticule light on/off (changes reticule colour to visible in dark)
- AA sight reticule on/off (enables AA sight reticule)
- Change used range (switches between all possible ranges: battlesight, manual, lase first/last return). Notice the TC must override the gunner by pressing the palm switch ("P" by default) for this button to function.
- MG manual trigger. This will fire the MG on full auto for as long as it is pressed and there is ammunition. Used for emergency situations, when FCS is down etc. The fume extractor fan will not fire up when manual trigger is used.
- Clicking the red knob in the gun will manually change the used feed (which main gun ammunition is used).
- Clicking the manual fire hotspot will attach a hand crank to the gun. To rotate the crank point the cursor at the base of the crank and use mouse wheel. You see in the indicator and also hear how the gun is cycled: a round is loaded, fired and extracted during one cycle of the indicator. Notice that if the indicator is not left at "SEAR", firing using the triggers will jam the gun... And the jam is possible to fix, but not within SB PRO mission time-frame, and tools available for the virtual crew...
- TC can also manipulate the control panel below the gun. See "gunner".
- TC has identical control panel as gunner on his left. The controls are the same as with gunner, except of course the raise/lower ballistic shield apply to TC's sight. When the shield is down TC can use the TC's ballistic sight through a hole in the shield. AA sight is not useable. Note: in single player, if TC lowers his shield, the AI gunner will also lower his.
The TC can unbutton himself by pressing "B" button to open/close the hatch, and "Q" to raise and "Z" to lower himself. There are 3 positions: inside the turret, head outside the hatch, torso outside the hatch. When outside the hatch "N" enables binoculars. When inside and hatch is closed, pressing "Q" once will open the hatch into "umbrella" position, where you are protected from the above. When pressing "Q" again, the hatch is moved to the side. To get back into "umbrella" position, you must first close the hatch using "B" and then raise once pressing "Q".
The gunner can either use the fully click-able 3D interior or hotkeys to use the vehicle's turret, sights and weapon systems.
- "F1" enables the eye view inside the 3D interior.
- "F2" will enter monitor view. Monitors in CV90/30 are in green colour only, showing TIS image or barrel camera image in scales of green, unlike the VIS. In the monitor you can have TIS or Barrel Camera image visible. This is controlled in the control panel under the gun, in the lower left corner of the panel. There are 2 text rows and a row of buttons under them. The texts show what image is used for the 2 monitors (left: TC, right: gunner).
To change the used image, click the +/- buttons and the text will change (IR or BARREL accordingly). From the buttons here you can also change the barrel camera reticule: click leftmost button (arrow into a box) -> change the "TKK" option using the leftmost +/- keys. "TKK:EI" = no reticule, "TKK:VAL" = white reticule, "TKK:MUS" = black reticule and "TKK:AUT" = automatic reticule, that will adapt to the background lighting.
To change the TIS reticule, use the buttons in the control panel's upper left portion (with the label "SAGEM" in it). To change the reticule, use the "T-AST VALK" and "T-AST MUSTA" -buttons (1 and 2 in the image below): Clicking "T-AST BLACK" will remove the reticule, after this, clicking "T-AST VALK" once will apply black reticule and the second time white reticule (default) will appear. Other useable buttons are "POL" (3) (changes polarity - black hot / white hot) and "NÄKÖ KENTTÄ" (4) which will change the TIS zoom. If TIS image is black, either the TIS is OFF, broken, or the sight ballistic shield is down. If a loading screen is shown, the TIS is cooling down.
- "F3" will enter the GPS view (gunner's day sight). The information in the sight are 2 text fields and 3 LED -lights. The left text field is showing the used range (number shows the range in meters, dots between the numbers the used range type), right is showing the selected ammunition and in case of gun, also the amount of rounds left. The yellow LED is lit when FCS is not ready (firing prohibited). The green LED indicates used target mode: constant green = moving target mode (lead is automatically added by the FCS), flashing green = air target mode and no LED = stationary target mode (no lead is added by FCS). Red LED indicates fault(s) in the FCS.
- "F4" will enter periscope view.
- "Alt+F1" will enter mechanical safety switch view. The switch can be manipulated by clicking it. If safety is on, the gun will function normally, except rounds are not fired. This will result in "fired" rounds being extracted by the gun and thrown outside the vehicle. Instructors love it when you do this as the gunner.
- "Alt+F2" will enter VIS. From your VIS you can also use the barrel camera and TIS images. Notice that in VIS the barrel camera image is in colour and TIS is black and white.
- Looking left and clicking "N" (zoom) and then turning head to right will show a lever (see image below). This lever is used to open the gunner's unity sight. When unity sight is open, using laser range finder is not possible.
Other important gunner controls:
- The click-able buttons right of the VIS are for starting up / shutting down systems, as well as raising / lowering the ballistic shield of the sight. When the shield is down, one cannot use laser range finder, but there is a small hole in the shield so you can use the day sight ("F3") to engage targets.
1) Turret power on/off
2) FCS on/off
3) Traversing on/off
4) main gun power on/off
5) laser range finder on/off
6) TIS on/off
7) stabilizer on/off
8) raise sight ballistic cover
9) lower sight ballistic cover
- The turret safety switch, located on the roof between TC and gunner will disable traversing by handles. Hand cranks will still be useable. When safety button is enabled, the gunner's sight unit can be used in "silent watch" -mode, where only the mirror is moved, allowing observation without moving the turret. When releasing the safety switch, turret is automatically moved to align with the sight, enabling engaging targets.
- The weapon control panel under the main gun (upper right part of the panel) is used to control the weapon systems. Switches and buttons to use are:
1) weapon power switch ("Laukaisuvirta") - enables firing of main gun, MG, smokes
2) fire mode switch: "KERTA LS" = single fire, "PURSKE" = 5 round burst, "SARJATULI" = full auto. This applies only to main gun, MG is full auto always.
3) Weapon switch ("ASEEN VALINTA"): KK = force MG on, "SUUNTAUSLAITE" = gunner's handles control which weapon / ammunition is used, "30mm" forces main gun on. The used ammunition in this case is shown with green light next to press buttons "YLÄSYÖTTÖ" (upper feed, APFSDS-T) and "ALASYÖTTÖ" (lower feed, MP-T). Pressing the buttons (4 and 5) will change the used feed accordingly.
6) "ATARVRAJ OHITUS" = override end-of-belt signal.
- The FCS control panel has few controls to use as well:
1) FCS emergency mode switch, which will enable emergency mode. Note that traversing speed is limited to 25% and the barrel will not jump to avoid colliding the rear hull / troops commander's cupola.
2) +/- potentiometer is used to manipulate the selected value in the FCS. Point the cursor at the potentiometer and use mouse wheel to change value. Pressing shift will make it faster.
3) switch is unused in SB PRO PE
4) switch is used to change which value to manipulate in FCS. Point the cursor at the switch and use mouse wheel to change used value.
- Turret emergency switches are located under the gunner's seat, and from them you can enable turret emergency power (1) and turret emergency mode (2).
The gunner can unbutton himself by pressing "B" button to open/close the hatch, and "Q" to raise and "Z" to lower himself. There are 3 positions: inside the turret, head outside the hatch, torso outside the hatch. When outside the hatch "N" enables binoculars.
Some info on the target modes and fire modes:
STATIONARY TARGET: Used range is taken into account by raising the gun accordingly. Own vehicle's movement nor target's movement are not taken into consideration, so lead must be applied manually. When lasing a target, "target tracking mode" kicks and and will help to keep the target zeroed in without any input from the gunner. Range is also automatically reduced/added according to own vehicle's movement. This mode should be used when firing from stationary position at stationary targets, or when firing suppressive fire at an area (lead will not spread the fire too much) or when firing at close ranges using the battlesight (FCS is ready to fire quicker when lead is not calculated).
MOVING TARGET: When using this mode, basically point at the target, measure the range, keep steady tracking, wait for 2 seconds for the FCS to apply correct lead and fire. "Target tracking mode" is used when using laser range finder, so the FCS will help you keep the target zeroed in. The lead value is calculated from turret/gun movement during last 2 seconds. Use this mode when engaging targets that move, or you are moving. For close range engagements use stationary target mode and battlesight.
This mode is good for tracking and engaging air targets. To get the most out of it, track the target in question steadily for 2 seconds and then use laser. The FCS will start tracking the target according to your previous tracking speed. Any input from gunner's handles will now correct the FCS's tracking. Laser is now used automatically to keep the range correct. Once the tracking is stable, fire. APFSDS-T is preferred here as the round is faster and has flatter trajectory, as well as enough punch to penetrate armour. With current version using "burst" fire mode is bugged. To stop the automatic tracking, press manual range hotkey, or palm switch hot key (default "P"). Notice that if Air Target Mode is set for more than one second, the FCS will automatically switch to use battlesight.
BURST FIRE MODE:
In this mode the gun will fire a burst of 5 rounds when triggers are kept pressed. In addition, any input from the gunner's handles during the burst will be ignored, so all rounds should strike the same location. Note: burst fire mode is bugged in current version when either using air target mode or firing while your own vehicle is moving (the burst will "drift").
The CV9030 has a rudimentary, but functional 3D interior for the driver. From his position, he can look out through the periscopes (Num+ by default will activate the driver's image intensifier) as well as manipulate the Vehicle Information System (VIS). From VIS ("Alt+F2" or clicking it) he can use the status views to see what is happening in the vehicle, as well as look the TIS or barrel camera image. These come in handy when assuming turret-down and hull-down positions.
When entering hull-down position, it is a good practice to use the barrel camera image, as the barrel camera is located just under the main gun barrel, so one can see once the gun is above the ground in front and then stop the vehicle, revealing as little of the vehicle as needed to fire. When pulling back to turret-down position, it is good practice to use the TI view, so you can see the vehicle is behind cover, but the gunner's sight unit can see above it. To use these images, in the VIS click one of the arrow buttons to activate the menu, then: VIDEO (lower row, 3rd from left) and then IR or BARREL (right row). The menu will disappear if you do not touch the control buttons for a few seconds.
The driver can also unbutton himself in SB PRO, by pressing "Q" by default. He can button up again by pressing "Z".
In the troop compartment you can use following controls:
- Clicking the emergency button will stop the turret from traversing when using handles. When this emergency button is pressed, the crew will see it in the turret status view in their VIS.
- pressing "B" will open up the troop commander's hatch. This will prevent the crew from traversing to the rear sector (only 9 o'clock - 3 o'clock is possible). Clicking the vision blocks will allow you to look outside. Currently you cannot unbutton yourself.
The troop leader can now direct the mounted combat by using the “suppress here” and related commands