-
Notifications
You must be signed in to change notification settings - Fork 103
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Feature Requests #29
Comments
Description: How to implement: XSTAT - Injectable sponge type pellet system to keep massive blood loss from happening with a patient either with gunshot would or from amputation (evulsion) from IED's, wrecks, etc... The system creates a pressure to close off severed vessels (veins and arteries) to reduce/stop blood loss. Description: Steps to treat: IV: Also the possibility for an IV attempt to be unsuccessful and have to try again on the same or different limb. IO: Once an IV or IO is established on a patient is should stay with them until they are PAK'd or fully healed. It would be nice to see chest seals being used for any sucking chest wound and the implementation of decompression needle(s) to replace the functionality of chest seals. I think this is a very simple addition that would add to the immersion of TCCC (Tactical Combat Casualty Care) and most medics to this day carry a decompression needle for this very reason (pneumothorax). Thanks Description: Add the ability to hang different types and sizes of IV solution on the IV stand. Saline, Blood, Plasma, Blood types in 250ml, 500ml, 1000ml... If possible add a idea to implement it (logical): **Finished to copy over the Katalam/KAM repository Feature Request thread |
Description: Implementation: |
There is an option to mute the monitoring sound |
Description: Implementation:
|
I may have missed it then, where is it? |
ace interaction - turn down AED-X volume |
Uhm no I don't see it, I open the patient, click "Monitor Vitals", you get the sound, but there's no option to mute it, either in the medical menu or on the ace interaction? |
Description: |
Regarding decompression, I've been putting a little bit of work into implementing hemopneumorthox, so I might look to decompression too. |
I might also recommend splitting up these feature suggestions into separate issues to make tracking them and their acceptance/progress simpler. |
Would you prefer to have an enhancement each for every idea? |
Hmm, hadn't thought about it that way. That may work, let's give it a shot. |
Description: This does not apply to nasal intubation and does not apply to patient in cardiac arrest which are unable to have such a reflex, but once they are responsive again we should apply a penality to them too (coughing with decreasing saturation?) |
Description: Description: Description: Description: |
Description: |
Description: Description: |
Description: I will note I'm not a medical professional but friends and family of quite a few so most of this is what I've picked up from hearing them talk, asking questions, and my own research. If I'm getting stuff wrong then please let me know as I'd be interested to learn what's correct. Edit: |
Personally as a mission maker I don't want to have anything extra for my medics to have to carry into the field than they absolutely need. We are already loading them down with close to 100lb of gear including weapons, ammo, radios, medical stuff and we are having to config backpacks in ridiculous ways to make crap fit. If I have them take an AED out with them then it needs to function more than 90% of the time. However anything else is just a reason to call for a medevac to get the casualty out of the field. All these extra jump starters need to be used in a "hospital" setting and not in the field. Once you get to connecting a patient to an AED in real life you need to be ready to move on to the next level of care. If you are going to put these ultra-complex monitoring devices into the mod then certainly make them have a usability option for only in the hospital or medical vehicles. I don't believe they have a place "out in the field" attached to someone you are still putting white stuff on red stuff with and trying to stabilize. |
A loud, frequent gasping sound effect for pneumothorax or making it turn the torso red/another color would be very helpful, I have lots of grug brain infantry who are having a tough time with not noticing the pneumothorax because it requires reading, and it has not been drawn in colorful crayon and is therefore invisible to them |
I snorted when I read the end of that sentence. Adding more indicators of the patient's condition is definitely something I'd like to do. |
Problem with pneumothorax is, that in quite a lot of cases, patient won't make any sounds, in fact when someone has pneumothorax and you will use stethoscope to listen to their lungs, doctors recoqnize it that it makes less sound than usual. I'm not an medical expert, I just tried to make some research, so feel free to correct me. From gameplay point of view, yes, we are going to add some graphical indication to the medical menu, but we are also considering the function, that you would have to "check if patient has pneumothorax/hemothorax or whatever". If anything such that will be added, don't worry, it will have on/off button so each community can decide how it will work for them. |
Yeah in real world practice an ultrasound or x-ray is best for finding a pneumothorax but it's kind of frustrating to the rock eaters who only view it as being killed by something that is silent and invisible |
First thing would definetly be some graphical indication, similar to broken limb. Also I got idea, when speaking about broken limbs, sometimes when you get your limb broken, it will make that bone-cracking sound. Something similar could be done for pneumothorax, that the injured would make some half-breath or something, dunno, that is yet to be properly thought through. |
We could add a stethoscope (so we can reuse it later) and add the action on the chest to do the percussion if the user have it, if it's using the base settings it will just tell him there's a hemothorax, if it's using the advanced settings it will tell that it's hyporesonant (conversely in case of pneumothorax it would be hyperresonant) |
Item: Burn Dressing |
Recent discussion reminded me: often times neck wounds need occlusive dressings. Could add a chance for a "blood vessel injury" in the neck, bleeding very fast with a chance to cause cardiac arrest (they can pull in air emboli because of the venturi effect). Would be an interesting change up, and while a purpose-built chest seal won't work, a general "occlusive dressing" would work on both sucking chest wounds and vessel damage in the neck |
Description: Implementation: |
A Code Summary option would be very useful for training and possibly also debugging. Could simply be a view you can scroll through for past vitals checks and treatments. An example of a real one: https://i.imgur.com/g3tu9zw.jpg |
New to Github, not sure if this is entirely appropriate, but just some comments on these suggestions from a realism perspective. Seems better to post here than the discord. Regarding intubation. Not opposed in principle, but it's not a recommended intervention in the Tactical Field Care phase of TCCC (which I'd argue is the generally applicable context of TCCC for most Arma groups). Intubation is not even in the skill set of the majority of military medics. Extraglottic airways (in KAT, the King LT, although it should be updated to the iGel) is preferred. Or if that's insufficient, the next step would be surgical airways. So 1) I don't think intubation should replace the King LT/iGel/supraglottic airway, and 2) if a more advanced airway device than the King LT is going to be introduced, it should be surgical cricothyroidotomy. Regarding pneumothorax. Okay, this one isn't that realistic, but just as a suggestion on ways to provide an audible cue for pneumo/haemothorax, you could consider using audio of a wheeze or crackles. Generally these might be sounds you'd hear when listening to the lungs of someone with asthma or fluid on the lungs, but sometimes they can be heard externally without a stethoscope. It's not something I've ever experienced or read about for someone with a pneumo/haemothorax, but it's one possible solution that isn't "too" farfetched. Regarding cardiac arrest. I'd like to see less focus on cardiac arrest as a whole. The way it's represented in ACE, with chest compressions and defibrillation, is inherently flawed since it doesn't realistically reflect the reversible causes of a traumatic cardiac arrest, which is what we're talking about in the Arma context. In traumatic cardiac arrest, less emphasis is placed on CPR/defibrillation, with the focus being on aggressive haemorrhage control, fluid resuscitation, airway management and alleviating tension pneumothorax and cardiac tamponade. It should be needle decompression and not CPR that's getting pulses back in ACE. Now I'm done complaining, I'd like to suggest: Description Description |
Add syringes. ACE already has the code to combine items through the ace interact menu (chemlights and chemlight shields) so it should be possible to create a system where you have an item "syringe" that you can combine with a drug to create a " syringe". It would work under the same conditions as an IV, i.e. it needs a heartbeat to work, and the arm can't be too damaged. Once it's prepped, it should show up in the ace medical menu in Advanced Treatment, the same as IV. It'd obviously be disposable. That way medics can have a way to administer "unfucking shit" drugs like TXA without having to establish an IV line beforehand, allowing quicker treatment time for critical patients. Alternatively, if that's a bitch to code you could just create syringes that are prefilled with critical drugs like TXA, Amio, Ketamine (once you finally add it), etc. That way you could code them basically as an auto-injector that only works when the limb satisfies the "IV works" condition. Some medics might actually prefer that because it means they don't have to go back to the ACE self-interact menu if they didn't prep enough syringes before treating. |
Add drop rates/pressure infuser. It would be cool specially for an feature already present in ACE Pharm IV clotting, to get the option to change Infusion drop rates. Normal Infusions run like they do now if fully opened, with only half the flow rate if half closed and so on. On the other hand I would like to see the implementation of pressure infusers, which would allow the medic to set a pressure as he desires. |
Change AAT Kit and add NCDs/drainage sets. I would suggest that we separate the NCD needles and the drainage sets, which currently are within the AAT Kit. The before mentioned NCD needles could come in to types:
The drainage set would be a straight forward replacement for the AAT Kit with only one function. For the moment I would remove the AAT Kit till my next idea would be in the ring. |
IIRC there isn't flow rate dependent on circulation in KAT Pharmacy (except for one addition - if pulse <20, flowrate/1.5) About rest of request - i would like to see some more explanation/description how things should work - you can ping me on discord if you want - easier to discuss things there |
Airway Management Extension. The next big thing you devs are going to hate me for... Escalation Airway Management: There is a 5% chance of the patient getting an difficult airway parameter upon going unconscious. A patient with difficult airways can either be ventilated with a KingLT but with half capacity only (SpO2 change gets halfed) If the patient cant be ventilated you can get an AAT or Surgical Airway Kit (naming change could be good to avoid confusion)... All chances and other variables are examples and would be awesome if editable in the addon options. |
Description: The use of an AED is to provide Automated check on the patient's heart activity and suggest if a shock is practical. HOWEVER, AEDs generally do not provide SPO2 or pulse feedback. This would be the benefit of an AED-X. Currently Feature request Reason I have seen this has already been requested Im requesting again ato show interest |
Credits to ArcherAdaptive for this idea. Have blood expire after a certain amount of time. It's unrealistic to have units out there running around for hours with blood in their packs with no downsides. So have it so unless blood is stored in a medical vehicle, it expires (removes itself from the users inventory with a popup saying "<#>mL Blood has expired"). The default value should be 600 seconds, with the option to change that in settings. |
The rule for real world is not having RBC units out of temperature controlled storage is 30 minutes and not longer than 4 hours for a complete transfusion of the RBC unit. In my humble opinion the default should at least be 30 minutes (1800 seconds) and have it as a changeable option in the settings because not all units use the "blood" within the 10 minute mark and several don't use it at all because they use the "plasma" and "saline" from ACE because it acts the same as "blood". |
Perfusion system overhauls/expansions Part 1: Part 2: Part 3: Why? This does 2 things that bring positive depth to the system. First, it makes medications that primarily alter BP have function beyond manipulating IV flow rate. Second, it gives experienced medics options to use tools to wake patients early, provided they can manage the resultant consequence in terms of burning O2. Also who does CPR at 30bpm. Arma characters need to have a mass re-cert in BLS. |
Organ damage types as a surgery expansion: Head: How to treat: How to balance: |
Deteriorating fractures. Like it says on the tin. An option to have simple fractures be made worse by moving around too much while they're not splinted. |
Add a setting to allow time penalties/boosts on actions like ptx/tptx/htptx/surgery for lower medical level. Basically setting so "doctor" tagged personnel can do stuff faster than "medic". |
Hallo, first thank you for continue the development of this great mod... We realy appreciate it! Second, to my request: My suggestion for this would be the setting options: 0: that means it is compatible with all Bloodtypes |
So basically, you want new items like "Unidentified blood" and "Spoiled blood"? |
already found it... Sry, Layer 8..... |
Suggestion made by NMoreira88 in #77
|
If person has a broken or splinted leg their leg apparently is (temporarly) shorter than the other one. Since their stride is now shorter on one side the patient should start walking slightly in circles and can't run straight anymore without A/D input. |
Adding a line in the overview, similar to how the tourniquet or IV/IO needle shows up, would be an ideal solution. |
|
Yeah, I had a feeling that was going to be off limits, no bother though. Good news on the second one though, thanks! |
How about COULD CAUSE instead of SHOULD CAUSE; It's not always a if this then that response by the human body to a trauma event.
Same thing as what you say about burns; unstable closed fractures
Limitations of the Arma 3 engine don't allow for details like femur fractures of pelvic injuries. It's just not possible.
Again limitations of the Arma 3 engine on the IV placement and bicarb is already in one of the drug sections of the mod or a supporting mod.
|
I would like to request the addition of a feature that enables blood volume to regenerate over time. It would be nice, if the feature include the option to adjust the regeneration rate via CBA settings (ml/hour). Ideally, there would be an option to require fluid consumption for regeneration |
I think a cool addition to available equipment would be an AutoPulse-like device. Some sort of equipment that you attach to a unit's chest that maintains CPR while you move them or otherwise work on them. It would make sense for it to take up a larger amount of inventory space to balance it out. Maybe it causes severe pain when used because it's a piston crushing your chest to keep your heart beating? Now that I think about it... maybe ribs should be a breakable bone in the game? Susceptible to crushing damage? |
A compression bag for IVs to increase flow rate with the downside of taking some time to prepare the bag would be a god addittion in my opinion |
It's been a while but I do remember a function in ACE (maybe a long time ago) that you could possibly crack/break ribs doing compressions in ACE Medical; or maybe that was a different mod that added something to ACE. I know it was one we ran in a previous milsim unit. If I can find the details I will post that in here. |
Are you thinking about a "Pressure Infusion Bag"? If so they aren't really used for field operations because you have to maintain a steady state of pressure with the bag from an air source like an air compressor or hospital supplied air (which again comes from a big ass air compressor that distributes air throughout the hospital/surgery center.); I sell them for a living. In my humble opinion that's not something that would be practical; either in game or in real life if you are only using it in the field. Way too many milsim units want realism for medical but shortcuts on doing the actual medical stuff like surgical, broken bones and recovery/healing. |
It wasn't ACE. It was XMed (https://github.com/X39/XMedSys1) |
hey if its not too big of a deal, id love for the classnames file here on github to be updated with all the items not currently listed. im currently making a mission and im not 100% sure on how KAT medical fully works yet, so for the medics i want to give them an arsenal with all the medical items in it and i need all the classnames for that. the only problem is, theres nowhere i can find with all the classnames available :/ |
I completely forgot I posted this but they are used (at least in the german army, source me and my former colleagues) in the TEC-Phase, sometimes in TFC if the need arises and especially in PFC (but that's mainly special and specialized forces). The design we use come with a hand-pump and pressure gauge built in, which means you don't need a continuous pressure source but they need to be checked frequently (which you do anyways if you do your job properly). On the point of practicality, from what I gathered from the Medics and EMTs I worked with while in, who used them in action, it's pretty damn pratical, once you have a secured IV/IO access, you hook up 500mL to 1L of fluids, pump it up and work away on the rest of your algorithm. So to them it's a big time saver, especially when you work in pairs. The WAKN Guidelines (S1-Leitlinie 001-042 (This one is for IO Infusions)), which are in part made by the Bundeswehr, also support the use of pressure infusion in pre-clinical and emergency cases. |
A port of the feature requests from the Katalam/KAM repository and new additions from players
Description:
Add a detailed description of the feature you wish, if it's deemed accepted it will be moved to a feature request by itself and a target version will be added, on the completed development a pull request will contain the Issue ID and the issue will be closed
The text was updated successfully, but these errors were encountered: