CAMOUFLAGE AND CONCEALMENT
The enemy is looking for you. Do not make it easy for them; ensure you merge into your
surroundings as much as possible. Remember, he who sees the opposition first without
being seen has the advantage.
Blend in with your surrounding and break up your distinctive human shape as much as possible.
Keep in the shadows of larger objects and ensure your shadow is not alerting the enemy to your location.
Do not stand against the skyline or lean out of windows.
Do not contrast with your surrounding and ensure neither you nor your equipment shines.
Keep spread out. Avoid regular spacing of personnel; keep vehicles
and tents etc under cam nets.
Movement must be slow and cautious. Remember the human eye is drawn to fast movement, especially at night
This one has been thrown in by me. Audio: Maintain noise discipline.
The last one is often overlooked since everyone seems to focus only on the visual stuff. Remember to use ambient sounds to your advantage as well whether they be natural (e.g: cicadas) or man made (e.g: traffic noise, construction work or sounds of combat).
Successful camouflage and concealment requires your self-discipline.
Do not sit in the sun, but remain in shadow when in a position likely to be overlooked by the enemy.
At night do not smoke, light fires, or use torch light unless permission is given and it is absolutely necessary.
Always follow the briefed track plans when in harbour areas.
Wear and replace cam cream as the threat dictates.
Look here for more fieldcraft info.
It would be good practice to look at the lunar phases on the calander to know how much light there will be on a particular night. Especially useful when planning a night op.
EDIT: Some good stuff from Dslyecxi's first TTP
(why it was dropped in the second one I don't know).
Night Time Visibility & The Moon
ArmA sports several welcome improvements to the way night time visibility is modeled. The things that impact nighttime visibility are as follows.
The phase of the moon.
A full moon will provide a great amount of light, whereas a sliver will do little to light up the night landscape.
The following two screens show off what the landscape looks like with the moon having dipped below the horizon (on the left) and with a full moon high in the sky (on the right). Note how much can be clearly seen with the full moon up.
The position of the moon in the sky.
The higher in the sky the moon is, the more it will light up the terrain. If the moon is low in the sky, it will provide less light and will also cause objects to be illuminated on one side yet pitch-black on the other side. This can be taken advantage of similar to the way that the sun's HDR effects can in the day - if you attack the enemy with a full moon low in the sky at your back, they will see nothing but black shapes rushing at them, whereas you will see their bodies illuminated by moonlight.
Note that in v1.05 of ArmA a change was made that lets the moon's position cast shadows on the terrain. These illustrations do not show that off due to them having been created in an earlier version, but you can get a comparison of how the old version looks compared to the new from these two recent shots: Old, no moon-cast shadows
. New, moon-cast shadows
. It's quite a dramatic difference, as you can see.
If it's a cloudy sky, a full moon will have little effect. A clear sky, on the other hand, might make even a half-moon have some effect. Lightning storms provide plenty of illumination, but they are unpredictable and each flash will last for only a moment or two.