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Αplion

HAFM NAVY - Submarines & Ships - v2

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I'm opening here a new discussion - presentation thread about future HAFM NAVY mods which includes the Submarines (as released already) and Ships (authors - me and Devastator_cm).

 

Current versions links:

 

Submarineshttps://steamcommunity.com/sharedfiles/filedetails/?id=1362114638

Shipshttps://steamcommunity.com/sharedfiles/filedetails/?id=1118982882

 

On next (upcoming) version, Ships part will be totally replaced by new one which will include new vessels and similar functions as Submarines, plus a common mod which will be a requirement between the Submarines and Ships.

 

Main Ships which will be included on the new version:

 

MEKO 200 class Frigate (a Turkish and a Greek version) https://en.wikipedia.org/wiki/MEKO_200

FREMM multipurpose frigate (basically the French version) https://en.wikipedia.org/wiki/FREMM_multipurpose_frigate

Admiral Grigorovich class frigate https://en.wikipedia.org/wiki/Admiral_Grigorovich-class_frigate

Buyan-M class corvette https://en.wikipedia.org/wiki/Buyan-class_corvette

 

Plus a Gun Boat based on HSY-56A  https://en.wikipedia.org/wiki/Osprey_HSY-56A-class_gunboat as well as a CB90 Fast Attack Boat https://en.wikipedia.org/wiki/CB90-class_fast_assault_craft

 

And a common (different textures) Replenishment ships for both BLUFOR and OPFOR sides.

 

These Ships will include:

 

- Active Radar Console (same as submarines but 

- Anti Ship Weapons Console (Torpedoes - CIWS - Missiles)

- Anti Missile Defense Console (CIWS - Missiles)

- Torpedoes Console (For Ships and Submarines)

- Countermeasures for incoming torpedoes (same as Submarines have)

- Cruise Missile Console (for deep strikes)

- Artillery Weapon (Artillery Cannon)

- Boats for leaving/entering the Ships (mainly for missions)

- Helicopter Landing (Scripted - almost all helicopters can be land - unload cargo into Ship - load cargo from Ship - leave landing deck - etc)

- AI logic (in case ships are controlled solely by AIs, will perform evasive maneuvers and auto-defend or fire toward targets)

- TFAR compatibility

- For Replenishment Ship, will have options to rearm - refuel - repair any same side Ship will be close to it by the meaning of a minimum distance.

- Flags on ships (user can choose default flag texture or add his own through eden attributes)

 

(In case I forgot something I'll add it later).

 

A detailed manual will also be delivered with mod upon release.

 

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it looks like Naval DLC from BI but a way better! Thank you for your hard work Αplion

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MEKO 200TN class Frigate n5hdnp.jpg

MEKO 200HN class Frigate 2emkgzp.jpg

FREMM multipurpose frigate 2j4wuc7.jpg

Replenishment ship 2v0zij5.jpg

Admiral Grigorovich class frigate 4kwbx0.jpg

Buyan-M class corvette vdlnpf.jpg

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Gorgeous mate I REALLY love the naval work you've been doing! Not enough modders give it enough attention!!

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8 minutes ago, arg_foxtrop1 said:

thats looking awesome! any chance to include mine laying capabilities?

 

Not on initial release but keeping that in mind for the future.

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just tested ships and submarines at large map...Why all weapons so limited in their range? is there a way to extend lock on range and e.t.c / Maybe optional addon in future?  

This thing (weapon sensor short range) broke for me all Jets DLC . Stupid system when I must fly close to target at 1.5-2 km to lock on when I`m in 5th generation stealt jet

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5 minutes ago, sammael said:

just tested ships and submarines at large map...Why all weapons so limited in their range? is there a way to extend lock on range and e.t.c / Maybe optional addon in future?  

This thing (weapon sensor short range) broke for me all Jets DLC . Stupid system when I must fly close to target at 1.5-2 km to lock on when I`m in 5th generation stealt jet

 

Speaking ONLY for Submarine weapons, as almost ALL ships will be deleted by upcoming new version (plus all their weapons will be follow a real life philosophy) ... I must say that everything is based on real life weapon capabilities.

Generally on this mod we are trying to follow that path regardless if some players don't like that and prefer something more arcade (wrong game IMHO).

 

Now about "broken" Jets DLC sensor ... this is first time reported since Submarines part release. Have you tried to just load Submarines mod and CBA without any external addons/mods (non original I mean) ... I'd like to know if this reported issue may caused by the use of some other mod and not ours.

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Did not understand properly 

3 minutes ago, Αplion said:

Now about "broken" Jets DLC sensor ...

I just say vanilla jet DLC system very stupid cause IR and all other  sensors very limited in range -no matter which weapons or jet type. 5th generation jet work like a russian CAS SU-25 .

but it's not about that

Your mods work 100% and amazing.

I just wanted to ask whether it is planned to increase the range of weapons in your mods...

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1 minute ago, sammael said:

Did not understand properly 

I just say vanilla jet DLC system very stupid cause IR and all other  sensors very limited in range -no matter which weapons or jet type. 5th generation jet work like a russian CAS SU-25 .

but it's not about that

Your mods work 100% and amazing.

I just wanted to ask whether it is planned to increase the range of weapons in your mods...

 

Oh I thought that you mean that our mod broke the Jets DLC sensors part ... my mistake then, so, sorry.

 

I wrote you above that our weapons are following real life weapons specs regarding movement - speed and range ... so what is the reason to make them more "arcade" changing their range ?

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@sammael ... still speaking ONLY for submarines weapons, ok ? Ships on current version HAVE arcade weapons which will be replaced by new ones so please don't make any criticism on that "old" part ... we can discuss after release for the new one :f:

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I`m not submarine specialist..but I belive IRL sonar have more than 2400 m search distance and torpedos have more attack distance.

I make some test in mod

For example in submarines mod at distance 12 km I can`t attack ships. Even if I put accurate gps coordinates missile fly away near ship.

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6 hours ago, sammael said:

I`m not submarine specialist..but I belive IRL sonar have more than 2400 m search distance and torpedos have more attack distance.

I make some test in mod

For example in submarines mod at distance 12 km I can`t attack ships. Even if I put accurate gps coordinates missile fly away near ship.

 

We are trying to follow RL values in design up to an extent. Arma is realistic but not totally. The maps are not able to reflect the RL battlefield size for air or naval combats. So giving totally realistic lock distance, speed etc. will make the game totally no fun. Imagine that you are taking off from a friendly airbase but right after your wheels leave the ground you hear lock sound as maps are small and any enemy at other side of the map can lock you easily if RL missile lock is used.

 

Same goes to our naval mod. Missiles are not traveling in their RL speeds to give player chance to react.

 

Never the less, In next release you will see RL torpedo speeds and ranges but sonar will not be 10-20km long to give some surprise factor and possibility to hide.

 

Now when it comes to the situation which you wrote that you give correct gps but missile passes by the enemy ship, I would like to see that case via a video if possible, as it is does not sound normal. Are you sure that enemy ship is not too much on side of the missile? I think I set the lock cone of harpoon to 40 degrees as far as I remember. So if your missile travels to the location and activates its radar, the enemy ship should not be let's say at 90 degrees of the missile at that time.

 

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I'll write a video the other day. The rocket flew along a low trajectory 5 meters from the ship. But this happened on 10km+ distance. The ship was perpendicular to the rocket.
Regarding the sonar range. I would prefer for the sake of playability reduce the speed of torpedoes and range, while still increasing the range of the sonar. Such a balance would suit me more and it would be time to take the torpedo off course. Maybe in future you will get some time to optional full IRL setting optional addon-config that overwrite distance of weapons and e.t.c 

In any case, this mod is beautiful. I look forward to the update. A big thank you

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2 minutes ago, sammael said:

I'll write a video the other day. The rocket flew along a low trajectory 5 meters from the ship. But this happened on 10km+ distance. The ship was perpendicular to the rocket.
Regarding the sonar range. I would prefer for the sake of playability reduce the speed of torpedoes and range, while still increasing the range of the sonar. Such a balance would suit me more and it would be time to take the torpedo off course. Maybe in future you will get some time to optional full IRL setting optional addon-config that overwrite distance of weapons and e.t.c 

In any case, this mod is beautiful. I look forward to the update. A big thank you

 

Can you also try that using a default ArmA 3 boat please ... as I wrote the new upcoming Ships mod is totally different than the old one you are using (not good even for tests) ... just in case ...

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Just now, Αplion said:

 

Can you also try that using a default ArmA 3 boat please ... as I wrote the new upcoming Ships mod is totally different than the old one you are using (not good even for tests) ... just in case ...

you meant vanilla small boats or uss freedom? of coure - I will make some tests if it helps to developing  your mods

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USS Freedom is not a ship ... is a static structure (like a building into the sea). I'm talking for vanilla boats as target.

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Animated BIG size flags (custom) for Ships ... selectable texture through EDEN attributes (drop down menu) plus an option for user own texture on them ...

 

21azrsl.jpg

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1 minute ago, AIF_Infantrymen said:

Αplion, what happen to the LST?

 

What do you mean ? I can't understand the question my friend !!

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1 hour ago, AIF_Infantrymen said:

 

If you even still have the model

 

Yes I have the model and if you compare it with Replenishment ship photo above you will see that are similar enough. Now if you asking the case I'll add a transport ship on this mod .. the answer is "not on this upcoming release version" ... maybe in future as such vehicle need "special work" in order to work as supposed to ...

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Are the ships in the list the only ones included, or will some from the other version (like LaFayette) be updated?

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