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HAFM NAVY - Submarines & Ships - v2

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Just now, Raul Marrero said:

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

 

Only ships mentioned on initial post are included. 

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On 4/9/2018 at 4:31 PM, 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.

 

Set the three rotary switches to GPS - HIGH - SEA SKIM and try again ... I've no trouble hitting targets on much more distance than this you mentioned. Keep in mind that GPS coords must be before target always ...

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Interior lights for main deck and cargo area ...

 

15801fl.jpg

 

33dywaq.jpg

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Just wanted to mention, at night, at least with the previous version, it was really hard for players to use the ship. It was a SAR mission, ships assisting and protecting a SAR chopper, and the aforementioned difficulty turned the mission into a masochistic process. So I added NV googles and it was all fine. So maybe it would be nice to add NV googles to the crew members.  

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7 minutes ago, JohnKalo said:

Just wanted to mention, at night, at least with the previous version, it was really hard for players to use the ship. It was a SAR mission, ships assisting and protecting a SAR chopper, and the aforementioned difficulty turned the mission into a masochistic process. So I added NV googles and it was all fine. So maybe it would be nice to add NV googles to the crew members.  

 

I'm not sure that in real life ships crew are using NV goggles ... I can understand that your comment intent to makes game easier for players ... but still I think (especially) for SAR missions crew doesn't use NV goggles but searchlights etc ...

Anyway on this version ships have lights - collision lights - interior lights ... on some next version maybe we'll try to add external searchlights is possible ... for NV goggles on a crew wearing hats ... I think that it is unrealistic, don't you ?

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@JohnKalo ... still you can use your own crew with NV goggles ofcourse, for missions ;)

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Yep that is true :thumbsup:

Indeed, I will have to use NV googles in the next mission version too. That is when the new addon version is released. np

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2 hours ago, JohnKalo said:

Yep that is true :thumbsup:

Indeed, I will have to use NV googles in the next mission version too. That is when the new addon version is released. np

 

Trust me ... there are so many things that must be done on this mod (still working more than 12 hours per day on that) that such details can wait for future updates mate :f:

 

Add to all these that I'm living in Athens - Greece and temperature here is still too high for mod work :down:

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Just now, Spoor said:

Interior light looks great :eyeheart:

You are fast :-)

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Now lets talk about boats ... 

 

On these ships there are also some default boats ... the reason is simple ... to help on missions.

 

Anyone who is crew or cargo on these ships can use the boats through user action menu ... he (and his team) can move to a boat and then release the boat (there will be a crane animation movement also) .... then the boat can be used for (example) for an insertion or whatever mission maker wants. The cargo bay can hold 21 men and the boats are enough to cover this amount of soldiers.

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good afternoon to all guys, greetings and a hug, as you know I love their boats and their submarines, and I am a lover of the navy, in a previous comment I am telling you that I am working on a new submarine for weapon 3 that I will soon have ready, I am using a torpedo system a little complex, so I would like to ask if I can help with the system of torpedoes that you have created to adapt to the submarine, of course in the publication, I would say that the creators of the torpedo system It was created by you, but I need your approval to be able to do it. Thank you

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With the permission of the creators, I will help in a scritps of his great underwater work to be part of the new submarine, I hope this is not a problem, when I publish the finished work I hope you like it a lot.

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@elthefrank ... All scripts are courtesy of my partner Devastator_cm, which is currently on vacations, so he will answer on anything about after will be back. And probably you are asking help with torpedoes, not offering some (or misunderstood what you wrote).

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if I'm really asking for help, I could see what their submarines have and I'm trying to make one for the submarine

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Will you be able to walk on theese ships when they are not moving? Would be cool to have some sort of draw bridge that you can deploy as well.In the old version it is almost impossible to get in the ships.

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10 minutes ago, Zero Two said:

Will you be able to walk on theese ships when they are not moving? Would be cool to have some sort of draw bridge that you can deploy as well.In the old version it is almost impossible to get in the ships.

 

Nope ... you will not be able to walk on ships (it would be meanless as except bridge and cargo areas there is no other interior space to walk - these are not static structures).

You will be able to only land using any helicopter and get into ships as also to go back in helicopter and leave the ship. 

Get into ships, as on any vehicle, is a matter of memory points position tweaking ... these are huge size vehicles plus that they are into a non-solid surface (sea) and thats was caused the issue on the old mod ... on this new mod, so far we believe that memory points are better tweaked and will avoid that.

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2 hours ago, Raul Marrero said:

Will de CIWS be able to intercept any kind of missile of any mod, or just missiles of this mod and vanilla arma3?

 

Only this mod missiles for the moment ...

 

Also CIWS will also prevent aircrafts and boats to approach and fire on ship ... ofcourse everything is possible and there is a 20% of failure ..

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Just now, Timo B. said:

20% overall? Or just for one part of the missile defense system?

 

20% probability for the CIWS to miss the missile while is on its way to ship ... still there will be some changes on that regarding effective distance ... but the percentage is looking fair enough ...

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Just small input 

CIWS hit probability is depending on the CIWS itself and incoming missile. For example harpoons are easy to hunt as they are old world missiles. Russian KALIBR missiles are harder to intercept.

Same goes to CIWS, Turkish MEKO has Zenith which is weaker than Russian Kashtan

So the probablity to hit or miss really depends on the CIWS and target missile

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