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HAFM NAVY (Ships) - v2.0

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After long period of efforts finally HAFM Naval mod came to a point that I and my friend Devastator_cm dreamed.

 

Version 2.0 practically is a totally new mod replacing the previous 1.5 version (in case both versions will be used at same time there will be incompatibility issue). 

 

Bringing new ships, weapons, actions and capabilities, as much as possible like in the real life without breaking the game fun was our goal. We believe that we approached it by the best possible way so far.

 

This mod is coming after the successful Submarines mod, in order to complete another aspect of Naval warfare in ArmA 3. 

 

For compatibility reasons we decided and split these two mods using another one as Common part/mod for Core and Weapon parts.
Due to this, the Common part/mod (Core & Weapons) together with CBA are required for Submarines and Ships mods as base, without a direct dependency between Submarines and Ships 
(Ships does not need Submarines to work neither Submarines need Ships).

 

Ships mod consists by six new Ships plus two from the old mod.

 

New Ships are:

 

Turkish NAVY - Barbaros class MEKO200TN Frigate - https://en.wikipedia.org/wiki/Barbaros-class_frigate
Greek NAVY - Hydra class MEKO200HN Frigate - https://en.wikipedia.org/wiki/Hydra-class_frigate
French NAVY - FREMM class Frigate - https://en.wikipedia.org/wiki/FREMM_multipurpose_frigate
Russian NAVY - Admiral Grigorovich class Frigate - https://en.wikipedia.org/wiki/Admiral_Grigorovich-class_frigate
Russian NAVY - BUYAN-M class Corvette - https://en.wikipedia.org/wiki/Buyan-class_corvette
A replenishment ship for each BLUFOR and OPFOR sides.

 

Also a variety of weapons - missiles - torpedoes - cruise missiles - countermeasures, together with defense systems, are included in order to make things more realistic.

 

So these Ships will also include:

 

- Active Radar Console (same as submarines but for shorter distances)
- 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 (half-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 against targets)
- TFAR compatibility
- Replenishment Ship, with options to rearm - refuel - repair any same side Ship will be close to it (by the meaning of some minimum distance)
- Flags on ships (user can choose default flag texture or add his own through eden attributes)

 

Finally, in order to support mission makers and ensure compatibility for missions that have been build using the old mod version, there is an Optional part/addon 
which mission makers can use in order to be able to rework their missions in ArmA 3 editor, updating with new ships 
(with this addon any old mission can be loaded in editor and old ships will auto-replaced by new ones).

 

Ofcourse, a detailed operations manual is coming with that mod, explaining the most parts of it as well as a text file with classnames.

 

Required addons/mods for either Submarines or Ships:

CBA_A3

HAFM NAVY Core & Weapons - https://steamcommunity.com/sharedfiles/filedetails/?id=1523363834

 

Optional (for missions build using older ships version):

Helper addon - https://steamcommunity.com/sharedfiles/filedetails/?id=1523395341

 

 

Pre-release forum Ships discussion thread:

 

 

Submarines release forum thread:

 

 

Submarines Steam download linkhttps://steamcommunity.com/sharedfiles/filedetails/?id=1362114638


Submarines Armaholic download linkhttp://www.armaholic.com/page.php?id=33913

 

Ships Steam download linkhttps://steamcommunity.com/sharedfiles/filedetails/?id=1118982882

 

HAFM NAVY Collection : https://steamcommunity.com/sharedfiles/filedetails/?id=1543583710

 

Core & Weapons Steam download link (will be downloaded anyway with subs or ships - REQUIRED)https://steamcommunity.com/sharedfiles/filedetails/?id=1523363834

 

Helper addon for missions made using the old version ships (optional)https://steamcommunity.com/sharedfiles/filedetails/?id=1523395341

 

Operations manual (also included) external link: Press here

 

Bugs tracker: https://github.com/Aplion/Navy---Ships/issues

 

 

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17 minutes ago, sammael said:

Thank you so much for this arma 3 NAVAL DLC

 

Its not DLC in fact but thanks for your kind words man :f:

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Thank you Mr. Aplion and Mr. Devastator_CM, Your mod is beautiful, I love it, I have not seen it yet, and I love it, thank you

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A small fix released on Core & Weapons part for some incompatibility with ACE and some other weapons mod.

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Thanks for dreaming the dream and bringing us this fantastic work Αplion and Devastator, I've been having a blast using the ships especially the resupply ship you can see some of the fun I've been having using the ships on twitter 

https://twitter.com/Arma3official and the full story here

 

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Had a blast in our first op with the ships in multiplayer. Is there any way we can swap the Zodiacs for RHIBs?

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@Devastator_cm Thanks, I made it in Eden using reference pictures to work from was a little bit tricky but was great to play with, in the pictures you see I'm also flying supplies over from one ship to another I have a video of that will post it when I upload it.

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2 hours ago, MK84 said:

Had a blast in our first op with the ships in multiplayer. Is there any way we can swap the Zodiacs for RHIBs?

 

at the moment no.

 

 

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@Appion and @Devastador_cm.
First of all, congratulations for this great mod. It's fabulous along with that of submarines.
I have to report that I am experiencing serious damage and destruction when landing on the heliports of the ships with the advanced flight mode. in basic flight mode, this does not happen.
Keep up the great work.

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New fix released for Ships and Submarines.

 

- Performance improvement for dedicated server (for ships and subs)
- CIWS error message by resuply ships fixed (for ships only)
- improved AI skills by ships (for ships only)

known-issues
- In dedicated server vehicles spawned during mission have no working GUIs
- In dedicated server landing zone by ships is not working. It is arma engine restriction which we might improve via additional scripting in future
- In dedicated server some smoke effects are not visible by missile launch

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Small FIX released

 

changelog

 

For AI controlled ships/submarines, the behavior is tweaked:
- In case commander/group of ship/submarine has CombatMode "BLUE" (Never fire), it will not attack to enemies but only defend.
- In case commander/group of ship/submarine has CombatMode "GREEN" (Hold fire - defend only) or "WHITE" (Hold fire, engage at will), it will attack only if it is attacked

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@aplion good work so far, are you working on other ships as well?

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New FIX released ...

 

changelog

 

- Fixed: Good news for the servers which has vehicle purchase functionalities. Issues by the spawned (via script or Zeus) submarines/ships in dedicated server solved. From now on all GUIs and systems will work fine for such vehicles as well. 

- Fixed: On dedicated servers under Cruise Missiles panel, fire button turns to "red" marking, when used to fire a missile.

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New update - fix today 17-Nov

 

changelog

 

- Added: Zeus Modules to make Cruise missile attacks
- Fixed: Zeus remote controlled units can access GUIs without any issue
- Fixed: Some sounds and textures issues are solved
- Fixed: Scope for HAFM_Helper and HAFM_Flagpole fixed. They are not in object list anymore
- Tweaked: Torpedoes detects target ships existence better to trigger the detonation
- Tweaked: User manual has new section for mission makers and Zeus

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The rate of fire for Russian guns seems extraordinarily high.

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I love the mod but I've noticed a lot of weapons like the various CIWS have pinpoint accuracy and no spread/dispersion while firing. Considering what they are designed to do being so accurate would actually be a disadvantage. Hopefully it's a small thing to adjust next time you're messing with the numbers.

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with a friend we've try to repair and rearm but it didn't work, the log ship is very close but we can't any idea ?

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