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Showing results for tags 'Submarine'.
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ships Brazilian Armed Forces - Navy update!
Ogrinho posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSIONWIP/BETA The last Brazilian Armed Forces update brought some naval units including: Three "Amazonas" class Ocean Patrol Vessels: P-120 Amazonas, P-121 APA and P-122 Araguari, each one with 2 organic RHIB's on each side. Those RHIB's are a port from Arma 2 ones, with new textures and new panel instrumentation (WIP) and are capable to carry up to 8 soldiers plus driver. All OPV's are REAL VEHICLES, movables and capable to receive helicopters on its flight decks, which have deployable fences and NVG landind guide lights. They are armed with one Bushmaster II Mk-44 30 mm front canon and 2 Bushmaster Mk-242 25 mm gun located at starboard and port side respectively. Commander has a FLIR pod located at the main mast. The vessel can carry up to 10 soldiers plus it's own crew, i.e: Driver, Commander and 3 Gunners. We'll increase that number to maybe 25. To do: - Be able to walk on it even when the ship is moving. - Detailed interior Lods for gunners, commander, driver and Cargo. - Proper damage configuration. - Custom sounds for engines and alarms. - Usable deck crane with slingload capabilities. - Deployable salvatage boats, for SAR missions... Exterior View Front Cannon Side Cannon Deployable RHIBs Functional Helipad One Brazilian version of Scorpène class submarine SBR S-40 Riachuelo. S-40 Riachuelo, is fully functional, capable of diving and "sail" around, it has two special features called: Emergency Dive and Emergency Blow, which you can dive or emerge more quickly. It is armed with SM-39 Exocet missiles, only capable to lock on targets and fire when surfaced, unfortunately. We'll implement in near future torpedo launch capabilities too. It can carry 22 soldiers as cargo plus its crew, and one mini sub or rubber boat on it's back for special operations insertions. To do: - Lock capabilities when submerged. - Disable water shader/effects when using internal lods, like I really would appreciate some help from Arma 3 GURUS on this feature! - Sonar for only subs or boats entities. - Acoustic countermeasures. - Torpedo launch script. - Recharge batteries snorkeling script Exterior view Interior view Exocet SM-39 As we always warn this is a WIP/BETA version and you can download it at: http://steamcommunity.com/sharedfiles/filedetails/?id=504306716 Please give us your feedback so we can improve it and correct bugs!
Naval Expansion Mod
CTFRaven posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSIONNAVAL EXPANSION MOD By CTFRaven Hello all! I would like to present to you the sum of all my projects thus far and their end goal. Throughout my modding career, I have dreamed of creating big vehicles and environments that challenge the player and create a sense of adventure! While this is no map mod, It certainly does all of the aforementioned! What does this mod do? This mod is designed to fill holes inside the Arma3 engine in regards to weapon systems, Ship systems, AI pathfinding, as well as other things the developers decided to look the other way on. It will also include my two ships, as well as 3 additional ships that will showcase all of these systems to their fullest. Features include but are not limited to: Scripts: Full SONAR package including passive, active, and remote capabilities. Active and passive Torpedo package that work while flying, while submerged or surfaced Depth-charge Package - so you can put a stop to your silent hunters. Surface locking Anti-radar missile compatibility package - so you can actually lock and shoot the ships! Surface artillery computer package - so the ship will actually hit its target on the move AI package - so they'll stop running in circles... Submarine compatibility package - so your submarines will actually dive and surface. Weapons: A package of standard NATO and CSAT weapons will be included: -MK-48 light torpedo - both air-launched and surface launched. -CSAT-esque torpedo -AGM/RGM/UGM-84 Harpoon missile - with Radar locking and tracking -3M-54 Kalibr SSM (missile) -OTO Melara 76 mm DP gun - with SR version -Fajr-27 76mm DP gun -MK110 57mm DP gun Vehicles: 3 Corvette-class vessels - including limited anti-ship and anti-sub capabilities (CSAT, NATO, and IND) 2 Frigate-class vessels - including asymetric anti-ship and anti-sub capabilities (CSAT and NATO) 1 Light Submarine - including great anti-ship capability (CSAT) Since this is an expansion, I've left most of the scripts all inclusive, which means that if you want to use these functions you are more than welcome to. I will also release the source files of my Demise operations vessel fully integrated into the system, along with a detailed PDF of how the systems work and how to utilize them. This expansion is also meant to be simple to understand from a dev's perspective, while remaining advanced and immersive to the player. Special thanks to (so far): rksl-rock - for collaborating with me AusSnipe73 - for letting me peek in the source files, and for some models -cheers!
[Concept] MQ-56 Skua Aquatic Scout Drone + Possible Submarine
Digger James posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSIONG'day Blokes and Shelias around the World, today I want share, with you, a little project I've had on the back burner for the last few months, for the Obvious reasons; Lack of funds + absolutely no skills in Modding at all. So the reason I'm revealing it is because I want an Audience's opinion and see if there are Modders who want to give it a crack! be So lets get to the reasons you clicked on this Forum! *But first some Disclaimers; THIS DRONE IS COMPLETE FICTION THAT I CREATED, The other photo shown are taken off google and I don't own them (Obviously) Sencond, Please have leniency for the Concept art since the time it took to slap it together was 1 hour of dreaming it up before bed then 2-3 hours doodling in Microsoft paint* Now, let me introduce you to the MQ-56 Skua, Multi-role Aquatic Scout Drone. Built with the the purpose of handling the standard UAV missions and a little bit more! Armed with the "usual" UAV payloads i.e. GBUs, ATGM Hellfires & Laser designator. But it also comes with Combat Air Patrol capabilities Being the First Fixed-wing Drone with two AN/M3 50.cals, able to shoot as fast as the Infamous MG42, and the option to carry AASR Sidewinders. Let's list the full Payload & Missions it's good for; This Ship-launched drone is capable of the following task; Close Air Support, Combat Air Patrol, Recon, Artillery Observer, Anti-Submarine Warfare. MQ-56 MK1 (Stealth/Regular UAV) Radar 2x AN/M3 50.cals, 1200RPM 1000 rounds per gun Bombay capacity 2x GBU-12 Paveway II 4x AGM-114 Hellfire 2x AIM-9 Sidewinder MQ-56 MK2 (ASW) Airborne Sonar M3 50s, again Hardpoint; MK 46 MOD 5 Homing Torpedo Bombay capacity 2x AN/SSQ-47B Sonobouy 4x AGM-114 4x MK 34 Depth Charges (fictional) Concept art legend Clear cone window containing forward Pilot Cam and Radar Sensors/ Sonar for ASW Variant Air intakes 2x 50.cal AN/M3 (RPM:1200) 1000 rounds per gun Retractable wings that roll foward then fold back along the side of the drone flaps and ailerons Prop Propulsion twin tail rigging Rudder the Aft wing tips, folds vertical 3x Elevators Insignia as example Underbelly 12. Targeting/Gunner Cam 13. Weapons bay 14. engine exhaust 15. landing gear 16. plane floats 17. tail dragger landing gear 18. MK46 Mod 5 Acoustic homing Torpedoe Now how I figure how Sonar should be done is piggyback on the new Sensors Upgrade, futhermore the MK2s onboard sonar would be weak in strength but can be bolster when paired with some Bouys since they are stationary and transmit via radio, you get the idea, and most know how a bouy works; [see photo]. Anyway thats my pet project, well part one of it! (part 2 will go on my public feed) Hope everyone has enjoyed my ideas & I hope to get good reviews and critiques of my UAV design! (excuse any grammar that I missed, I'm picky about that) With Regards Digger James
Futuristic North Korean Submarine-Release
knightlight posted a topic in ARMA 3 - ADDONS & MODS: COMPLETEhttp://steamcommunity.com/sharedfiles/filedetails/?id=1124319218 I'll say what I said on Steam, A very simple submarine to the average eye but by North Korean standards it's uber futuristic it has the furtherest range of any North Korean submarine, and said to be the most comfortable of any of the submarines in their fleet. The sub is only a prop for now you can walk on the top of it a nice background, protect it or destroy it. Look up in the search box in editor Sinpo-II and it should come up. You are free to change or edit it, improve it, the ♥♥♥♥ I care you could add it to your own modpack just gimme credit.
HMS Proteus Rocket Support?
donborrego posted a topic in ARMA 3 - MISSION EDITING & SCRIPTINGHi guys, I'm looking for a way to request a rocket artillery support from the Proteus submarine on a designated location in a multiplayer mission. I know the submarine is only an object but I was thinking if there is a way to create a M5 Sandstorm rocket launched to a location without the need of the M5 himself. Any ideas?
Submarine Pack - Subs
[aps]gnat posted a topic in ARMA 2 & OA - ADDONS & MODS: COMPLETESubmarine Pack Beta 2 (for ArmAII) by Gnat ** Sub Features ** - AI auto-dive when in danger - Manual dive to 100 meters - Command and cargo space - Walkable hull (mostly) - Deployable Zodiacs - Working Missiles and Torpedoes - 1 working compass on Bridge - radar signature camouflaged when dived - Demo Single Player Mission included: "SubHunterMission" - READ README in Download for more details. - Again, not what I would call ArmAII quality, but its the best I can do. REQUIRES MANDO MISSILE ArmAII addon DOWNLOAD Mando Missle Addon HERE; http://www.armaholic.com/page.php?id=8243 DOWNLOADS Submarine Pack - Beta 2 - Nov 09 FILEFRONT ArmA2Base.de Armaholic Armed Assault Info
Von Quest Industries
Von Quest posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSIONThe hum of the lights whispering secrets as footfalls echo throughout the hangar... Introduction This will the official WORK-IN-PROGRESS Thread for all projects. Released, Un-Released, Concept, Discussion, 3D Models, Feedback, SQF Scripts, Teasers, and general spit-ball'n of Ideas. Rather than create a seperate thread each and every time, I wanted to have just one centralized location for everything whether its been green-lit for release, or it was a smoldering heap of miscalculated rocket fuel. Check back often HERE as this Main Post will get updated from time to time. Silent Service -- Submarine Project: Frogmen -- Combat Diver Project: SpookWarCom -- Black-Ops Project: Feet First into Hell -- H.A.L.O. Project:
AAN - ArmA Naval Units
[aps]gnat posted a topic in ARMA - ADDONS & MODS: COMPLETEArmA Naval Units Several Unit released - Scroll down to see all Submarine Pack Beta 1 by Gnat ** Sub Features ** - AI auto-dive when in danger - Manual dive to 100 meters - Command and cargo space - Walkable hull - Working Missiles and Torpedoes - Big explosion FX for missiles - 1 working compass on Bridge ! - Demo Single Player Mission included: "Silent Sub Hunter" - READ README in Download for more details. REQUIRES MANDO MISSILE addon DOWNLOAD Mando Missle Addon HERE; http://www.ofpec.com/ed_depot/index.php?action=details&id=536&game=ArmA (Use the PBO version, not the mission file version) DOWNLOADS Submarine Pack - Beta 1 - Apr 09 FILEFRONT
How do I select grenades
motorpyshco posted a topic in ARMA 2 & OA - GENERALHey guys, just got this game and I think it's pretty good. Been playing with on and off (when I have time) and doing ok with it, except I can't seem to select my gernades. Also, with the gernades can I cook them? Another question, it seems to me that my squad like to stand up alot especially when there is enemy firing. I order them to take cover or go prone and sometimes they do but most of the time they don't so, many times my guys get hit or die. I was wondering if someone can give me some pointers. Thanks
WARFARE Hosting/Crashing questions
Tom_Anger posted a topic in ARMA - WARFAREHi all. Â I've thoroughly enjoyed Warfare in especially in the various versions from what people have made, but have kind of a question regarding lag and crashing. Â I know this has been an issue on and off through arma with the mix of addons, styles of custom maps, etc., so I am just trying to gather some insight from folks who possibly may have tips to help. Shadow Company Elite's server started with a 32 man capacity running standard 16 and 32 man Warfare. Â Due to lag issues it was reduced to around 24 players and ultimately 18 players which we think resolved most of the issues. Â Server companies were even changed and we didn't seem to resolve the problems. Â Even with server companies and reducing the # of players, there were situations where the server would crash after hours of gameplay on the same mission. Then custom versions were hosted and we encountered the same issues. Â At the moment we are running Warfare Iced at 12 player limits and are seeing decent results, but we are full most of the time and we would like to increase capacities, however, we have a feeling this will only result with us back to square one. Â So we are perplexed at what the cause of these issues are. Â Currently the server is running at a capacity of 12 and although we are seeing better results, we would like to see if there is something we can do to increase the # of player capacities and resolve the lag/crash issues that can occur. Some questions are: - Is there a need for this game to run Warfare with an addon script to remove dead bodies? Â I noticed that this gameplay deals with alot of respawning, and tons of dead bodies remain on the map. - Will restrictions on ping reduce the lag issues? - Will restrictions on client Addons help? Any insight that would help us is much appreciated.