Arma 3
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Scifi Spaceship Pack
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Data Type: Mod
Mod Type: Plane
File Size
Posted
Updated
96.410 MB
30 May @ 3:03am
30 May @ 3:28am
2 Change Notes ( view )

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Scifi Spaceship Pack

In 1 collection by Luca
The Kuiper Engagements: Extended
3 items
Description
Description:
This mod aims to add several flyable spaceships (vtols as far as the engine goes) usable in various scifi-settings.
  • Scipio-Class Corvette
  • Hanno-Class Gunship
  • Wyvern-Class Frigate
  • Basilisk-Class Destroyer

All ships support changeable missile launchers to allow for anti-air and anti-ground operation.
Turret weaponry can also be swapped that way (see known issues).
Some support ViV as well.

Known Issue
Editing vehicle attributes/pylons in the editor will screw up turret control, meaning you will need to set turret control under pylons again manually.
This is due to the pylon system being not exactly turret-friendly despite claiming to be so. Thanks BI...

May or may not do:
- Passenger compartments
- MFDs for pilots

Softdependency:
This mod by default supports: Kuiper Engagements Factions and also features various TKE themed paintjobs.

Retexture Template
A template for retextures is found here.[drive.google.com]

Credits:
Luca - Implementation
Yooles - Screenshots
Ranger - Crew animations
Luis - Cockpit
MSGDI - Base spaceship 'Buffalo'



Licence:
This addon is published under APL-ND[www.bohemia.net].
  • You may not reupload this addon.
  • You may not use this addon on monetized servers.
  • You may not change/rework any files of this addon.
If you want to do any of the above ask for permission first!
43 Comments
Firzu 14 Sep @ 12:00am 
Good day outstanding Mod! Hoping that someday there would be a way to utilize the ships in conjunction with the APCs and such on the Sci-Fi Vehicle pack so it can be utilized to assist ground units as well!
Luca  [author] 2 Sep @ 7:00am 
@BANZAI
You have to land vertically as the ships have no wheels.
Increase thrust-vector to max (90 degrees) and kill your speed, keep thrustlevel around 50% to keep your height. Lower it somewhat to descend. If you lose height too fast increase it above 50% and lower it again to descend further. It needs constant adjustment to get right.
Practice in VR, its no easy to do but manageable to land the ships.
BANZAI 2 Sep @ 5:48am 
How does one land on these ships? I've tried vertical take-off with Basilisk, it flies up just fine, but then I can't drop the velocity, and even with the flaps on vertical position it builds up the velocity and will immediately nosedive if it drops below 60 kmph.
Spartan 208 25 Aug @ 4:43pm 
any plans for something like an assault lander that can carry an APC (Marshall or Gorgon) + supporting infantry or a single Rhino MGS?
FunkWolfie 20 Aug @ 7:09am 
@Luca i didnt adjust anything
Luca  [author] 20 Aug @ 12:20am 
@FunkWolfie
Read the description, known issues section, and you will know why.
Dont edit attributes or adjust the pylon controls.
FunkWolfie 19 Aug @ 6:25pm 
for the scipo class it appears the top gunner fires the bottom gun and moves the top one and vice versa
ricardo 7 Aug @ 8:44am 
bro I would absolutely give you a handy if you made some hard sci-fi ships, I'm talking covered in CIWS and missile systems, maybe some railguns, that would be sweet
Luca  [author] 2 Aug @ 12:27am 
@generalking007
I've only had that when placing them too close to the ground, you can also use a command the order them to fly in a certain height, look up 'flyInHeight'.
generalking007 1 Aug @ 11:18pm 
for some reason the spaceships want to just nosedive into the ground when ai controlled. i spawn them in the air and give them a move marker and they decide that they need to aim straight down and bury themselves in the dirt. I'm sure theirs something stupid im missing that would fix this but im stumped.