Arma 3
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Hellenic Armed Forces Mod (HAFM) - NAVY (discontinued)
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Data Type: Mod
Mod Type: Boat
Tamaño
Publicado el
Actualizado el
308.099 MB
24 AGO 2017 a las 6:45 a. m.
30 MAR 2020 a las 4:46 a. m.
21 notas sobre cambios ( ver )

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Hellenic Armed Forces Mod (HAFM) - NAVY (discontinued)

En 1 colección creada por Aplion
HAFM NAVY (Ships & Submarines) Collection
4 artículos
Descripción
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 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 and are fully workable (not static).

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.
Greek NAVY - Roussen-class fast attack craft - https://en.wikipedia.org/wiki/Roussen-class_fast_attack_craft
US NAVY - Arleigh Burke-class destroyer - https://en.wikipedia.org/wiki/Arleigh_Burke-class_destroyer

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.

Special Thanks to Bohemia Interactive for the ArmA 3 game.


Required addons/mods for either Submarines or Ships:

CBA_A3

HAFM NAVY Core & Weapons - https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1523363834


Optional (for missions build using older ships version):

Helper addon for mission makers for missions made with older version - optional: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1523395341

Operations manual (also included) external link: https://www.dropbox.com/s/c5jmjcufkpzuu8s/Naval%20Weapon%20Systems.pdf?dl=0

BIS forum release thread: https://forums.bohemia.net/forums/topic/219506-hafm-navy-ships-v20/

HAFM NAVY Collection : https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1543583710

HAFM Blog : https://hellenicarmedforcesmod.blogspot.gr/

Copyright 2018 [Aplion, Devastator_cm] This item is not authorized for re-uploading on Steam, except by its own authors.
Discusiones populares Ver todo (7)
130
15 AGO 2022 a las 1:12 p. m.
FIJO: Suggestions
Devastator
113
10 FEB a las 8:01 p. m.
FIJO: Bug Reports
Devastator
32
8 NOV 2024 a las 4:40 a. m.
More Ships Ideas
[PixelHaven] Chrimim
1,111 comentarios
Sir Comrade Klimik hace 13 horas 
Too many of the scripted systems in this mod break or start functioning in strange ways in a multiplayer environment. All my experience is from using the Arleigh Burke in a 20+ player multiplayer server environment.

- Auto defense CIWS deactivate themselves seemingly at random, or sometimes when somebody enters an internal crew seat while they were already active.
- Anti-ship missiles don't function at all in a multiplayer server environment. They simply fly straight into the air even with all attack parameters set correctly, like the grid square. Not having a lock-on ability tied to this weapon system was a big oversight.
- Locking onto aircraft and firing while in the weapons operator seat is inconsistent. Sometimes a lock cannot be acquired even on aircraft that are close-range and clearly visible.
- The scroll wheel option to bring up the sonar screen from the sonar officer seat is known to break, only the CO seat one works consistently.
Sir Comrade Klimik hace 13 horas 
- The 'Extend Cranes' option to deploy the RHIB will only showup when free-looking at a VERY specific point, usually the top mast of the arleigh burke.
- The option to unsecure a helicopter from the aft deck will also disappear at times and not be visible to the pilot. I had to make an entire separate attach script to get around this.
- The torpedoes and decoys can cause massive performance issues because of the constant calculations running on them. Decoys simply float in place and never disappear, all while running intensive calculations that slow the server FPS.
- The terrain avoidance logic for the cruise missiles will sometimes break and will fly straight into any significant height obstacle in its path and refuse to correct itself.

For those in the know, its pretty clear why this mod was discontinued, and why many large communities are apprehensive about using such a mod.
Джимми 2 куртки 28 JUN a las 9:15 p. m. 
ENG:
"Mission aborted - missing downloadable add-on" is what I get when I launch the mod. How can I solve this problem?
RUS:
"Миссия прервана - отсутствует загружаемое дополнение" - вот что я получаю, когда запускаю мод. Как решить?
Shy 24 JUN a las 8:15 p. m. 
I know this mod was discontinued, but is there any reason why ASM never hit their targets or even lock on for that matter? Radar lock is maintained and combat is beyond 1km read through the user guide still no clue what i'm doing wrong.
Devastator  [autor] 10 JUN a las 2:41 a. m. 
There is a resupply ship
Gabe 6 JUN a las 3:43 a. m. 
How to reload ships?
Devastator  [autor] 4 MAY a las 8:03 a. m. 
load the core mode which is dependent
CallsignNeitor 3 MAY a las 5:51 p. m. 
some one please respond, im trying to use this mod in a coop mission, and launches this error: "Vehicle class HAFM_NAVYMAN_BLU no longer exist", and i really cant identify the source of this error
LeadOnTaste 18 ENE a las 10:22 a. m. 
Why has the mod been discontinued? HAFM was good, if not one of the best modifications we had,
✞ Star∞ 15 ENE a las 7:32 a. m. 
just a reccomendation but perhaps changing the title from 'discontinued' to something less obtrusive? it make it sound like the mod is dead w.w