Arma 3
996 ratings
Hellenic Armed Forces Mod (HAFM) - NAVY
Data Type: Mod
Mod Type: Boat
File Size
293.826 MB
Aug 24, 2017 @ 6:45am
Mar 30, 2020 @ 4:46am
21 Change Notes ( view )

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Hellenic Armed Forces Mod (HAFM) - NAVY

In 1 collection by Aplion
HAFM NAVY (Ships & Submarines) Collection
4 items
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 -
Greek NAVY - Hydra class MEKO200HN Frigate -
French NAVY - FREMM class Frigate -
Russian NAVY - Admiral Grigorovich class Frigate -
Russian NAVY - BUYAN-M class Corvette -
A replenishment ship for each BLUFOR and OPFOR sides.
Greek NAVY - Roussen-class fast attack craft -
US NAVY - 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:


HAFM NAVY Core & Weapons -

Optional (for missions build using older ships version):

Helper addon for mission makers for missions made with older version - optional:

Operations manual (also included) external link:

BIS forum release thread:

HAFM NAVY Collection :

HAFM Blog :

Copyright 2018 [Aplion, Devastator_cm] This item is not authorized for re-uploading on Steam, except by its own authors.
Popular Discussions View All (5)
Jan 4 @ 7:35pm
PINNED: Suggestions
Dec 13, 2020 @ 2:26am
PINNED: Bug Reports
Oct 20, 2020 @ 6:57am
More Ships Ideas
Christopher 天ノ弱
< >
ZERO COOL Jan 17 @ 11:09am 
any way to force AI that i give these ships to, a LIMITED range?
aka only engadge targets closer than 1000m?
ZERO COOL Jan 7 @ 7:07pm 
were we ever able to solve the owner of the fired missile/cannons so players can get kill rewards for shooting other units? i asked a while ago and was told the ammo uses YOUR engine and not armas and to give it an "owner" unit was impossible, was curious if this was ever revisited? or if the
_someObject setOwner (owner _playerObject);
command would be applicable?
or ANY set owner/attatch to command would work or if i should just stop hunting....
fucking LOVE this mod and want to use it but kinda not as satisfying when you have no way of knowing if you hit the target or being rewarded for it :/
Mr.Nighthawk Dec 21, 2020 @ 5:40pm 
Hi there. Well I have read the manual but I still can't figure out how to use the helicopters meaning, how to land them as well as to transfer from heli to ship without falling thru the ground. Can you help me?
Aplion  [author] Dec 20, 2020 @ 10:30am 
@lucanarchy ... move to ship Commander seat and use searchlight option, then return to cargo compartment as before.
lucanarchy Dec 20, 2020 @ 7:07am 
Very good mod. Small problem, there is no lighting in the briefing room. I can't use it for night missions
evilhusky Nov 12, 2020 @ 6:10pm 
Is this mod dead?
RevampedGrunt Nov 11, 2020 @ 5:34pm 
Nothing else that could possibly explain why AI don't work anymore? Could an ArmA update have broken them or something? It's like the AI can't fire at each other until I launch missiles and even then there is a slim chance that they will also engage with anti ship missiles.
GunMasterX11 Nov 6, 2020 @ 12:24pm 
any plans on making a Battleship mod pack since the USS Iowa hasn't been updated since 2016
stewfly92 Nov 1, 2020 @ 5:32pm 
well I made a YT video anyway but the mod is linked in description and it shows off how bomb these ships look.
RevampedGrunt Nov 1, 2020 @ 3:42pm 
I've read it multiple times. It don't explain why the AI would shoot one missile and then just ignore the enemy. The mod hasn't done this before (until early this year). The AI would always attack until the enemy are destroyed. Was there an update where they just engage for a couple of seconds and would ignore the enemy otherwise? Or do you need to script them to attack enemy ships now?