Arma 3
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Hellenic Armed Forces Mod (HAFM) - NAVY
Data Type: Mod
Mod Type: Boat
File Size
212.530 MB
Aug 24, 2017 @ 6:45am
Dec 8, 2018 @ 5:50am
12 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.

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.

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 (4)
Jan 18 @ 3:40pm
PINNED: Suggestions
Jan 14 @ 3:44am
PINNED: Bug Reports
14 hours ago
More Ships Ideas
ItsNex | Christopher
< >
Aplion  [author] Jan 18 @ 4:54am 
Cruise missiles are not supposed that are suitable against ships ... try google search to get an idea or just read the manual. On any case you can shot cruise missiles against not moving ships using same procedure as land targets. btw ... anti-ship missiles are suitable against ships.
crack Jan 17 @ 3:24pm 
how do i make the ships shoot cruise missles at eachother?
Devastator  [author] Jan 3 @ 5:56am 
@Legit google how to set zeus module to spawn objects which are not placed initially in eden editor. You need to setup zeus module properly
@Prefire there is resuply ship right? It is also written in manual. So start by reading the manual before touching anything else
Alps Jan 2 @ 4:02pm 
Are you still working on the Arleigh Burke-class DDG?
⚜ LegitMyth ⚜ Dec 29, 2018 @ 9:07pm 
I cant seem to find where to spawn them in at as zues?
Devastator  [author] Dec 29, 2018 @ 8:50am 
it works in SP but in dedicated not.. Dedicated is creating issues with locality and helicopter or ship starts to bounce which can cause one of them to explode. I will work on a workaround solutio for Dedicated later on
Parkertip24 Dec 29, 2018 @ 8:38am 
can one land helicopters on them?
Prefire Dec 24, 2018 @ 1:17am 
How do i rearm?
Devastator  [author] Dec 20, 2018 @ 5:59am 
And why do you need such mode to turn all missiles to drones?
RushOnPC™ Dec 20, 2018 @ 5:39am 
it could probably work great with these this mod