Arma 3
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Hellenic Armed Forces MOD - Submarines (discontinued)
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Data Type: Mod
Mod Type: Boat
File Size
Posted
Updated
50.007 MB
Apr 15, 2018 @ 6:50am
Mar 30, 2020 @ 4:47am
24 Change Notes ( view )

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Hellenic Armed Forces MOD - Submarines (discontinued)

In 1 collection by Aplion
HAFM NAVY (Ships & Submarines) Collection
4 items
Description
This is version 2.0 of a completely working Submarines set for ArmA 3.

A long time effort for a MilSim part that I believe that was missing from this game and which would not been possible to be achieved without my friend Devastator_cm which did all scripting dirty work on it.

On this mod you will have the opportunity to complete use some of the main Submarines stations as Commander, Weapons Officer, Sonar Officer, Driver, as well to use it as Cargo for your missions.

These Submarines are capable to shot Torpedoes, Harpoon Missiles, Cruise Missiles and Decoys in order to defend themselves.

Also there are scripts that control AIs behavior, in case Submarine is controlled by them, as even new waypoints and EDEN attributes in order to help the user more.

This mod is coming with an Operations Manual which is a "must" for user to read prior use the mod.

On this stage the mod persisted by 4 submarines, 3 of them are on NATO side, 2 on Independent side and one on OPFOR side.

Some of them have more capabilities that others and everything is explained in manual.

Generally I'll not write much more for this mod, I'll let you try it and see what can be offer to ArmA.

Again, all credits goes to Devastator_cm for his work and to BIS for the game.

NOTE: just one of these Submarines but with same usage and everything else, is into Devastator_cm "DEVAS_TAF" mod for Turkish Forces.
NOTE 2: No permission for retexture or any change to models and scripts of this mod it is given to anyone. Only permission to include it AS IS in servers is permitted by the authors.
NOTE 3: This mod needs the CBA addon in order to work (dependency).


HAFM Ships relative mod link: https://steamcommunity.com/sharedfiles/filedetails/?id=1118982882

Required addons/mods for either Submarines or Ships:

CBA_A3

HAFM NAVY Core & Weapons - https://steamcommunity.com/sharedfiles/filedetails/?id=1523363834

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

Optional (for missions build using older ships version):

Helper addon - https://steamcommunity.com/sharedfiles/filedetails/?id=1523395341

HAFM NAVY Collection : https://steamcommunity.com/sharedfiles/filedetails/?id=1543583710

Copyright 2018 [Aplion, Devastator_cm] This item is not authorized for re-uploading on Steam, except by its own authors.
Popular Discussions View All (10)
91
Mar 9 @ 12:05pm
PINNED: Bug Reports
Devastator
72
Sep 14, 2020 @ 6:46pm
Suggestions
JetfireBlack
6
Oct 2, 2018 @ 5:47am
How to bring back Missions made before Version 2.0
Nobody100
< >
919 Comments
liwocom Oct 30 @ 12:42pm 
The missile's range is too close.
liwocom Jun 18 @ 3:57am 
bug
Devastator  [author] May 24 @ 2:25pm 
we set the burn rate high so that it makes sense to have some resupply ship otherwise a ship would run months long without any such demand in missions :)
Craze May 5 @ 8:34am 
I would rather that they run out of gas and have to refuel, but the gas mileage is not correct. I did some testing a while back, and a tank for example should be able to traverse altis about ten times. They do about. Some people think the fuel usage is too low for this game.
Craze May 5 @ 8:20am 
These Hellenic ships for the most part are excellent mods, but they run out of gas too soon. These maps are only a few miles big. Ships should be able to run much longer than what they do. I have to use script to give them infinite fuel because of that.
jungle.james May 1 @ 8:01pm 
I've read the documents thoroughly, and still cannot get the TLAMs to launch. I'm at proper depth and set coordinates, but hitting fire does not activate them. Any insights as to why?
[PPP]Animal Mar 9 @ 11:50am 
Love your Mods. Best thing added to ArmA ever. Just have a question. AI drive the sub very slowly, stopping at times. Maybe as depth gets more shallow they slow down and speed up as it gets deeper? Not sure whats going on. I want to use (vehicle player limitSpeed PPP_New_Speed;) when its AI controlled and (vehicle player setCruiseControl [PPP_New_Speed, true];) when player controlled in scripts to allow player to set his speed and not have to hold down forward key. This works for your ships but not the sub. Any reason that your aware of? Any idea how i might get this working? Thanks.
Devastator  [author] Feb 17 @ 3:02pm 
if you are playing alone commander can control all to make the life easy without non stop switching the seats
Blackbeard Nov 28, 2022 @ 4:38am 
hi . the manual says weapons are controlled by weapons officer, but thats not the case. The COMMANDER controls EVERYTHING, the driver controls depth, the weapons officer nothing, and the sonar operator controls nothing aswell. These custom controls are only visible from the commander. I posted about that aswell and nobody responded
Sir Executive VII Aug 6, 2022 @ 5:11am 
creator : you add paypal for you Mods ???