Arma 3
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Hellenic Armed Forces MOD - Submarines
 
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Data Type: Mod
Mod Type: Boat
File Size
Posted
Updated
56.190 MB
Apr 15 @ 6:50am
Jun 5 @ 4:23am
6 Change Notes ( view )

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Hellenic Armed Forces MOD - Submarines

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Description
This is version 1.3.1 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).


Popular Discussions View All (3)
37
Jun 18 @ 1:40pm
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JetfireBlack
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Jun 19 @ 11:06pm
PINNED: Bug Reports
Devastator
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May 8 @ 9:46am
PINNED: User Manual
Incus
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561 Comments
Is there a way to rearm submarine even via script or something, I'm doing a long op where I'll be firing alot of cruise missiles, I just dont want to have to zeus spawn a new sub when I run out of ammo.
chrisbalfe2018 Jun 18 @ 2:31pm 
wow very impressive also thx for mapping some controller buttons
bobdxe(J) Jun 15 @ 11:10am 
very good!
Devastator  [author] Jun 15 @ 12:17am 
Are you sure your submarine is not touching the ground? Touching seafloor damages the sub
AlphaAmpersandOmega Jun 14 @ 11:24pm 
I'd very much appreciate if you looked into an issue, spawning a sub in the editor allows it to be used normally, however if you zeus remote control a sub, the control panels are no longer available. If this changed, it would be a ton easier to use them in zeus missons!

Secondly, I tried launching cruise missiels from a virginia at 15m depth, however each launch damaged my engine? 1 launch turned it yellow, the second red! Not sure if I did anything wrong, but I was following guide instructions when it happened. Anyway, thank you for the great mod!
It's great. BUT it would be even greater with nuclear SRBMs.
andrezock Jun 9 @ 7:06pm 
I can't spawn any submarine in the editor, why?thanks
PetrosGR Jun 8 @ 6:49am 
very good!:steamhappy:
Biobrause Jun 7 @ 4:08pm 
Does anyone know why I cant switch to switch third-person view while Im in a submarine? Would really like to see this cruise missiles going high :)
Devastator  [author] Jun 7 @ 2:44pm 
will be possible later on via ships mod