Arma 3
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Amphibious Battlecarrier
   
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Data Type: Composition
Meta: Dependency
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23 Νοε 2022, 18:02
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Συνδρομή για λήψη
Amphibious Battlecarrier

ΣΕ 2 ΣΥΛΛΟΓΕΣ ΑΠΟ turfy
Turfy's Compositions
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Turfy's Alternate History Compositions
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Everything you need to know about compositions:
https://community.bistudio.com/wiki/Eden_Editor:_Custom_Composition

Mod Description
This is a combination of 2 different "carrier" Iowa class refit designs from the 60's and 80's as they look & function very similarly, the Amphibious Battleship & Battlecarrier to give us the Amphibious Battlecarrier affectionately referred to as ABC's. Designed to be a one-ship expeditionary force. Capable of laying down its own fire support while deploying a marine amphibious unit by air and sea, or launch VTOL aircraft to strike targets at range or defend the ship & its fleet. To be honest, besides looking cool there is not much use for it, it has half the capabilities of a battleship and half the capabilities of a LHA/ LHD. It's a jack of all traits, master of none, one ship that can do just about everything but great an nothing. Below is a short summery of the 2 different "carrier" Iowa class refit designs from the 60's and 80's that this is based on.

NOTE: Due to "arma physics", you must activate the action to make the ship static before you can launch & land any aircraft. This in not undoable, DO NOT be inside the ship when you do this or you will not be able to get out. Either amke your way up to the bridge or get out first and look around the bridge until you see the prompt. you can walk around the ship without the need of any mods. The planes and helicopters will detach and become usable once the ship is in static mode.

Amphibious Battleship
In 1961 a new proposal would have utilized the Iowa-class battleships to increase the navy’s troop-carrying capability. The rear turret and its three 16-inch guns would have been removed. In its place would be a hangar and a flight deck capable of carrying 30 helicopters. The ship would also haul 14 landing craft to bring tanks and vehicles ashore. Accommodations for 1,800 Marines would be added. Each of the amphibious Iowas would have been a one-ship expeditionary force. Capable of laying down its own fire support with the remaining six 16-inch guns and deploying a battalion-sized Marine amphibious unit by air and sea. But it would still be expensive to convert and operate, and the Navy had many surplus aircraft carriers that could more cheaply be converted to amphibious platforms. Three such older carriers were modified, and the Iowa-class again stayed in mothballs.

Battlecarrier
The cost of the Vietnam War put a temporary hold on talk of reviving the Iowas in some new form. One of the battleships, New Jersey, was briefly reactivated to serve in Vietnam. In the early 1980s, the Reagan Administration began an ambitious shipbuilding program. It was decided to yet again bring back the four Iowas. In phase one, the ships were modernized with the addition of Tomahawk land attack missiles, Harpoon anti-ship missiles and Phalanx defense guns. By the mid-1980s, all four had returned to duty. There was a phase two that was never executed, and it was more interesting. This phase again involved removing the rear 16-inch gun turret. In its place would be built an overhanging flight deck and two forward-facing ski jumps that would hurl Marine Corps Harrier jump jets into the air. The ship would carry up to 20 Harriers, as well as a hangar and an aircraft elevator. And that’s not all. Nestled between the two ski jumps would be a large field of missile silos, each holding Standard anti-aircraft or Tomahawk land-attack cruise missiles. But as before, the Iowas’ inherent inefficiencies worked against them. With a crew of nearly 2,000 each, the ships’ high personnel costs made them prohibitively expensive to run in an all-volunteer navy. Harrier jets could already be carried by the Tarawa-class landing ships, and missile silos were proliferating across the fleet.

source: https://medium.com/war-is-boring/the-battlecarrier-was-part-battleship-part-aircraft-carrier-8f08a452ddb5

How To Modify
All scripts (codes) to make them work can be found in the objects or units init box. Also, all units & objects called upon by the scripts have a name. If you wish to change somethings name you must make sure you also change the name in any script that uses it. If you wish to make a minor change like replacing one unit or object for another, all you need to do is copy & paste the scripts and name from the object you with to replace into the object your replacing it with. The same goes for major changes that could possibly replace every object. If you want to make multiple of the same type of walker, you will also need to change the names of any object with a name and any name in its scripts relating to it.

Questions & Answers
Q: Why isn't this "mod" showing in the launcher/ how to spawn it?
A: This isn't a "mod", its just a composition, and wont show in your launcher. You'll find this composition in the editor, once there you need to press the groups key or F2 then click on the composition icon. last pic in the slideshow above will show were that is.

Q: Why is it spawning all broken up?
A: You need to click off Vertical Mode & Surface Snapping before spawning any comp, last pic above shows were to find it. Also rotating it in the editor can cause it to come apart.

Q: What are the other ships seen in the pics?
A: Oliver Hazard Perry class ( BW Frigates )
Arleigh Burke class ( Hellenic Armed Forces Mod - NAVY )
Replenishment Ship ( Hellenic Armed Forces Mod - NAVY )
San Antonio class ( CUP Vehicles )

Q: Can you make it so the ship can toggle static state on and off?
A: Sadly no. unless there is someway to only attach vehicles in close proximity but i dont believe this is possible

Q: Is the CUP mods really needed?
A: No, they're just for the aircraft. if you wish to remove/ replace them make sure you save the scripts in the vehicles init box


Known Bugs & Issues
- when moved or rotated in the editor the hull of the iowa will appear to not move, but will be in the correct location once the scenario starts or is reloaded
- MUST be static to launch vtol planes and heli's, arma physixs and collision just wont allow then to land on a moving object without a would of issues

18 σχόλια
turfy  [Δημιουργός] 25 Ιαν 2024, 19:10 
heres a ship built to be a ace combat / project wingman boss fight for you all ; ] https://steamcommunity.com/sharedfiles/filedetails/?id=3145456952
Black Mesa 21 Νοε 2023, 22:08 
now we need the alicorn submersible aviation cruiser
Drunkchey 7 Ιουλ 2023, 5:44 
bahahahaha fucking brilliant, actually made the fucking thing.
turfy  [Δημιουργός] 24 Απρ 2023, 1:06 
made a tutorial for those of you struggling to get it working, it can be found in the slide show above
turfy  [Δημιουργός] 22 Απρ 2023, 14:22 
yes as you can see in the last screenshot (before the rl designs) thats how they're supposed to spawn in. the comments at the rear of the ships state what type they are, the only difference is they have different plane / heli loadouts & the 4th is just a static prop like most carriers in arma for ease of use.
John Helldiver💀 22 Απρ 2023, 13:07 
Spawns in 4 of them and I cant delete or move the others it spawns in with.
turfy  [Δημιουργός] 20 Μαρ 2023, 16:47 
check Q&A above
Arctic Werewolf 20 Μαρ 2023, 16:43 
not appearing in my mods is this not working?
Tonk_Man27 1 Δεκ 2022, 11:55 
pure ncd content
Static Yoshi 30 Νοε 2022, 18:36 
This feels like an ace combat boss