Vurtual’s Ships

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Author: vurtual

Last revision: 9 Aug, 2020 at 22:29 UTC

File size: 57.82 MB

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Description:

This mod adds some fairly-experimental walkable ships for use with the Walkable Moving Objects mod.

The first ship is a fictional 60m landing ship with a cargo crane. It can land vehicles and cargo on beaches with its bow ramp, as well as load/unload from ports with its crane. It uses Vehicle in Vehicle transport. It’s a fairly primitive unarmed ship, with only a navigational radar and searchlight. The art quality is pretty low, as I’m not very good at it. It comes in NATO/AAF/CSAT visual variants.

The second ship is a 300m civilian cargo ship, it can carry an insane amount of cargo using Vehicle in Vehicle transport(sorry, no stacking), and doesn’t do much else. It has the same basic navigational radar and searchlight.

The third ship is a port of the destroyer from Arma 2, which itself was based on the Arleigh Burke-class. It’s around 160 meters long, and is heavily armed and armored in comparison to the other ships. It carries a 5" mk45 naval gun(without A3’s artillery computer), 2 25mm chainguns for close in defense, a phalanx CIWS, and 96 mk41 VLS cells. The VLS cells are set up to use Dynamic Loadouts, and are grouped into sets of 8.

The missiles currently included are: crusie missiles (with HE or cluster warhead, 1 per cell, with odd beahvior, see below), RIM-162 anti-air missiles(medium range, 4x missiles per cell), and RIM-66 anti-air/anti-ship missiles(longer range, 1.6km minimum range).

The destroyer also features a helipad with an attachTo action for parking your helicopter, actions for climbing in/out of the water, countermeasures, and a small boat-launch crane.

As a bonus, there is a large crane primarily for loading the cargo ship, under Civilian > Turrets.

Major known issues with the mod:
Cruise missiles are implemented somewhat poorly, they’ll lock any target via data-link, but won’t lock moving targets. They’re not designed to track moving ships. As I can’t seem to make them break their lock on moving targets mid-flight, they instead are extremely vulnerable to countermeasures. They will however lock laser designated targets fine. (note the design of the geometry for the destroyer will prevent lasers from hitting it, this may be unfixable. They’re not anti-ship missiles, anyway.)

The very premise of a walkable ship, especially one beyond "normal" object size limits, brings lots of issues into Arma. AI won’t walk on it, and random physics hiccups and lag could kill you. The ships work semi-decently in a singleplayer environment, and in a sandbox Zeus mission you might be able to compensate for any unwanted explosions.

The ship models that I made myself don’t look very good, either.

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CBA_A3Steam Workshop
WMO - Walkable Moving ObjectsSteam Workshop