Arma 3
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Armored Airship
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433.682 KB
19 Oct, 2022 @ 6:34pm
21 Mar, 2023 @ 8:45pm
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Armored Airship

In 2 collections by 𝕋𝕌ℝ𝔽𝕐
Turfy's Compositions
85 items
Turfy's Alternate History Compositions
26 items
Description
Everything you need to know about compositions:
https://community.bistudio.com/wiki/Eden_Editor:_Custom_Composition

Mod Description
Made to work for both WW1 & WW2 alt history, it is designed to be the ultimate solution to trench warfare. Its duel 300mm main turrets are its primary anti-airship weapons and can shell ground targets at extreme ranges, increasing with its height, but is only able to attack ground target at close range if the airship is pitching or rolling. Its 2x6 127mm turrets & 1x10 127mm turrets are perfect for mid-close range ground & anti-airship bombardments, able to fire a total of 120 round per minute per side, while also able to provide mid range anti-aircraft fire. Its 12 12.7mm & 10 20mm turrets provide close range anti aircraft protection for all but the under side or the ship. Its 6 barrel 150mm rocket launcher in the bow is good for long range bombardment but is primarily a close range anti-airship weapon. It has 12 500lbs bombs and a heavy flamethrower (must be 130m or lower) for clearing out the last of the survivors from trench networks after bombarding it. Lastly it can also transport up to 4 parasite planes and 24 paratroopers, however once launched they parasite planes cannot land or reattach to the airship and can escort it till running low on fuel or munitions, then they must return to a friendly air field or bail out. The airship carries light armour, intended primarily to protect against small arms fire and flak but also capable of deflecting small caliber cannon shells. Besides some of the turret gunners all of the crew is still exposed to some extent, including the pilot, so the ship can still be neutralized by well placed small arms fire. The armour adds more survivability over unarmoured airship designs, but is more of a flying "destroyer" then a flying "battleship", able to deal out a great amount of damage in a short time but rarely returns from heavy combat without most of is crew injured or dead and large amounts of damage.

(NOTE: If you wish to replace the paratroops, only the troops in the back of the zis trucks will deploy with the triggers, not the driver or front passenger)

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 ship, 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: It will look like a mess in the editor, most objects are scripted to change size once the scenario starts, however if your still noticing issues 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 maps were used for the pics?
A: todt (todt)
streets of berlin, germany (ifa3)
marenice (csa38)
Aachen Outskirts, Germany (ifa3)
United Sahrani (cup)
Ypres 1917 (WW1)
Tobruk, Libya (ifa3)

Q: Is the 3AS mod really need?
A: just for the flamethrower, the airship will function perfectly without it otherwise.

Q: Why does it have giant holes in the bottom?
A: The 4 small holes are for the fighter pilots to climb down into their planes, the large hole is for the para troops/ flamethrower/ bombs to drop threw

Q: What mods are the mechs from?
A: mech in pic 3 & 4: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2897687301
mech in pic 7 : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2866117229
mechs in pic 8: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1160452826
mech in pic 13 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2764686098

Known Bugs & Issues
- paratroops only have a 60-70% survivability if deployed under 300m
- handles like a plane, not a blimp (push nose up to go up, down to go down)
- flamethrower turret can be pushed out of the airship
- rotating it in editor will cause it to come apart
- will randomly explode in the editor but will be fine once the scenario starts
22 Comments
2091riveraisrael 13 May, 2023 @ 12:33am 
HI TURFY!!! XD Its been a while Man :D how have you been :D
noumenalism 22 Mar, 2023 @ 2:02pm 
ah right, I agree Turfy! Definitely would make more sense haha! But thanks again for the response boss, I absolutely appreciate your creativity and well thought out comps! Take it easy, Turfy!
𝕋𝕌ℝ𝔽𝕐  [author] 22 Mar, 2023 @ 1:16pm 
ahh yea thats sounds like it might be a AI mod is its all of the crew, however as stated in the description its not an uncommon sight to see it return from combat with most of its crew dead. think of it like a old school b17 bomber, its armour and mg's are more for making sure the expensive ship makes it back home, usually at the cost of inexpensive crewman
noumenalism 22 Mar, 2023 @ 9:56am 
Ohh I apologize for not clarifying earlier Turfy haha! I meant about the gunners bailing out in the middle of combat, I'll have to test it and see if it's vanila AI or if it's just an AI mod I was running. Either way, it shouldn't be an issue since I can just disable the AI mods on the gunners! But good to know about the triggers! Thanks Turfy, looking forward to what you do next boss!!
𝕋𝕌ℝ𝔽𝕐  [author] 21 Mar, 2023 @ 9:58pm 
ohh unless your talking about the gunners but they should only bail out if their turret has been damaged beyond use or the ship is going down
𝕋𝕌ℝ𝔽𝕐  [author] 21 Mar, 2023 @ 9:54pm 
you may need to zoom out to see but along with the airship theres 3 triggers that will spawn infront of it. first trigger will detach the fighters, 2nd & 3rd triggers drop all the para. you can move the triggers anywere the airship just needs to fly threw them to activate them. alternatively if you dont want to use the triggers, everything youll need to make the fighters detach or para jump out can be found inside them.
noumenalism 21 Mar, 2023 @ 9:34pm 
Hey Turfy, I hope you're well! I just had a question, would there be any way to make it so the AI won't jump out once they enter combat? Unless it has something to do with AI modifications?
daddyteo 24 Oct, 2022 @ 5:15am 
im getting aot vibes
Sykes 24 Oct, 2022 @ 2:31am 
This is pretty cool. What are those mechs in the screen shots btw?
𝕋𝕌ℝ𝔽𝕐  [author] 23 Oct, 2022 @ 12:12pm 
teh masks are from this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1743386973
i wanted to show that it can work in a variety of alt history scenarios so many of the pic just have random factions fighting each other