This is an experiment I was working on as a part of Boxloader, but ended up not requiring any of Boxloader itself to work, and combined with the low quality art and the excessive bugginess of the concept, I've made it its own addon. It uses Vehicle in Vehicle transport.
This is a tank landing ship of mostly-fictional design, vaguely inspired by ships like the Chinese Type-074. It features a bow landing ramp(which acts as a VIV loading/unloading point), a semi-working crane(which can be used to load and unload cargo as well), collision marker lights(with semi-functional angle limitations like real ships), a searchlight, and a rear boarding access. It's pretty much entirely designed for the Walkable Moving Objects mod in mind, with various layout tweaks intended to mitigate some of the most immediately fatal issues that can occur. It is still dangerous to walk on when moving at any real speed, so if you use this in a real mission without any zeus or other backup for when things go wrong, that's on you.
Some tech specs:
Weighs 750 metric tons, with a Dead Weight Tonnage of 300 metric tons(enough for 4 main battle tanks).
60 meters long, 10 meters wide, and a draft of around 3 meters.
Cargo bay size of just under 36 meters long, 8 meters wide, and 3.75 meters high.
Top speed of just under 55km/h, or about 30 knots.
To install Vurtual's Ship you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page
for more information about using custom mods and addons in Arma 3.
Issues you should know about:
AI will basically never walk on this thing. You can directly put them in the ship using the editor or zeus, but crane operation is generally beyond them as well. They also could potentially be terrible drivers.
The rear of the ship is dangerous. Due to strange arma reasons(autocenter?) sometimes the rearmost of the ship is made unwalkable when spawned, and when going at speed you are likely to fly off the back either way.
This is Arma: at any time it could fly up in to the air, freak out, or do something stupid like any vehicle would. Except this vehicle is much bigger and stupider.
It randomly ends up afflicted with the "VIV bug" where it won't load certain objects if the cargo bay is empty, but will if there's at least one object loaded. I'm still not sure what causes this, it's the bane of my existence, but there's not much I can do about it. If you need to make sure stuff that should load, will load, put either an ammobox or some other small object in the cargo hold first.
The actual cargo bay itself is "hollow" for PhysX, though the front can't be driven in/out of(use VIV for that). This MIGHT reduce explosive behavior if you load something into the bay that itself is carrying other cargo, but no guarantees.
This mod has some potential improvements that could be done, but given the inherently unreliable nature of a walkable ship and the amount of effort it'd take me to do them, I'm treating this more as a fun toy you can play around with than anything else. Please don't beg me to make it look nice, I'm not an artist.
Experimental "anchor" function for the destroyer: makes it effectively a static ship. Can be toggled on and off.
Fixed binarization issues with the last patch.
Removed ForceFlagTexture from the ships., so they won't have flags by default .
Fixed passengers clipping through the roof of the landing ship.
Excluded ship "hull" parts from grad persistence, just in case.
This is a test of building+binarizing+publishing mods on linux, so let me know if anything breaks horribly.
Increased the top speed of the cruise missiles to better match the real Tomahawk.
Added an armed version of the landing ship: 3 bushmaster guns, night vision equipped, with a 360 degree version of its navigational radar. Doesn't come with armor.
Tweak to cruise missiles: they now have a countermeasure immunity of 0, meaning anything with countermeasures can immediately break the missile's lock. This is to indirectly emulate the fact that the cruise missiles weren't designed to track moving targets. Designated lasers are unaffected.
Added RIM-66 missiles as an anti-air/anti-ship missile. They have longer range than the RIM-162, but you can't carry as many. They also can lock onto moving ships.
Added countermeasures to the destroyer.
Added a small boat handling crane to the destroyer, primarily for launching/retreiving zodiacs/etc, and for receiving supplies.
Added extra "climb to top" actions on the destroyer, one for each of the side stairs, and one to the stern of the ship to get out of the water.
Known issues: designator lasers can't "hit" the destroyer(geometry/size bug?). A vehicle loaded into the back of your destroyer is considered not moving, and can be easily locked on by a cruise missile.
Added flags to the ships. Civilian container ship does not show a flag by default. Use "forceFlagTexture" to set it.
Added CSAT and AAF reskins of the destroyer and landing ship.
Tweaked destroyer sensors(8km passive radar locking, 16km maximum radar range).
Added helipad attachto actions and "climb to top" (stairs) action for the destroyer helipad area.
Tweaks to destroyer captain/VLS cameras, WIP.
Searchlights are now part of the commander's turret and are controlled by the commander directly.
Fixes to the markerlights on the container ship.
Added the destroyer from Arma 2 (the kind-of-Arleigh-Burke-class one).
Destroyer has a mk45 naval gun(in direct fire mode, not artillery), 2 M242 25mm chainguns, a phalanx CIWS, and 96 Mk41 VLS cells.
The VLS cells are Dynamic Loadouts enabled, grouped in to 8 cells per loadout slot. Can use any mixture of 8x cruise missiles, 8x cluster cruise missiles, or 32x RIM-162 anti-air missiles.
The cruise missiles aren't designed to target ships, and won't lock on moving objects, but due to limitations will still track a ship after it starts moving after launch.
The destroyer also has VIV transportation on the helipad, though launching a helicopter from VIV doesn't work. You can land on the helipad, but your helicopter might blow up at some point.
Small visual improvements to the landing ship.
Added an even more experimental cargo ship, it has an absolutely massive VIV area, and is 300 meters long. You can sort of land planes and helicopters on it too, with some measure of explosions. Use a mod like the ACE interaction menu expansion to allow you to get in vehicles on the move, or you won't be able to get back in to your helicopter when the ship is moving.
Added a big cargo crane. Use it to load the cargo ship, or whatever you want. 200 ton capacity.
Added some basic textures from Arma 2.
Added some engine/water sounds.
Small fixes and tweaks.
Fix for loading some vehicles, eg the vanilla badger IFV, and my HMMWV mod.
Added boxloader loading variables; now it can be (awkwardly) used to load cargo into trucks at port, etc.
First test release.
- WMO - Walkable Moving Objects
- Community Base addons A3