FSF Seafighter rework
=====================

Installation
------------
1. Close Arma 3 and its Launcher.
2. Create a local mod folder such as:
   @FSF Seafighter Rework\addons
3. Copy gnt_fsf.pbo into that addons folder.
4. Disable the Workshop original and every earlier replacement PBO.
5. Load this local mod. All multiplayer clients and the server need the same PBO.

Eden attributes
---------------
Double-click either FSF object in Eden to use its FSF-specific settings.

Drivable FSF SeaFighter:
- Port and starboard carried-boat types.
- Optional empty deck helicopter and forward/aft pad.
- Navigation and flight-deck lights at scenario start.
- Automatic nighttime bridge glow.
- Optional side respawn point and configurable respawn name.
- Disabled, standard NATO, or full virtual arsenal.
- Optional full-treatment medical facility.
- Configurable ammunition, medical, fuel, or general supply spawning.
- Driver-only, command-crew, any-crew, or nearby-player command permissions.
- Automatic deck servicing with separate repair, refuel, and rearm toggles.
- Player deck-safety assistance.
- Driver horn action.

Static FSF SeaFighter:
- Optional port and starboard display boats (default: none).
- Optional empty display helicopter and forward/aft pad.
- Persistent static navigation and flight-deck lights.
- Automatic static nighttime bridge glow.
- Optional BLUFOR respawn point and configurable respawn name.
- Disabled, standard NATO, or full virtual arsenal.
- Optional full-treatment medical facility.
- Configurable ammunition, medical, fuel, or general supply spawning.
- Nearby-player logistics permissions.
- Static deck servicing with separate repair, refuel, and rearm toggles.
- Player deck-safety assistance.
- No driver, horn, fuel, or movement settings.

Boat choices include NATO/CSAT/AAF armed RHIBs and the NATO assault boat.
Helicopter choices include the MH-9, UH-80, CH-67, AH-99, and CH-49.

Carried-boat operations
-----------------------
The drivable SeaFighter provides actions to deploy or recover the port and
starboard boats individually, deploy both boats, and recover all nearby boats.
Recovery is available when the assigned boat is within 55 metres and both the
boat and SeaFighter are moving at 12 km/h or less. The recovered boat is
stopped and secured automatically in its assigned well.

Use the Boat deployment mode Eden attribute to choose Empty, AI crewed, or AI
patrol. The patrol option creates a water-only route around the SeaFighter's
deployment position.

The ship's driver, commander, or gunner can issue contextual Patrol, Escort ship,
and Return and recover orders to deployed AI-only boats. Patrol uses the patrol
radius selected in Eden. Escort follows a moving position behind the ship.
Return follows the moving SeaFighter and automatically recovers the assigned
boat once both craft are nearby and moving slowly enough. These orders never
take control of a boat containing a player.

AI navigation assistance is enabled by default for the drivable SeaFighter. It
uses stable speed limits for waypoint approaches and sharp turns, and stops AI
before a shoreline detected directly ahead. It does not replace or rewrite the
mission maker's SeaFighter waypoints.

For modded craft, enter a valid CfgVehicles Ship class in the custom port or
starboard boat field. A valid custom class overrides that side's preset. An
invalid class is ignored and the selected preset remains in use.

Deck service
------------
Park an aircraft or land vehicle on the upper deck, nearly stop, and turn its
engine off. Within five seconds the services selected in Eden are applied.
Recovered boats receive the same selected services when automatic deck service
is enabled.

Mission and player support
--------------------------
The optional respawn point is disabled by default. The arsenal is also disabled
by default; choose Standard NATO equipment or Full virtual arsenal in Eden to
enable the LOGISTICS action.

Deck-safety assistance is enabled by default. It helps local players remain on
the moving upper deck, moves helicopter occupants to a nearby clear deck point
after disembarking, and provides an emergency Return to safe deck action to
players who are on foot near the ship but no longer detected on its deck.

The medical facility and supply spawner are disabled by default. Full treatment
supports vanilla medical damage and ACE Medical when ACE is loaded. Supply
spawning uses the package, active-package limit, and cooldown selected in Eden.
Packages remain attached safely to the deck and are removed with the ship; an
authorized player can also clear all currently attached packages.

The LOGISTICS status action reports the arsenal, medical facility, independent
service settings, supply capacity, command permission mode, and current status,
order, and distance of both assigned boats.

Securing a helicopter now keeps its engine off and fuel temporarily isolated
until it is released. Deleting a SeaFighter also removes its still-secured boats,
optional display helicopter, ladders, and local lights. Already-deployed boats
and already-released helicopters remain in the mission.

Interaction actions are labelled BOATS, FLIGHT DECK, LOGISTICS, SHIP CONTROL,
or DECK SAFETY and appear only when relevant. Deploy-both and recover-all are restricted
to the ship's driver, commander, or gunner. A player aboard an assigned boat may
still recover that individual boat.

Notes
-----
- Visual, close-detail, tinted bridge-glass, static-radar, service, and ship-horn
  work is included.
- The drivable ship uses custom Combat Boat 90 start, shutdown, exterior RPM,
  and onboard RPM sounds. The static ship remains silent.
- Both included PBOs are signed with the fsf_seafighter_2026 key. Dedicated
  server administrators using signature verification must copy the included
  fsf_seafighter_2026.bikey into the server's main keys folder.
- Only one gnt_fsf PBO may be loaded at a time.
