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Old 04-13-10, 05:24 PM   #46
HanSolo78
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Quote:
Originally Posted by privateer View Post
I believe I can help you with getting them to show in Game.
I'll do a test or two and send you a PM.
It will be a few days.
Sounds interesting
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Old 04-13-10, 05:34 PM   #47
Madox58
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The 'People" on ships and such are no longer in the eqp file.
They are placed by a named 3D object on each Ship.
Not sure if this will work for dat files yet.
Look at the LNK@ stuff when viewing with Granny Viewer.
Then look in Library folder/Patch_XXXX

Place a small patch to match Granny Viewer.
Those are linked.
But follow nameing conventions.
As that may be the key.
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Old 04-19-10, 08:40 AM   #48
TheBeast
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Progress

Looking forward to this MOD. Any additional progress info?
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Old 04-19-10, 10:40 AM   #49
HanSolo78
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Looking forward to this MOD. Any additional progress info?
No.. sorry. At the moment I am not making any progress... have some other real life duties. Also this thread was not intended to show a WIP in some weeks... but about months.

regards
Han
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Old 04-19-10, 01:33 PM   #50
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To some 3D modelers which can find this helpful can start with this reference:

Note: Maps are from WWI period.




Kiel Channel Specs:

Kiel was not only the premier dockyard and naval arsenal, but the principal stronghold in the Baltic. The bay is six miles long, and the entrance but narrow, so that the problem of defense against attack from the sea is not a difficult one. Further in the bay widens, until between the canal locks at Holtenau on the west side and Heikendorf on the other shore it is 5500 yards broad. Clustered at the entrance is a series of forts and redoubts, some old, but others new. The outlying works are Fort Herwarth and Fort Falkenstein, and further up the bay are the battery of Friedrichsort, Forts Stosch, Jagersberg, Korugen, and Moltenort. In all, there are, or were before the Great War, 90 guns mounted in these works, comprising 78 94-inch pieces and two batteries of 6-inch quick-firers.
The landward approach to the harbor is dominated by Fort Herwarth, Robsdorf, and Holtenau. Robsdorf lies on the east side of the bay, near the bathing beach at Laboe, and is connected with Forts Stosch and Korugen by a sunken road It is claimed that the turret guns at Robsdorf have a range of 33,000 yards. At Friedrichsort arrangements existed to close the harbor entrance by a boom, and at the same place there was a large mine depot

Last edited by haegemon; 05-18-10 at 09:23 PM.
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Old 04-19-10, 07:41 PM   #51
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About how high a pier should be. This foto is from the Wilhelmshaven 0f 40s.




Old pictures from many german lighhouses by port name. Link: http://www.leuchtturm-welt.net/HTML/DEPK/DE.HTM
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Old 04-19-10, 08:02 PM   #52
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Light buoys were made for SH3 . Hopefully if the devs enable us to bring sh4 ships to sh5 then we could import other stuff too .
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Old 04-23-10, 09:51 PM   #53
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Quote:
Originally Posted by haegemon View Post
About how high a pier should be. This foto is from the Wilhelmshaven 0f 40s.




Old pictures from many german lighhouses by port name. Link: http://www.leuchtturm-welt.net/HTML/DEPK/DE.HTM
Was this picture taken at Low Tide. Water marks look as though they get with 2-3 feet from the top of the pier.
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Old 04-24-10, 09:29 PM   #54
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A good point. Will have to see if is possible to implement tides in oceanic coasts.
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Old 04-25-10, 01:06 AM   #55
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While you guys are fixing the harbors and cities.....

Can someone make the factory smoke stacks smoke ?
Add some air cover around the skies
Barage ( spelling ?) Balloons

I know it's alot to ask, but I thought I would any way.
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Old 05-18-10, 11:49 AM   #56
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Hi there Hansolo. Is this mod still WIP? I,m kinda looking forward to this mod but i havent seen any new updates on your end regarding this mod.
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Old 05-18-10, 03:37 PM   #57
HanSolo78
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Hi!

Yeah, it is still WIP... but at the moment work rests... the last weeks Idid not rework further harbours as the expected patch and the behaviour of UBI decreased my motivation to work on.
So... all hammers are layed down at the moment as in the next few 6 weeks I also have some more important real life duties to manage.
Another issues is that this mod will only work with a new carreer... whch is also really bad...

greetings
Han
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Old 05-18-10, 04:15 PM   #58
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I could live with the fact that i have to start a new career. I guess ill have to be patient and wait till you pick up work again.
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Old 06-02-10, 07:27 AM   #59
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Quote:
Originally Posted by HanSolo78 View Post
Hi!

Yeah, it is still WIP... but at the moment work rests... the last weeks Idid not rework further harbours as the expected patch and the behaviour of UBI decreased my motivation to work on.
So... all hammers are layed down at the moment as in the next few 6 weeks I also have some more important real life duties to manage.
Another issues is that this mod will only work with a new carreer... whch is also really bad...

greetings
Han
I hope everything in real life is ok Hansolo78

I too lost motivation to update the Iceberg Mod when I found there will not be another Patch or Silent Hunter 6. Still waiting to see if someone rekindles my interest by importing a load of models from SH3/4. SH5 sure could use 'em, all I ever seem to sink is the same old grey Liberty Cargo ship
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Old 06-02-10, 08:12 AM   #60
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Actually the fact that most likely we wont see another patch or sequel should be a motivation to keep moding sh-5! I sure hope hansolo will continue his work or otherwise pass it on to someone has want to finish it since i still miss the lifeless harbour everytime i come home.
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