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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Eternal Patrol
![]() Join Date: Jun 2006
Location: Karlsruhe
Posts: 679
Downloads: 56
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Hi everyone,
i've made a little add-on for serbuto's NKGN "Large Cargo" ship. To give the NKGN a little "lifting", i decided to - remove the catapult platform (under deck now) - lower the funnel (i think that gives the ship ab better silhouette), - repair of the deck(skin) the catapult was located before - and rebuild two nodes for external cargo (like other merchants such as Coatal Merchant). And - via "Loadout"-funktion - it is possible to make an AA-battery ship out of the NKGN. ![]() ![]() You can make 4 versions out of the NKGN: - merchant ship without external cargo - as before (need Loadout "Empty" in the CargoDef.cfg - see below) - merchant ship with external cargo - all the things your CargoDef.cfg offers - an AA-battery ship without external cargo (to protect your naval bases against air raids) - an AA-battery ship with external cargo (see below that AA-battery ship "in action") ![]() For those who prefer the original funnel, there is a secound DAT-file with the higher one. You can DL the add-on here. http://files.filefront.com/Improved_.../fileinfo.html WITH NKGN:CFG now! NOTE: you must have sergbuto's "Additional merchants" MOD (users of GW, NYGM a.s.o. will have it included (mostly)) . The DL only contains three files: the (2) DAT-files and the EQP-file. You can find some additional stuff for the CargoDef.cfg (incl. Loadout "Empty") in my DL-section, named "Neue-Cargo-Ladung.7z" Greets rowi58 Last edited by rowi58; 10-14-06 at 01:52 PM. |
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#2 |
Ocean Warrior
![]() Join Date: Dec 2005
Location: Norway
Posts: 3,234
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The AA platform one is particularly nice. Good job.
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#3 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
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Great work.
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#4 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Nice one Rowi
Thanx mate for another great addition ![]() EDIT Rowi you didnt update or include the cfg [Unit] ClassName=KGN UnitType=102 MaxSpeed=17.5 Length=155 Width=18.7 Mast=33 Draft=8.7 Displacement=17600 RenownAwarded=530 [2DCompartments] UnitPos=89,12,335,15 NbOfComp=6 Name1=Propulsion Area1=89,7,38,14 Name2=Keel Area2=156,5,197,8 Name3=Fore Ammo Bunker Area3=349,14,25,14 Name4=Aft Ammo Bunker Area4=130,14,33,15 Name5=Engines Room Area5=220,14,40,15 Name6=Fuel Bunkers Area6=263,14,24,14 [Loadout 1] Name=Armed Type=1 Without the loadout addition at the bottom you cant choose loadout in mission ed Last edited by bigboywooly; 10-14-06 at 01:24 PM. |
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#5 | |
Eternal Patrol
![]() Join Date: Jun 2006
Location: Karlsruhe
Posts: 679
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![]() Quote:
![]() Thanks rowi58 |
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#6 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
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No problem nate
Easy done ![]() |
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#7 | |
Eternal Patrol
![]() Join Date: Jun 2006
Location: Karlsruhe
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![]() Quote:
BTW some times ago, i have calculated the GRT of all merchant ships in SH3 depending on a statistic method (comparing them with real ships of that time). Result: the GRT-value of nearly all SH3 merchant ships is too high. Especially the value of those ships who were made out of warships. The displacement (t) was converted 1:1 to GRT. The value for the NKGN is - after this method - 7,447 GRT (by a displacment of some 17,000 tons). I think that is a big problem within SH3. The item in the SHIP.cfg is called "displacement", but the value varies between displacement and GRT - and this within the class of merchant ships. When i integrate a new (merchant) ship, i calculate the GRT (based on length, width and draft) with an Excel-sheet. If you are interested in this, i can post it to you. greets rowi58 Last edited by rowi58; 10-14-06 at 02:34 PM. |
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#8 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
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Yes please Rowi
Will be good to look at |
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#9 | |
Eternal Patrol
![]() Join Date: Jun 2006
Location: Karlsruhe
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![]() Quote:
rowi58 |
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#10 |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
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Yeah I noticed :rotfl:
But the section on the top right makes it easy to use - just put in the figures and it works it out Thanx Rowi ![]() Interesting |
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#11 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
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Hi rowi,
you didn't update it at UBRS yet, right? ![]() Greetz, SSB |
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#12 | |
Stowaway
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#13 | |
Eternal Patrol
![]() Join Date: Jun 2006
Location: Karlsruhe
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![]() Quote:
io.k., i'll upload it there, greets rowi58 EDIT: it is uploaded to UBRS. Last edited by rowi58; 10-15-06 at 12:15 PM. |
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#14 |
Sea Lord
![]() Join Date: May 2006
Location: U-73
Posts: 1,638
Downloads: 632
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BTW @ terrapin:
you should delete the faulty one as well my faulty first edition 'unified_guns.rar' [don't mix up with unified_guns_v1.0.rar or unified_guns_v2.0.rar !!!] ![]() @rowi58: THX ![]() SSB |
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