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Old 10-14-06, 11:32 AM   #1
rowi58
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Default NKGN - Large Cargo - add-on

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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Old 10-14-06, 11:34 AM   #2
Safe-Keeper
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The AA platform one is particularly nice. Good job.
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Old 10-14-06, 11:50 AM   #3
AG124
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Great work.I will definitely be adding this to my own installation.
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Old 10-14-06, 01:00 PM   #4
bigboywooly
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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
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Last edited by bigboywooly; 10-14-06 at 01:24 PM.
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Old 10-14-06, 01:40 PM   #5
rowi58
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Quote:
Originally Posted by bigboywooly
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
ups, you are right. Sorry. I'll add the cfg. The NKGN in my game has multi-loadout since month - so i forget it.

Thanks
rowi58
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Old 10-14-06, 01:52 PM   #6
bigboywooly
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No problem nate
Easy done
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Old 10-14-06, 02:28 PM   #7
rowi58
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Quote:
Originally Posted by bigboywooly
No problem nate
Easy done
Its uploaded.
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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Old 10-14-06, 02:29 PM   #8
bigboywooly
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Yes please Rowi
Will be good to look at
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Old 10-14-06, 03:31 PM   #9
rowi58
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Quote:
Originally Posted by bigboywooly
Yes please Rowi
Will be good to look at
You've got it. If you have some problem with it, ask me - i didn't translate it into english, but i think it will be clear (i hope so).

rowi58
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Old 10-14-06, 03:41 PM   #10
bigboywooly
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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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Old 10-15-06, 11:14 AM   #11
SquareSteelBar
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Hi rowi,

you didn't update it at UBRS yet, right?

Greetz,
SSB
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Old 10-15-06, 11:30 AM   #12
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Quote:
Originally Posted by SquareSteelBar
Hi rowi,

you didn't update it at UBRS yet, right?

Greetz,
SSB
correct, AFAIK
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Old 10-15-06, 12:00 PM   #13
rowi58
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Quote:
Originally Posted by SquareSteelBar
Hi rowi,

you didn't update it at UBRS yet, right?

Greetz,
SSB
Hi SSB,

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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Old 10-15-06, 12:20 PM   #14
SquareSteelBar
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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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