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View Full Version : [REL] new Tribal class destroyers


the_frog
05-12-13, 06:10 AM
Hello,

I made a new model of the Tribals:

http://www.mediafire.com/convkey/a04d/28xs9l0r47mk8a36g.jpg

In-game:

http://www.mediafire.com/convkey/18c5/9i2u3wrvkk3siui6g.jpg

DL: http://www.mediafire.com/file/etscgsw7p1743wh/NDD_Tribal_mod.7z

This mod replaces stock NDD_Tribal.

:ahoy:

the Frog

Gerald
05-12-13, 06:13 AM
Nice pictures!

iambecomelife
05-12-13, 06:33 AM
Pennant numbers and proper rigging? I'm in heaven! :sunny:

I had been wishing for pennant numbers on naval ships for a long time - very glad to see attention to detail.

VONHARRIS
05-12-13, 08:36 AM
Downloaded as I was typing.
Nice work
Thank you , the frog:up:

Missing Name
05-12-13, 09:08 AM
Dear lord, this is beautiful. Installing now.

Sepp von Ch.
05-12-13, 10:43 AM
Splendid:up:

iambecomelife
05-12-13, 11:29 AM
If you have plans to create models of any new ships, please let me know! I am working on a SH4 WWI mod (see my signature for the link), and if you are making models of ships that saw service in both world wars, like the V & W destroyers for example, I could convert them for Silent Hunter 4. I would make sure to give you credit. Thanks!



http://i33.photobucket.com/albums/d54/iambecomelife/Destroyers-01.jpg:original

the_frog
05-12-13, 11:46 AM
iambecomelife,

the pennat number (also across the stern) works the way as markings on airplanes. So, no big achievement. I guess, you're using that method also for your WWI destroyers.

The rigging is that until mid-1941, before the aft mast was removed.

I am thinking of doing the V&Ws and modified Ws (in their WWII disguises) but the only results so far are models of some guns and torpedo lauchers.

Sailor Steve
05-12-13, 12:18 PM
Lovely. Simply lovely. :rock:

desertstriker
05-12-13, 12:45 PM
did i die and go to heaven?
great work:Kaleun_Cheers:

iambecomelife
05-12-13, 04:06 PM
iambecomelife,

the pennat number (also across the stern) works the way as markings on airplanes. So, no big achievement. I guess, you're using that method also for your WWI destroyers.

The rigging is that until mid-1941, before the aft mast was removed.

I am thinking of doing the V&Ws and modified Ws (in their WWII disguises) but the only results so far are models of some guns and torpedo lauchers.

Actually for my ships I have the entire length of the hull modeled, port and starboard, so that I can have hull text & more detailed camoflage. I tried to add pennants as decals a couple years ago but it didn't work. Not sure what went wrong. :oops:

The pale - colored skin is gorgeous; I always liked the way they looked with it. IIRC that was how they looked earlier in the war, before getting darker camoflage?

http://ww2today.com/wp-content/uploads/2011/10/hms-cossack.jpg

the_frog
05-12-13, 04:32 PM
If I remember right, the pennant number's flag superior of the Tribals was "L" from time of commission until autumn '39; it then changed to "F", and finally to "G" in '41.
Cossack (L03) served with the 1st Destroyer Flotilla in the Mediterranean Sea. Accordingly, she was in 507C light grey ("Mediterranean Grey"). When called back for service in home waters in September '39, she changed for the grim 507A dark grey ("Home Fleet Grey").
So, in summary, likely the picture was taken before the war :hmmm:

I gave the 507C coat to Afridi ...

Luno
05-12-13, 06:39 PM
I noticed lots of skins in the main folder, but the most I've seen in the game is three. Is there a limit to the number of skins the game can use, or can I just drop in as many skins as I want?

iambecomelife
05-12-13, 09:15 PM
I noticed lots of skins in the main folder, but the most I've seen in the game is three. Is there a limit to the number of skins the game can use, or can I just drop in as many skins as I want? Beyond a certain number of skins the game will start to repeat textures, no matter how many skins are available; I think the maximum number is about a dozen skins per ship model. Not sure if anyone has figured out a way around it, apart from cloning the ships with pack3d or S3ditor.

Luno
05-12-13, 10:56 PM
Just the man I wanted to talk to!

I was messing around with your MFM mod and I noticed that some of the ship classes seemed identical to my untrained eye (T01A, T01X, etc). Each one has four or so skin files, but I wondered if they could be consolidated (or maybe, you have those ships appearing at different dates, to allow for variation over time?).

Anvar1061
05-13-13, 02:15 AM
SSS
That you will tell on Ship Names April 2013 http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gifby Sailor Steve?http://www.subsim.com/radioroom/downloads.php?do=file&id=4022
http://www.subsim.com/radioroom/images/smilies/Kaleun_Salivating.gif
[DDTribal]
CrewRange=190|275
0001=HMS Cossack
0002=HMS Gurkha
0003=HMS Afridi
0004=HMS Maori
0005=HMS Eskimo
0006=HMS Mashona
0007=HMS Zulu
0008=HMS Matabele
0009=HMS Mohawk
0010=HMS Nubian
0011=HMS Tartar
0012=HMS Ashanti
0013=HMS Somali
0014=HMS Sikh
0015=HMS Bedouin
0016=HMS Punjabi
0017=HMS Arunta
0018=HMCS Iroquois
0019=HMCS Athabaskan
0020=HMS Warramungu
0021=HMS Huron
0022=HMS Haida
0023=HMS Micmac
0024=HMS Bataan
0025=HMS Nootka
0026=HMS Cayuga
0027=HMCS Haida
0028=HMCS Hudon
http://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif
Why it is necessary Ship names_DDTribal.cfg?
http://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif

Luno
05-13-13, 03:24 AM
No, I think you are supposed to append that to shipnames_en.cfg in the Commander folder.

That way, if you sink one, Commander randomly generates a name, tonnage, crew, etc for more interesting patrol logs after you dock at port.

:up:

AOTD_MadMax
05-13-13, 05:56 AM
Always a great work ! :up:

Thanks for that Beauty.

Regards

Maddy

the_frog
05-13-13, 12:17 PM
@Luno:

You can remove as many textures as you feel for but make sure the ones you keep are correctly numbered.

According to my last trials, placing 24 Tribals into one mission, all 22 textures showed up. When a single copy of a ship model is called for, the texture picked by the system is often one of the first of the 2nd half; e.g. no. 13 oder 14 out of 24. However, there are exceptions: In case of the Tribals, my system developed a preference for texture T20 (= the '43/'44 dress of HMCS Iroquois, shown in the 1st post).

I would really like to know the mechanism behind SH3's texture picking.

@Anvart1061:
As pointed out by Luno, the names file is to be used with SH3 commander's ship names list. Versions of the Tribal list vary and to add to the messy situation, I prepared my own list :woot:

Luno
05-13-13, 02:05 PM
They are beautiful skins, I don't want to remove them! :yeah: I was just wondering if they would all work/how they worked (which you've answered, thanks).

JapLance
05-14-13, 09:59 AM
Beautiful ships and superb rendition, the_frog :yeah:. Thanks a lot.

I'm trying to add them all to my SH4 as I type this.

Missing Name
05-14-13, 10:05 AM
My guess is that an imperfect dice game is being used to pick skins. While random number generators are theoretically truly "random," I've found they are anything but. For example, one I was working with for another game was supposed to generate anything from 0 - 100. It came up with mainly 40's and 50's, with none below 20 and none above 80.

the_frog
05-14-13, 12:43 PM
... plus some other factors ...

Depending on the number of textures available, SH3 tends to pick one. In the museum, you will always see the same texture. Also, after picking one texture, it is no more used until the number of ships spawned exceeds the number of avialable texutres ... or so .... :hmmm:

Kpt. Lehmann
05-14-13, 04:42 PM
@the Frog,

Nice work there! :up: