View Full Version : [REL] Improved SH5 HMS Nelson class battleship for SH3
Kendras
02-05-17, 08:17 PM
Hi,
After Von Dos sent me his files about a converted Nelson class BB from SH5 to SH3, I tried her in a single mission. All what I say is : what a beautiful model ! :o I had a look into the files and found several things to improve. Now, I have finished my work, and I share it with you !
D/L link : http://www.mediafire.com/file/se5gdpdwmvukxfd/Reworked_SH5_Nelson_class.zip
Please, don't forget to read the Readme file in the mods docs folder !
http://i.imgur.com/y5EsD7j.png
Hi mate!
Don't know who's conversion's author. If i well remember i found her on a russian site now closed.
About KGV conversione, last week i nerd ti chance my PC and i've notte my 3d program (maya 7.0) for mod, at moment. Looking for this at moment :-)
Borgneface
02-06-17, 07:57 AM
Salute Kendras!
That sounds really good! Looking forward to see your Nelson!:Kaleun_Thumbs_Up:
Amicalement
Kendras
02-06-17, 01:48 PM
Hi mate!
Don't know who's conversion's author. If i well remember i found her on a russian site now closed.
OK, see post #1 to find the D/L link !
:Kaleun_Cheers:
About KGV conversione, last week i nerd ti chance my PC and i've notte my 3d program (maya 7.0) for mod, at moment. Looking for this at moment :-)
What do you mean ? Did you start working on SH5 KGV ?
Sadly, no :oops:
ps sorry i was writing from my phone; my original message without auto-corrections was:
About KGV conversion, last week i need to chance my PC and i've not my 3d program (maya 7.0) for mod, at moment. Looking for this :-)
Fubar2Niner
02-07-17, 08:57 AM
@Kendras
Lovely work shipmate :salute:
Best regards.
Fubar2Niner
After Von Dos sent me his files about a converted Nelson class BB from SH5 to SH3, I tried her in a single mission. All what I say is : what a beautiful model ! :o I had a look into the files and found several things to improve. Now, I have finished my work, and I share it with you !
Well done Kendras, VonDos, and whoever made the original conversion :up:
improved textures (the ship was very dark and I had to remove the AO map), improved placement of the main and secondary guns on Y axis, and added a big war ensign.
I realized that the way SH5 and SHIII blend the AO map on the diffuse texture are slightly different and yes, the resulting skin is much darker in SHIII than it is in SH5. Maybe you can tweak material properties and/or texture/AO map's luminosity instead of giving up the AO map :hmm2:
Kendras
02-07-17, 10:28 AM
Thanks for kind words. Gap, could you send me your SH5 files about the King George V and the gunnery library ? I really want her to sail in SH3 ! Maybe I will need another tool :
thanks to the great work of "privateer" - his famous "GR2-Exporter-Tool" - it is possible to export some ships from SH5 to SH3l. I've had a deep look at those ships in SH5 - sad to say that they were mostly not as correct as you want to have.
Just have to understand how it works ! :hmmm:
Thanks for kind words. Gap, could you send me your SH5 files about the King George V and the gunnery library ? I really want her to sail in SH3 ! Maybe I will need another tool :
What do you want exactly? The original SH5 files, or just the 3D models of King George V, plus submodels and guns?
Just have to understand how it works ! :hmmm:
Never had Jeff's exporter to play with, but maybe you can use TDW's GR2 viewer/editor/exporter which is partly based on Jeff's discoveries on the granny format.
Kendras
02-07-17, 11:13 AM
What do you want exactly? The original SH5 files, or just the 3D models of King George V, plus submodels and guns?
It would be easier for me to have the 3D models to import in the current SH3 KGV file. But you need to send me also all the sub objects, and the textures, and also a good screenshot about how all these models are placed together.
About the other files (.sim, .zon, etc.), is it as in SH3 ? Can you send them to me too ?
Thank you.
I tried to open the GR2E Editor, but an error happened (I think it's related to DirectX or something like that ...)
It would be easier for me to have the 3D models to import in the current SH3 KGV file. But you need to send me also all the sub objects, and the textures
Okay :up:
and also a good screenshot about how all these models are placed together.
Maybe it is better if I provide you with the node/bone translation values for each subpart and for external equipment links. It will take some time though.
About the other files (.sim, .zon, etc.), is it as in SH3 ? Can you send them to me too ?
Identical, but some controllers have been updated in the meanwhile and can't be read by the original S3D. You will need to tweak the editor using Rosomaha's S3D-Configurator (http://www.subsim.com/radioroom/showpost.php?p=2438679&postcount=1), copy the values of the updated controllers on a piece of paper, re-configure S3D in SHIII-mode, delete the new controllers replacing them with their SHIII counterparts, and set their properties manually :doh:
I tried to open the GR2E Editor, but an error happened (I think it's related to DirectX or something like that ...)
More probably you need SH5 to be installed on your HD for GR2 Editor to work :hmmm:
Kendras
02-07-17, 12:43 PM
Okay :up:
Let's go ! :)
Maybe it is better if I provide you with the node/bone translation values for each subpart and for external equipment links. It will take some time though.
Maybe if you take scrennshots of the values, it will be faster ... ?
Identical, but some controllers have been updated in the meanwhile and can't be read by the original S3D. You will need to tweak the editor using Rosomaha's S3D-Configurator (http://www.subsim.com/radioroom/showpost.php?p=2438679&postcount=1), copy the values of the updated controllers on a piece of paper, re-configure S3D in SHIII-mode, delete the new controllers replacing them with their SHIII counterparts, and set their properties manually :doh:
What kind of controllers ?
Fubar2Niner
02-08-17, 06:55 AM
@Kendras
I have a problem with your excellent Nelson mod. When enabled I can see it looking gorgeous in museum, however when I try to view HMS. Rodney it crashes. Disable mod and both Nelson and Rodney view fine in museum.
My guess an incompatibility. As both these ships were the same class (I think), externally at least, it would seem both ships need to be converted to avoid a crash when Rodney appears. All other warships appear ok in museum.
Best regards.
Fubar2Niner
Kendras
02-08-17, 06:59 AM
@Kendras
I have a problem with your excellent Nelson mod. When enabled I can see it looking gorgeous in museum, however when I try to view HMS. Rodney it crashes. Disable mod and both Nelson and Rodney view fine in museum.
My guess an incompatibility. As both these ships were the same class (I think), externally at least, it would seem both ships need to be converted to avoid a crash when Rodney appears. All other warships appear ok in museum.
Best regards.
Fubar2Niner
That's strange ! ID conflict ? :eek:
Fubar2Niner
02-08-17, 07:06 AM
Not sure mate, I am not wise in these things, how do I check?
Fubar
Kendras
02-08-17, 07:09 AM
I think we have to ask BL!TZKR!EG, if he can help us with his new tool ! :yep:
Fubar2Niner
02-08-17, 07:13 AM
OK mate. As you are way more knowledgable than me, I will await yours and Blitz findings. Fingers crossed you get it sorted, your mod is too good to not use. :salute: Please keep us updated. Oh and I am using GWX, in case that makes a difference.
Good luck and best regards
Fubar2Niner
SquareSteelBar
02-08-17, 07:32 AM
...ID conflict ? :eek:...Yes. You forgot to remap/clone the IDs.
Your NBB_Nelson.dat is using exactly the same IDs like NBB_Rodney.dat [coming from GWX3.0].
Maybe all other related files, too [like .sim, .zon, etc].
SquareSteelBar
02-08-17, 08:17 AM
I think it was a good idea to use the Nelson files from GWX as base for your changes to avoid ID conflicts between these two ships. :hmmm:
Kendras
02-08-17, 12:45 PM
Try this one:
HMS Nelson converted from SH5 [IDs remapped] (http://www.xup.in/dl,95605925/HMS_Nelson_converted_from_SH5_IDs_remapped.rar/) by Kendras
Not tested yet.
Warning !
It seems that the SH5 Nelson has been made on the GWX Rodney. So, all the ID are to be re-written I think : all guns, sub-objects, .sim file, etc. etc. ....
Kendras
02-08-17, 01:21 PM
Yes. You forgot to remap/clone the IDs.
Your NBB_Nelson.dat is using exactly the same IDs like NBB_Rodney.dat [coming from GWX3.0].
Maybe all other related files, too [like .sim, .zon, etc].
So ! That is the Rodney !
Corrected D/L link in post #1. I've changed the files names, checked all the AA guns parameters (I forgot to check them before releasing the first version), added other fire zones, corrected the draft (from 11 to 9 m) in .log and .cfg files (when I fired magnetic torpedoes, they were always too deep), changed the flag's location, and added some documents which helped me to work. Also, check the new Readme !
:salute:
PS : If someone want to remap all the files to release the Nelson unit, I would be grateful to him. I have not enough time to do this.
Also, the hull's texture is not the historical one, because I've removed the AO map which darkened a lot the hull. Maybe if you want to try yourself, the map is here :
http://www.mediafire.com/file/pa80r1pnr3jas66/original_Nelson_files_with_AO_map.zip
SquareSteelBar
02-08-17, 01:26 PM
...seems that the SH5 Nelson has been made on the GWX Rodney... That's what I meant in #18.
Kendras
02-08-17, 01:29 PM
I did that. See #20.
Really ? Did you use the GWX Nelson's ID, or did you create new random ID ?
SquareSteelBar
02-08-17, 01:34 PM
Created new random IDs.
But I deleted the DL because: ...Corrected D/L link in post #1...:03:
Kendras
02-08-17, 01:38 PM
Created new random IDs.
But I deleted the DL because: :03:
But :
PS : If someone want to remap all the files to release the Nelson unit, I would be grateful to him. I have not enough time to do this.
Also, the hull's texture is not the historical one, because I've removed the AO map which darkened a lot the hull. Maybe if you want to try yourself, the map is here :
http://www.mediafire.com/file/pa80r1pnr3jas66/original_Nelson_files_with_AO_map.zip
:03:
SquareSteelBar
02-08-17, 01:42 PM
...Corrected D/L link in post #1...Hmm... Don't understand. It's still the same file, IDs not changed.
What has been corrected? :06:
______________________________
You released the GWX Rodney and named it Nelson converted from SH5?
Don't know anymore what's goin' on here...
Kendras
02-08-17, 01:58 PM
Hmm... Don't understand. It's still the same file, IDs not changed.
Don't know anymore what's goin' on here...
From the new Readme : This unit will replace the Rodney of GWX 3.0, but can be used as standalone mod !
Also, new D/L link : ... HMS_Rodney_converted_from_SH5.zip
Stefan Thimme
02-08-17, 02:48 PM
Dear Kendras,
There is no HMS Rodney under this link. There is HMS Nelson.
Pls check from Your kind side.
Stefan
From the new Readme : This unit will replace the Rodney of GWX 3.0, but can be used as standalone mod !
Also, new D/L link : ... HMS_Rodney_converted_from_SH5.zip
Kendras
02-08-17, 03:08 PM
Dear Kendras,
There is no HMS Rodney under this link. There is HMS Nelson.
Pls check from Your kind side.
Stefan
:haha: I understand now ! When you clicked on the right link, you opened the old link ! :doh:
http://www.mediafire.com/file/iy6qqlbq36by4lr/HMS_Rodney_converted_from_SH5.zip (http://www.mediafire.com/file/e136p5cma6mvq5c/HMS_Nelson_converted_from_SH5.zip)
Link updated !
Stefan Thimme
02-08-17, 03:37 PM
Just downloaded. Thank You.
:haha: I understand now ! When you clicked on the right link, you opened the old link ! :doh:
http://www.mediafire.com/file/iy6qqlbq36by4lr/HMS_Rodney_converted_from_SH5.zip (http://www.mediafire.com/file/e136p5cma6mvq5c/HMS_Nelson_converted_from_SH5.zip)
Link updated !
Fubar2Niner
02-08-17, 03:52 PM
@Kendras
Very nice mate, just two things;
1) No longer have camo :(
2) The stair case at the stern is lowered, this would not be the case at sea. Would it be possible to raise it?
Best regards.
Fubar2Niner
Kendras
02-08-17, 04:04 PM
@Kendras
Very nice mate, just two things;
1) No longer have camo :(
2) The stair case at the stern is lowered, this would not be the case at sea. Would it be possible to raise it?
Best regards.
Fubar2Niner
1) Yes :(
2) I will try this !
Fubar2Niner
02-08-17, 04:11 PM
Many thanks for your efforts :salute:
Fubar
Jeff-Groves
02-08-17, 05:03 PM
Any 3D Unit models exported from SH5 do not need to be adjusted for SH3/4 as far as where to place them.
Everything would be 0,0,0 for the X,Y,Z.
That's the short version.
:haha:
Do you really want the long version as to why?
:doh:
Any 3D Unit models exported from SH5 do not need to be adjusted for SH3/4 as far as where to place them.
Everything would be 0,0,0 for the X,Y,Z.
That's the short version.
:haha:
Do you really want the long version as to why?
:doh:
Well, I think that moving objects around through their 3D coordinates or via node/bone translation offsets doesn't make much difference. One might object that their center of mass is going to be affected, but I think the game calculates it automatically based on object's geometry, as if it had an omogeneous density.
There is an important exception though: in SH5 as in SHIII, sub-objects which need to be animated such as dive planes, rudders, and aircraft control surfaces which are pivotting around an axis, need their axis of rotation to coincide with the appropriate axis in the 3D space, and they are placed in their correct position relative to the unit they are part of, trough node/bone offsets.
I don't remember if TDW's GR2 Editor adds bone offsets to mesh coordinates during the export process, but if it does, this feature should be done optional for the reason I said above :yep:
SquareSteelBar
02-09-17, 06:08 AM
...Link updated !...Since the IDs still haven't been changed your Rodney causes CTD again.
Many IDs are identic to the stock game Nelson's IDs.
I really don't know what you're doin'... :doh:
Kendras
02-09-17, 06:21 AM
Since the IDs still haven't been changed your Rodney causes CTD again.
Many IDs are identic to the stock game Nelson's IDs.
I really don't know what you're doin'... :doh:
Well, I saw that many ID of the SH5 Nelson/Rodney were identical to the GWX Rodney, so I supposed that ALL ID in this SH5 unit were identical to GWX Rodney. But now you tested, and it seems that this SH5 unit has ID from both SH3 Nelson and Rodney. All ID will have to be checked one by one ... Will take time ! Sorry. Maybe you can help and remap ID of both SH5 Nelson and Rodney ? :D
SquareSteelBar
02-09-17, 06:43 AM
...Maybe you can help and remap ID of both SH5 Nelson and Rodney ? :DThe GWX Nelson IDs already have been changed by GWX team, so it's not needed to change them again.
I'll do it for your Rodney in post #1.
Kendras
02-09-17, 07:33 AM
A stupid question (just to be sure) :
Did you try the SH5 Rodney after having disabled the SH5 Nelson ?
SquareSteelBar
02-09-17, 07:42 AM
SH5 Nelson? Where to find it?
SquareSteelBar
02-09-17, 08:05 AM
Here you are:
HMS Rodney converted from SH5 [IDs remapped] (http://www22.zippyshare.com/v/Jv9eMn1b/file.html)
Fubar2Niner
02-09-17, 08:14 AM
Here you are:
HMS Rodney converted from SH5 [IDs remapped] (http://www22.zippyshare.com/v/Jv9eMn1b/file.html)
When I try to download this I just get a ton of pop ups!
Fubar2Niner
EDIT: NM works now
Kendras
02-09-17, 01:19 PM
SH5 Nelson? Where to find it?
I mean the first version of this mod, of course.
I personnally tested, and I see no incompatibility between the Nelson from GWX, and the Rodney from SH5 :
http://i.imgur.com/M7QhbSt.png
So, only the SH5 Nelson has to be remapped.
Best !
1 minute remapping with dear old Pack3d and all works :-)
Best regards,
Vd
SquareSteelBar
02-09-17, 01:28 PM
...I see no incompatibility between the Nelson from GWX, and the Rodney from SH5...The incompatiblity was/is between stock Nelson and your unremapped/uncloned [U]Rodney (http://www.mediafire.com/file/iy6qqlbq36by4lr/HMS_Rodney_converted_from_SH5.zip) <-- [DL from post #1]
__________________________________________
1 minute remapping with dear old Pack3d and all works...That's exactly what I did.
Fubar2Niner
02-09-17, 01:29 PM
Does this mean we are going to get the Nelson also ?:Kaleun_Applaud:
Fubar
Kendras
02-10-17, 12:17 AM
If VonDos or SquareSteelBar want to send me their files about the Nelson remapped, I will test them and add them into my mod.
Thx.
SquareSteelBar
02-10-17, 04:22 AM
I still don't know what Nelson you mean.
Fubar2Niner
02-10-17, 04:39 AM
I still don't know what Nelson you mean.
My guess is the original Nelson conversion Kendras did at the start of this thread. The current release is the Rodney, but without camo paint. At least that is the way I understand it, unless I am confused also :doh:
Best regards.
Fubar
SquareSteelBar
02-10-17, 04:45 AM
My guess is the original Nelson conversion Kendras did at the start of this thread...But as he stated in post #20 it wasn't the Nelson.
Fubar2Niner
02-10-17, 05:03 AM
But as he stated in post #20 it wasn't the Nelson.
Yes mate I see now what you mean, perhaps the mods should change the thread title :hmmm: It's all getting very confusing. maybe Kendras can enlighten us more. Having never played SH5 I ask this question, in SH5 is Rodney camo'd ?
Best regards.
Fubar
Kendras
02-10-17, 10:02 AM
Yes mate I see now what you mean, perhaps the mods should change the thread title :hmmm: It's all getting very confusing. maybe Kendras can enlighten us more. Having never played SH5 I ask this question, in SH5 is Rodney camo'd ?
Best regards.
Fubar
At the beginning, I released the unit as the Nelson (VonDos sent me this model under this name). But I realized that it was in fact the Rodney, for several reasons :
- the ID numbers are identical with GWX Rodney
- if you open the .dat file, all the nodes are named "Rodney"
- the original SH5 file has the Rodney's camo :
Also, the hull's texture is not the historical one, because I've removed the AO map which darkened a lot the hull. Maybe if you want to try yourself, the map is here :
http://www.mediafire.com/file/pa80r1pnr3jas66/original_Nelson_files_with_AO_map.zip
You can try yourself with this .dat file. Just rename it "Rodney" instead of "Nelson". This file does include none of my tweaks, it's the original one.
Now, about the Nelson : just the same unit as the Rodney, but as a separate unit (remapped), to replace the SH3 Nelson.
SquareSteelBar
02-10-17, 10:57 AM
HMS Nelson converted from SH5 [IDs remapped] (http://www.xup.in/dl,12726347/HMS_Nelson_converted_from_SH5.rar/)
Kendras
02-10-17, 11:07 AM
HMS Nelson converted from SH5 [IDs remapped] (http://www.xup.in/dl,12726347/HMS_Nelson_converted_from_SH5.rar/)
Thank you very much ! Just a question : did you remap from the SH5 Nelson or from SH5 Rodney ? I ask this because I've added some improvments in Rodney ...
SquareSteelBar
02-10-17, 11:57 AM
It's based on your primarily released so called 'Nelson' from 02-06-2017 in post #1.
:salute:
SquareSteelBar
02-10-17, 12:11 PM
BTW:
I've noticed that it is possible to sink Nelson and Rodney with only one lonely torp. That's a little poor I think... :hmmm:
Kendras
02-11-17, 09:30 AM
BTW:
I've noticed that it is possible to sink Nelson and Rodney with only one lonely torp. That's a little poor I think... :hmmm:
I think it comes from your Zones.cfg file. Please post the settings paragraphs of these 2 zones : BBFlotShow and BBFloatMain, and precise what supermod you're using.
Else, I will soon release the final version with both ships (Nelson and Rodney) corrected. I've found a way to add camo to Rodney without side effect. About stairs, I'm not skilled enough in 3D modelling, sorry.
Fubar2Niner
02-11-17, 09:31 AM
Great news Kendras.
Fubar
Kendras
02-11-17, 12:22 PM
Do you like this ?
http://i.imgur.com/JsEq1Lq.png
I wanted to add a white color instead of grey (where you see the little white stars), but it seems impossible. :(
Kendras
02-11-17, 01:11 PM
Maybe like this ?
http://i.imgur.com/pHTZ0tw.png
Now, I would like to add camo to the deck ...
the_frog
02-11-17, 03:24 PM
... sadly, the SH5 model represents the Rodney as built but not as it was in 1939 (and later).
The AA weaponary on the pictures does not look right. Can you add the 4.7 inch AA guns and platfroms with the octuple pompoms?
SquareSteelBar
02-12-17, 03:04 AM
I think it comes from your Zones.cfg file...I don't think so because there are not such entries [BBFlotShow, BBFloatMain] and never were in my Zones.cfg. And I don't use any super mod but my own mod meal.
What I can say: when I go to sink the genuine Nelson in stock game [unmodded SH3] I need at least three eels.
Maybe the reason for the one-torp-sinking of the converted Nelson and Rodney are the castrated .zon files? :hmmm:
.
Kendras
02-12-17, 09:23 AM
WIP about deck texture. I have noticed that after I have remodeled the 3D model of the funnel (only very little tweaks about the grid), the AO map was no more well rendered on all the funnel, so I let the original model of the funnel. Can anyone explain me why ?
http://i.imgur.com/9U3NZgo.png
... sadly, the SH5 model represents the Rodney as built but not as it was in 1939 (and later).
The AA weaponary on the pictures does not look right. Can you add the 4.7 inch AA guns and platfroms with the octuple pompoms?
Yes, I see that the AA weaponary is not historical. Will change that. Same for Nelson. Will change depending on the year.
I don't think so because there are not such entries [BBFlotShow, BBFloatMain] and never were in my Zones.cfg.
Can you send me your Zones.cfg file ? Personnaly, I need at least 4 eels, and the ship doesn't sink immediately. But I have a tweaked Zones.cfg.
http://i.imgur.com/HmCMe7V.png
Maybe I have to copy on other SH3 battleships zones to add the same zones for Nelson.
Kendras
02-12-17, 10:05 AM
The AA weaponary on the pictures does not look right. Can you add the 4.7 inch AA guns and platfroms with the octuple pompoms?
Like that ? :D
https://www.youtube.com/watch?v=luVs8TE6KJs
the_frog
02-12-17, 12:10 PM
... well, I think that model shows Nelson at the time she returned from the Far East, with all the AA equipment added in late 1944 but already with the peace time colour scheme.
No, I wouldn't go that far to include the 40 mm Bofors guns; up to 4 to 5 octuple pompoms will be impressive enough ...
Unfortunaltely, there's no nice model of 4.7 inch/50 Mk. VIII AA gun, neither with or without shield.
SquareSteelBar
02-13-17, 03:54 AM
...Can you send me your Zones.cfg file ?...
;This file contains the damages zones list and their properties to be considered
;in damage sistem. The file structure is quite simple and contains one main section
; [Zones List]
; inside this section each zone is enumerated at the proper location, which is an
; index. Note that the index where the zone appears doesn't count for damage system
; it only provides the unicity of the zone (is an INDEX). Therefore, one must be
; carefull to provide the right index one by one until the last one.
; For each zone appearing in the [Zones List] section there will be a special
; section containing its values for parameters
; The effects to be played at the zone location depending on the aquired damage
; level are enumerated in [Zones List] section as a key "Effecti", where i is the
; index of the effect in list. This key contains the name of the effect and the
; amount of the damage (in percents) the effect starts from, separated by a coma
; Ex:
; Effect1=#Fire_small, 0
; Effect2=#Catastrofic_explosion, 100
;
; It'a advisible to edit the values for parameters using the Zones Properties
; Editor. Note that the Editor doesn't provide the feature to add/delete a zone
; from [Zones List], therefore before edit the parameter for a new zone, one must
; manually add it in [Zones List] section then start the Zones Properties Editor.
[Zones List]
;Under water
0=Keel
1=Rudders
2=Propellers
3=URadar
4=UAntenae
5=EngineRoom
6=FuelBunkers
7=AmmoBunkersAbove
8=UZO
9=CargoFuel
10=CargoMerchandise
11=Command deck
12=Funnels
13=WeaponsHeavy
14=Antennae
15=Mast
16=ASWweapon
17=Load
18=Pipe
19=NavDeck
20=boat
21=DieselEngine1
22=ElectricEngine1
23=ForeBattery
24=Quarters1
25=Quarters2
26=PeriscopeAttack
27=PeriscopeObservation
28=Snorkel
29=DieselEngineRoom
30=ElectricEngineRoom
31=TowerWatch
32=CommandRoom
33=BowPlanes
34=TorpidoTubes
35=Ice
36=TorpedoRoomFront
37=TorpedoRoomStern
38=FlotabilityGeneric
39=FireSmall
40=FireMedium
41=WeaponsLight
42=CommunicationsRoom
43=DeckGun
44=Flak
45=FireBig
46=FloodFrontb
47=FloodBackf
48=FloodFrontf
49=Hidrophone
50=LRRadio
51=Sonar
52=Radar
53=Pumps
54=FuelTanks
55=DieselEngine2
56=ElectricEngine2
57=Compresor
58=BowTorpedoTubes
59=AftBattery
60=SternPlanes
61=SternTorpedoTubes
62=DGun
63=ExternalStorage
64=FlakGun1
65=blabla
66=FlakGun3
67=URudders1
68=UPropellers1
69=EngineRoomB
70=FuelBunkersB
71=AmmoBunker
72=UPropellers2
73=URudders2
74=ShipBubbles
75=F_WingsBack
76=PlaneSmoke
77=F_PlaneEngine
78=F_PlaneFuelBunker
79=F_WingsFront
80=PlaneFire
81=Platform
82=KeelB
83=Cargo1
84=Cargo2
85=Floodf
86=Floodb
87=FireBigga
88=FloodBackb
89=MB_WingsFront
90=MB_WingsBack
91=PlaneRudder
92=PlanePropeller
93=MB_PlaneEngine
94=MB_PlanePropeller
95=LB_WingsFront
96=LB_WingsBack
97=LB_PlaneEngine
98=LB_PlaneFuelBunker
99=HB_WingsFront
100=HB_WingsBack
101=HB_PlaneEngine
102=HB_PlanePropeller
103=Test
104=OilLeak
105=CargoTest
106=AmmoBunkerA
107=AmmoBunkANels
108=AmmoBunkFNels
109=FlotabilityUpper
110=FloodTower
111=FlotabilityShow
112=FlotabilityGenB
113=KeelBB
114=FloodfB
115=FloodbB
116=FlakXXI
117=PumpsXXI
118=RudderXXI
119=UPropellersXXI1
120=UPropellersXXI2
121=SternPlanesXXI
122=FlakGunXXI
123=FuelTanksII
124=RudderII
125=UPropellersII1
126=UPropellersII2
127=SternPlanesII
128=SternTorpedoTubes2
129=SternTorpedoTubes3
130=SternTorpedoTubes4
131=BowTorpedoTubes2
132=BowTorpedoTubes3
133=BowTorpedoTubes4
134=BowTorpedoTubes5
135=BowTorpedoTubes6
136=FlotabilityFisher
137=Troops
138=UBold
139=UHydrophReceivers
140=URWR
141=UActiveSonar
142=SnorkelXXI
143=UBoldXXI
144=UBoldII
145=CreepEngine1
146=CreepEngine2
147=UNibelung
148=AmmoTorp
149=AftBatteryIX
150=CargoLST
151=PlaneDebris
152=FlakGun4
153=NKeel
154=NFlotMain
155=NFlotShow
156=NFlotUpper
157=NEngineRoom
158=NFuelBunker
159=NFloodF
160=NFloodB
161=NEKeel
162=NEEngineRoom
163=NEFlotMain
164=NEFlotShow
165=NEFlotUpper
166=NEFuelBunker
167=NEFloodF
168=NEFloodB
169=FlakGun2
170=NCargoFuel
171=NCargoFuSide
172=HLoad
173=NSKeel
174=NSFlotMain
175=NSFlotShow
176=NSFlotUpper
177=NSFuelBunker
178=ULongAntenae
179=HangarDeck
180=CLoad
181=NSFlotEmpty
182=SmokeLarge
183=NFlotEmpty
184=NTFlotEmpty
185=BBAmmoBunkerA
186=BBAmmoBunkersAbove
187=BBAmmoBunkers
188=BBFuelBunkers
189=BBEngineRoom
190=BBFlotEmpty
191=ExtCargoFuel
192=UboatKeel
;************************************************* ******
;NEW SMALL MERCHANT
;************************************************* ******
[NSKeel]
Category=Keel
Multiplier=5.0
Flotability=50.0
HitPoints=120
Destructible=No
Armor Level=20
Critic Flotation=0.99
Critical=Yes
Critical Chance=1.0
FloodingTime=130
CargoType=None
[NSFlotMain]
Multiplier=1.0
Flotability=8.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.30
Critical=No
FloodingTime=70
CargoType=Custom
Crash Depth=12
[NSFlotEmpty]
Multiplier=1.0
Flotability=40.0
HitPoints=100
Destructible=No
Armor Level=13
Critic Flotation=0.30
Critical=No
FloodingTime=70
CargoType=None
Crash Depth=12
[NSFlotShow]
Multiplier=1.0
Flotability=5.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.30
Critical=No
FloodingTime=70
CargoType=None
Crash Depth=12
[NSFlotUpper]
Multiplier=1.0
Flotability=10.00
HitPoints=10
Destructible=No
Armor Level=-1
Critic Flotation=0.01
Critical=No
FloodingTime=25
CargoType=None
Crash Depth=0.5
[NSFuelBunker]
Category=Fuel Bunkers
Multiplier=5.0
Flotability=2.5
HitPoints=100
Destructible=No
Armor Level=15
Critic Flotation=0.3
Critical=Yes
Critical Chance=0.05
FloodingTime=80.0
CargoType=Fuel
;************************************************* ******
;NEW ESCORT
;************************************************* ******
[NEEngineRoom]
Category=Engines Room
Multiplier=4.0
Flotability=1.0
HitPoints=150
Destructible=No
Armor Level=-1
Critic Flotation=0.3
Critical=Yes
Critical Chance=0.05
FloodingTime=120
CargoType=None
Crash Depth=300
[NEKeel]
Category=Keel
Multiplier=4.0
Flotability=45.0
HitPoints=190
Destructible=No
Armor Level=-1
Critic Flotation=0.99
Critical=Yes
Critical Chance=0.05
FloodingTime=170
CargoType=None
[NEFlotMain]
Multiplier=1.0
Flotability=25.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.30
Critical=No
FloodingTime=70
CargoType=None
Crash Depth=32
[NEFlotShow]
Multiplier=1.0
Flotability=10.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.30
Critical=No
FloodingTime=70
CargoType=None
Crash Depth=32
[NEFlotUpper]
Multiplier=1.000000
Flotability=20.00
HitPoints=15
Destructible=No
Armor Level=-1
Critic Flotation=0.01
Critical=No
FloodingTime=6
CargoType=None
Crash Depth=1
[NEFuelBunker]
Category=Fuel Bunkers
Multiplier=5.000000
Flotability=10.000000
HitPoints=80
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=Yes
Critical Chance=0.05
FloodingTime=80.0
CargoType=Fuel
[NEFloodF]
Multiplier=1.000000
Flotability=35.000000
HitPoints=60
Destructible=No
Armor Level=100
Critic Flotation=0.300000
Critical=No
FloodingTime=45.999996
CargoType=None
Crash Depth=4
[NEFloodB]
Multiplier=1.000000
Flotability=35.000000
HitPoints=60
Destructible=No
Armor Level=100
Critic Flotation=0.300000
Critical=No
FloodingTime=45.999996
CargoType=None
Crash Depth=4
;************************************************* ******
;NEW MERCHANT
;************************************************* ******
[NKeel]
Category=Keel
Multiplier=5.0
Flotability=40.0
HitPoints=120
Destructible=No
Armor Level=20
Critic Flotation=0.99
Critical=Yes
Critical Chance=0.05
FloodingTime=160
CargoType=None
[NFlotMain]
Multiplier=1.0
Flotability=3.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.3
Critical=No
FloodingTime=70
CargoType=Custom
Crash Depth=28
[NFlotEmpty]
Multiplier=1.0
Flotability=15.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.30
Critical=No
FloodingTime=80
CargoType=None
Crash Depth=28
[NTFlotEmpty]
Multiplier=1.0
Flotability=6.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.30
Critical=No
FloodingTime=60
CargoType=None
Crash Depth=28
[NCargoFuel]
Multiplier=1.0
Flotability=1.2
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.30
Critical=No
Critical Chance=0.05
FloodingTime=100
CargoType=Custom
Crash Depth=28
[NCargoFuSide]
Multiplier=1.0
Flotability=0.6
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.3
Critical=No
Critical Chance=0.05
FloodingTime=100
CargoType=Custom
Crash Depth=28
[NFlotShow]
Multiplier=1.0
Flotability=1.5
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.30
Critical=No
FloodingTime=60
CargoType=None
Crash Depth=28
[NFlotUpper]
Multiplier=1.0
Flotability=10.0
HitPoints=10
Destructible=No
Armor Level=-1
Critic Flotation=0.01
Critical=No
FloodingTime=30
CargoType=None
Crash Depth=0.5
[NEngineRoom]
Category=Engines Room
Multiplier=5.0
Flotability=0.5
HitPoints=100
Destructible=No
Armor Level=14
Critic Flotation=0.2
Critical=Yes
Critical Chance=0.05
FloodingTime=150
CargoType=None
Crash Depth=300
[NFuelBunker]
Category=Fuel Bunkers
Multiplier=5.000000
Flotability=2.0
HitPoints=100
Destructible=No
Armor Level=20
Critic Flotation=0.300000
Critical=Yes
Critical Chance=0.05
FloodingTime=80.0
CargoType=Fuel
[NFloodF]
Multiplier=1.000000
Flotability=40.000000
HitPoints=60
Destructible=No
Effect1=#distress_Flare, 100
Armor Level=100
Critic Flotation=0.300000
Critical=No
FloodingTime=45.999996
CargoType=None
Crash Depth=5
[NFloodB]
Multiplier=1.000000
Flotability=40.000000
HitPoints=60
Destructible=No
Armor Level=100
Critic Flotation=0.300000
Critical=No
FloodingTime=45.999996
CargoType=None
Crash Depth=5
;************************************************* ******
;BattleShips
;************************************************* ******
[KeelB]
Category=Keel
Multiplier=5.000000
Flotability=60.000000
HitPoints=120
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=Yes
Critical Chance=0.05
FloodingTime=180
CargoType=None
[KeelBB]
Category=Keel
Multiplier=5.000000
Flotability=30.000000
HitPoints=120
Destructible=No
Armor Level=30
Critic Flotation=0.99
Critical=Yes
Critical Chance=0.05
FloodingTime=180
CargoType=None
[BBFlotEmpty]
Multiplier=1.0
Flotability=15.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.30
Critical=No
FloodingTime=70
CargoType=None
Crash Depth=28
[EngineRoomB]
Category=Engines Room
Multiplier=5.000000
Flotability=25.000000
Critic Flotation=0.200000
Armor Level=-1
HitPoints=80
Destructible=No
Critical=Yes
Critical Chance=0.05
FloodingTime=150
CargoType=None
Crash Depth=30
[FuelBunkersB]
Category=Fuel Bunkers
Multiplier=5.0
Flotability=5.0
Critic Flotation=0.3
Armor Level=-1
HitPoints=100
Destructible=No
Critical=Yes
Critical Chance=0.05
FloodingTime=80.0
CargoType=Fuel
[BBEngineRoom]
Category=Engines Room
Multiplier=5.0
Flotability=0.5
HitPoints=110
Destructible=No
Armor Level=-1
Critic Flotation=0.2
Critical=Yes
Critical Chance=0.05
FloodingTime=130
CargoType=None
Crash Depth=30
[BBFuelBunkers]
Category=Fuel Bunkers
Multiplier=5.0
Flotability=2.0
Critic Flotation=0.3
Armor Level=-1
HitPoints=150
Destructible=No
Critical=Yes
Critical Chance=0.05
FloodingTime=80.0
CargoType=Fuel
[AmmoBunker]
Category=Fore Ammo Bunker
Multiplier=5.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=60
Destructible=No
Critical=Yes
Critical Chance=0.05
FloodingTime=59.999996
CargoType=Ammo
[BBAmmoBunkers]
Category=Fore Ammo Bunker
Multiplier=5.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=150
Destructible=No
Critical=Yes
Critical Chance=0.05
FloodingTime=59.999996
CargoType=Ammo
[BBAmmoBunkerA]
Category=Aft Ammo Bunker
Multiplier=5.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=150
Destructible=No
Critical=Yes
Critical Chance=0.05
FloodingTime=59.999996
CargoType=Ammo
[AmmoBunkerA]
Category=Aft Ammo Bunker
Multiplier=5.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=80
Destructible=No
Critical=Yes
Critical Chance=0.05
FloodingTime=59.999996
CargoType=Ammo
[AmmoBunkFNels]
Category=Fore Ammo Bunker
Multiplier=5.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=150
Destructible=No
Critical=Yes
Critical Chance=0.05
FloodingTime=59.999996
CargoType=Ammo
[AmmoBunkANels]
Category=Aft Ammo Bunker
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=150
Destructible=No
Critical=NO
Critical Chance=0.05
FloodingTime=59.999996
CargoType=Ammo
[AmmoBunkersAbove]
Category=Fore Ammo Bunker
Multiplier=1.000000
Flotability=0.000000
HitPoints=70
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Critical Chance=0.05
Effect1=#dc_bubbles, 50
FloodingTime=59.999996
CargoType=Ammo
[BBAmmoBunkersAbove]
Category=Fore Ammo Bunker
Multiplier=1.000000
Flotability=0.000000
HitPoints=90
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Critical Chance=0.05
Effect1=#dc_bubbles, 50
FloodingTime=59.999996
CargoType=Ammo
[AmmoTorp]
Category=Fore Ammo Bunker
Multiplier=1.000000
Flotability=0.000000
HitPoints=20
Destructible=Yes
Armor Level=1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[FlotabilityGeneric]
Multiplier=1.000000
Flotability=20.000000
HitPoints=5
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=60
CargoType=None
[FlotabilityFisher]
Multiplier=1.000000
Flotability=35.000000
HitPoints=10
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=60
CargoType=None
Crash Depth=4
[FlotabilityGenB]
Multiplier=1.0
Flotability=10.0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.3
Critical=No
FloodingTime=60
CargoType=None
Crash Depth=48
[FlotabilityShow]
Multiplier=1.000000
Flotability=5.000000
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=60
CargoType=None
Crash Depth=48
[FlotabilityUpper]
Multiplier=1.000000
Flotability=3.500000
HitPoints=1
Destructible=No
Armor Level=-1
Critic Flotation=0.01
Critical=No
FloodingTime=6
CargoType=None
Crash Depth=4
[FloodTower]
Multiplier=1.0
Flotability=35.0
HitPoints=20
Destructible=No
Armor Level=-1
Critic Flotation=0.99
Critical=No
FloodingTime=30
CargoType=None
Crash Depth=20
[FloodfB]
Multiplier=1.000000
Flotability=10.000000
HitPoints=60
Destructible=No
Armor Level=100
Critic Flotation=0.300000
Critical=No
FloodingTime=45.999996
CargoType=None
Crash Depth=10
[FloodbB]
Multiplier=1.000000
Flotability=10.000000
HitPoints=50
Destructible=No
Armor Level=100
Critic Flotation=0.300000
Critical=No
FloodingTime=45.999996
CargoType=None
Crash Depth=10
[Test]
Multiplier=1.000000
Flotability=20.000000
HitPoints=5
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=60
CargoType=None
[HangarDeck]
Multiplier=1.000000
Flotability=30.000000
HitPoints=220
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Effect1=#Small_crewmans_splinter_explosion01, 70
FloodingTime=120
CargoType=None
Crash Depth=5
;************************************************* ***
;CargoShips
;************************************************* ******
[Keel]
Category=Keel
Multiplier=5.000000
Flotability=60.000000
HitPoints=120
Destructible=No
Armor Level=-1
Critic Flotation=0.250000
Critical=Yes
Critical Chance=0.05
FloodingTime=160
CargoType=None
[EngineRoom]
Category=Engines Room
Multiplier=5.000000
Flotability=30.000000
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=Yes
Critical Chance=0.05
FloodingTime=120
CargoType=None
Crash Depth=15
[FuelBunkers]
Category=Fuel Bunkers
Multiplier=5.000000
Flotability=10.000000
HitPoints=120
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=Yes
Critical Chance=0.05
FloodingTime=80.0
CargoType=Fuel
[CargoMerchandise]
Multiplier=1.000000
Flotability=20.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[Cargo1]
Multiplier=1.000000
Flotability=20.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[Cargo2]
Multiplier=1.000000
Flotability=20.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[CargoTest]
Multiplier=1.000000
Flotability=100.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[Troops]
Multiplier=1.000000
Flotability=10.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=90
CargoType=None
[CargoLST]
Multiplier=1.000000
Flotability=30.000000
HitPoints=60
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[Floodf]
Multiplier=1.000000
Flotability=40.000000
HitPoints=60
Destructible=No
Effect1=#distress_Flare, 100
Armor Level=100
Critic Flotation=0.300000
Critical=No
FloodingTime=45.999996
CargoType=None
Crash Depth=5
[Floodb]
Multiplier=1.000000
Flotability=40.000000
HitPoints=50
Destructible=No
Armor Level=100
Critic Flotation=0.300000
Critical=No
FloodingTime=45.999996
CargoType=None
Crash Depth=5
[CargoFuel]
Multiplier=1.000000
Flotability=25.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=100
CargoType=None
[ExtCargoFuel]
Multiplier=1.0
Flotability=0.0
HitPoints=65
Destructible=YES
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=100
CargoType=Fuel
;************************************************* ****
;Common Items
;************************************************* ******
[FloodFrontf]
Multiplier=1.000000
Flotability=35.000000
HitPoints=60
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=40
CargoType=None
[FloodBackf]
Multiplier=1.000000
Flotability=35.000000
HitPoints=60
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=40
CargoType=None
[FloodFrontb]
Multiplier=1.000000
Flotability=20.000000
HitPoints=60
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=80
CargoType=None
[FloodBackb]
Multiplier=1.000000
Flotability=20.000000
HitPoints=60
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=80
CargoType=None
[Rudders]
Category=Propulsion
Multiplier=1.000000
Flotability=0.000000
HitPoints=30
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=Yes
Effect1=#Oil_trace, 20
FloodingTime=60
CargoType=None
[Propellers]
Category=Propulsion
Multiplier=1.000000
Flotability=0.000000
HitPoints=20
Destructible=Yes
Armor Level=-1
Critic Flotation=0.300000
Critical=Yes
Effect1=#Oil_trace, 20
FloodingTime=59.999996
CargoType=None
[Command deck]
Category=Command Deck
Multiplier=1.000000
Flotability=0.000000
HitPoints=80
Destructible=Yes
Effect1=#Small_crewmans_splinter_explosion01, 30
Effect2=#Splinter_explosion, 70
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[Funnels]
Multiplier=1.000000
Flotability=0.000000
HitPoints=18
Destructible=Yes
Effect1=#Small_crewmans_splinter_explosion01, 80
Effect2=#Splinter_explosion, 100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[Antennae]
Category=Radio
Multiplier=1.000000
Flotability=0.000000
HitPoints=13
Destructible=Yes
Effect1=#Small_crewmans_splinter_explosion01, 70
Effect2=#Small_splinter_explosion_no_halo, 100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[Mast]
Multiplier=1.000000
Flotability=0.000000
HitPoints=13
Destructible=Yes
Effect1=#Small_crewmans_splinter_explosion01, 30
Effect2=#Small_splinter_explosion_no_halo, 100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[ASWweapon]
Category=ASW Weapons
Multiplier=1.000000
Flotability=0.000000
HitPoints=35
Destructible=Yes
Effect1=#Small_crewmans_splinter_explosion01, 80
Armor Level=5
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
Crash Depth=0.01
[Load]
Multiplier=1.000000
Flotability=0.000000
HitPoints=30
Destructible=Yes
Effect1=#Small_crewmans_splinter_explosion01, 60
Effect2=#Small_splinter_explosion, 100
Armor Level=5
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[CLoad]
Multiplier=1.000000
Flotability=1.000000
HitPoints=35
Destructible=Yes
Effect1=#Small_crewmans_splinter_explosion01, 60
Effect2=#Small_splinter_explosion, 100
Armor Level=5
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
Crash Depth=1
[HLoad]
Multiplier=1.000000
Flotability=0.000000
HitPoints=20
Destructible=Yes
Effect1=#Fire_small, 70
Effect2=#Small_crewmans_splinter_explosion01, 50
Armor Level=20
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[Pipe]
Multiplier=1.000000
Flotability=0.000000
HitPoints=15
Destructible=Yes
Effect1=#Small_crewmans_splinter_explosion01, 30
Effect2=#Small_splinter_explosion_no_halo, 100
Armor Level=1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[NavDeck]
Multiplier=1.000000
Flotability=0.000000
HitPoints=50
Destructible=Yes
Effect1=#Small_crewmans_splinter_explosion01, 20
Effect2=#Splinter_explosion, 100
Armor Level=2
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[boat]
Multiplier=1.000000
Flotability=0.000000
HitPoints=35
Destructible=Yes
Effect1=#Small_crewmans_splinter_explosion01, 50
Effect2=#Fire_small, 30
Armor Level=1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[WeaponsHeavy]
Category=Heavy Weapons
Multiplier=1.000000
Flotability=0.000000
HitPoints=90
Destructible=Yes
Armor Level=-1
Critic Flotation=0.300000
Critical=No
Effect1=#Small_crewmans_splinter_explosion01, 80
Effect2=#Fire_small, 30
FloodingTime=59.999996
CargoType=Ammo
[WeaponsLight]
Category=Light Weapons
Multiplier=1.000000
Flotability=0.000000
HitPoints=29
Destructible=Yes
Effect1=#Splinter_crewmans_explosion01, 80
Effect2=#Fire_small, 30
Armor Level=5
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[Platform]
Multiplier=1.000000
Flotability=0.000000
HitPoints=19
Destructible=Yes
Effect1=#Splinter_explosion, 90
Armor Level=20
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
;************************************************* ******
;UBoat Items
;************************************************* ******
[TowerWatch]
Multiplier=3.000000
Flotability=0.000000
HitPoints=300
Destructible=No
Armor Level=5
Critic Flotation=0.05
Critical=No
Critical Chance=0.20
FloodingTime=59.999996
CargoType=Custom
[PeriscopeAttack]
Multiplier=1.000000
Flotability=0.000000
HitPoints=40
Destructible=No
Armor Level=1
Critic Flotation=0.300000
Critical=No
Father=31
FloodingTime=59.999996
CargoType=None
[PeriscopeObservation]
Multiplier=1.000000
Flotability=0.000000
HitPoints=40
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=Ammo
Father=31
[URadar]
Multiplier=1.000000
Flotability=0.000000
HitPoints=60
Destructible=No
Armor Level=1
Critic Flotation=0.000000
Critical=No
Father=31
FloodingTime=59.999996
CargoType=Ammo
[UAntenae]
Multiplier=1.000000
Flotability=0.000000
HitPoints=90
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Father=31
FloodingTime=59.999996
CargoType=None
[ULongAntenae]
Multiplier=1.000000
Flotability=0.000000
HitPoints=90
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
;Father=31
FloodingTime=59.999996
CargoType=None
[CommandRoom]
Category=Command Room
Multiplier=2.000000
Flotability=50.000000
HitPoints=500
Destructible=No
Armor Level=0
Critic Flotation=0.02
Critical=No
Critical Chance=0.05
Effect1=#dc_bubbles, 30
FloodingTime=60
CargoType=Ammo
[Pumps]
Multiplier=1.000000
Flotability=0.000000
HitPoints=150
Destructible=No
Armor Level=1
Critic Flotation=0.300000
Critical=No
Father=32
FloodingTime=59.999996
CargoType=None
[PumpsXXI]
Multiplier=1.000000
Flotability=0.000000
HitPoints=270
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Father=30
FloodingTime=59.999996
CargoType=None
[FuelTanks]
Multiplier=1.000000
Flotability=0.000000
HitPoints=190
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Father=32
FloodingTime=59.999996
CargoType=None
[FuelTanksII]
Multiplier=1.000000
Flotability=0.000000
HitPoints=180
Destructible=No
Armor Level=5
Father=32
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[CommunicationsRoom]
Multiplier=1.000000
Flotability=30.000000
HitPoints=500
Destructible=No
Armor Level=0
Critic Flotation=0.02
Critical=No
Effect1=#dc_bubbles, 30
Effect2=#Oil_trace, 01
FloodingTime=90
CargoType=None
[Hidrophone]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=No
Armor Level=5
Critic Flotation=0.000000
Critical=No
Father=42
FloodingTime=59.999996
CargoType=None
[LRRadio]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=No
Armor Level=1
Critic Flotation=0.300000
Critical=No
Father=42
FloodingTime=59.999996
CargoType=None
[SRRadio]
Multiplier=1.000000
Flotability=0.000000
HitPoints=270
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Father=42
FloodingTime=59.999996
CargoType=None
[Radar]
Multiplier=1.000000
Flotability=0.000000
HitPoints=240
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Father=42
FloodingTime=59.999996
CargoType=None
[URWR]
Multiplier=1.000000
Flotability=0.000000
HitPoints=250
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Father=31
FloodingTime=59.999996
CargoType=None
[Sonar]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[ForeBattery]
Category=Batteries
Multiplier=1.000000
Flotability=0.000000
HitPoints=120
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Critical Chance=0.10
Father=24
FloodingTime=59.999996
CargoType=Custom
[AftBatteryIX]
Category=Batteries
Multiplier=1.000000
Flotability=0.000000
HitPoints=120
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Father=42
FloodingTime=59.999996
CargoType=None
[AftBattery]
Category=Batteries
Multiplier=1.000000
Flotability=0.000000
HitPoints=120
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Father=25
FloodingTime=59.999996
CargoType=None
[Quarters1]
Multiplier=1.000000
Flotability=30.000000
HitPoints=500
Destructible=No
Armor Level=0
Critic Flotation=0.01
Critical=No
Effect1=#dc_bubbles, 30
Effect2=#Oil_trace, 01
FloodingTime=170
CargoType=Custom
[Quarters2]
Multiplier=1.000000
Flotability=20.000000
HitPoints=500
Destructible=No
Armor Level=0
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 50
Effect2=#Oil_trace, 01
FloodingTime=50
CargoType=Custom
[Compresor]
Category=Compressor
Multiplier=1.000000
Flotability=0.000000
HitPoints=140
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Father=30
FloodingTime=59.999996
CargoType=Custom
[TorpedoRoomFront]
Multiplier=2.000000
Flotability=30.000000
HitPoints=300
Destructible=No
Armor Level=0
Critic Flotation=0.1
Critical=No
Effect1=#dc_bubbles, 30
Effect2=#Oil_trace, 01
FloodingTime=60
CargoType=None
[BowPlanes]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Effect1=#Oil_trace, 01
Father=36
FloodingTime=59.999996
CargoType=None
[BowTorpedoTubes]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=Yes
Armor Level=15
Critic Flotation=0.300000
Critical=No
Effect1=#Oil_trace, 01
Father=36
FloodingTime=59.999996
CargoType=None
[BowTorpedoTubes2]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=Yes
Armor Level=5
Critic Flotation=0.300000
Critical=No
Effect1=#Oil_trace, 01
Father=36
FloodingTime=59.999996
CargoType=None
[BowTorpedoTubes3]
Multiplier=1.000000
Flotability=0.000000
HitPoints=170
Destructible=Yes
Armor Level=0
Critic Flotation=0.300000
Critical=No
Father=36
FloodingTime=59.999996
CargoType=Ammo
[BowTorpedoTubes4]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=Yes
Armor Level=5
Critic Flotation=0.300000
Critical=No
Effect1=#Oil_trace, 01
Father=36
FloodingTime=59.999996
CargoType=None
[BowTorpedoTubes5]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=Yes
Armor Level=5
Critic Flotation=0.300000
Critical=No
Effect1=#Oil_trace, 01
Father=36
FloodingTime=59.999996
CargoType=None
[BowTorpedoTubes6]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=Yes
Armor Level=20
Critic Flotation=0.300000
Critical=No
Effect1=#Oil_trace, 01
Father=36
FloodingTime=59.999996
CargoType=None
[TorpedoRoomStern]
Multiplier=1.000000
Flotability=20.000000
HitPoints=300
Destructible=No
Armor Level=0
Critic Flotation=0.2
Critical=No
Effect1=#dc_bubbles, 30
FloodingTime=80
CargoType=Custom
[SternPlanes]
Multiplier=1.000000
Flotability=0.000000
HitPoints=390
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Effect1=#Oil_trace, 01
Father=37
FloodingTime=59.999996
CargoType=None
[SternPlanesXXI]
Multiplier=1.000000
Flotability=0.000000
HitPoints=390
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Effect1=#Oil_trace, 01
Father=30
FloodingTime=59.999996
CargoType=None
[SternPlanesII]
Multiplier=1.000000
Flotability=0.000000
HitPoints=390
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Effect1=#Oil_trace, 20
Father=25
FloodingTime=59.999996
CargoType=None
[SternTorpedoTubes]
Multiplier=1.000000
Flotability=0.000000
HitPoints=190
Destructible=Yes
Armor Level=5
Critic Flotation=0.300000
Critical=No
Father=37
FloodingTime=59.999996
CargoType=Ammo
[SternTorpedoTubes2]
Multiplier=1.000000
Flotability=0.000000
HitPoints=190
Destructible=Yes
Armor Level=5
Critic Flotation=0.300000
Critical=No
Father=37
FloodingTime=59.999996
CargoType=None
[SternTorpedoTubes3]
Multiplier=1.000000
Flotability=0.000000
HitPoints=180
Destructible=Yes
Armor Level=5
Critic Flotation=0.300000
Critical=No
Critical Chance=0.03
Father=37
FloodingTime=59.999996
CargoType=Ammo
[SternTorpedoTubes4]
Multiplier=1.000000
Flotability=0.000000
HitPoints=180
Destructible=Yes
Armor Level=5
Critic Flotation=0.05
Critical=No
Father=37
FloodingTime=59.999996
CargoType=None
[UBold]
Multiplier=1.000000
Flotability=0.000000
HitPoints=300
Destructible=No
Armor Level=15
Critic Flotation=0.05
Critical=No
Father=37
FloodingTime=59.999996
CargoType=None
[UBoldXXI]
Multiplier=1.000000
Flotability=0.000000
HitPoints=390
Destructible=No
Armor Level=15
Critic Flotation=0.300000
Critical=No
Father=30
FloodingTime=59.999996
CargoType=None
[UBoldII]
Multiplier=1.000000
Flotability=0.000000
HitPoints=300
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Father=25
FloodingTime=59.999996
CargoType=None
[URudders1]
Multiplier=1.000000
Flotability=0.000000
HitPoints=9999
Destructible=Yes
Armor Level=25
Critic Flotation=0.300000
Critical=Yes
Father=37
FloodingTime=59.999996
CargoType=None
[URudders2]
Multiplier=1.000000
Flotability=0.000000
HitPoints=9999
Destructible=Yes
Armor Level=25
Critic Flotation=0.300000
Critical=Yes
Father=37
FloodingTime=59.999996
CargoType=None
[RudderXXI]
Multiplier=1.000000
Flotability=0.000000
HitPoints=9999
Destructible=Yes
Armor Level=25
Critic Flotation=0.300000
Critical=Yes
Father=30
FloodingTime=59.999996
CargoType=None
[RudderII]
Multiplier=1.000000
Flotability=0.000000
HitPoints=9999
Destructible=Yes
Armor Level=25
Critic Flotation=0.300000
Critical=Yes
Father=25
FloodingTime=59.999996
CargoType=None
[UPropellers1]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=25
HitPoints=400
Destructible=No
Critical=No
Effect1=#Oil_trace, 20
Father=37
FloodingTime=59.999996
CargoType=None
[UPropellers2]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=25
HitPoints=400
Destructible=No
Critical=No
Effect1=#Oil_trace, 20
Father=37
FloodingTime=59.999996
CargoType=None
[UPropellersXXI1]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=25
HitPoints=400
Destructible=No
Critical=No
Effect1=#Oil_trace, 20
Father=30
FloodingTime=59.999996
CargoType=None
[UPropellersXXI2]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=25
HitPoints=450
Destructible=No
Critical=No
Effect1=#Oil_trace, 20
Father=30
FloodingTime=59.999996
CargoType=None
[UPropellersII1]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=25
HitPoints=300
Destructible=No
Critical=No
Effect1=#Oil_trace, 20
Father=25
FloodingTime=59.999996
CargoType=None
[UPropellersII2]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=25
HitPoints=300
Destructible=No
Critical=No
Effect1=#Oil_trace, 20
Father=25
FloodingTime=59.999996
CargoType=None
[DeckGun]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Critical Chance=0.20
Effect1=#Oil_trace, 20
FloodingTime=59.999996
CargoType=Ammo
[DGun]
Multiplier=1.000000
Flotability=0.000000
HitPoints=150
Destructible=Yes
Armor Level=15
Critic Flotation=0.300000
Critical=No
Critical Chance=0.20
Effect1=#Oil_trace, 20
Father=43
FloodingTime=59.999996
CargoType=Ammo
[Snorkel]
Multiplier=1.000000
Flotability=0.000000
HitPoints=90
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Father=43
FloodingTime=59.999996
CargoType=None
[SnorkelXXI]
Multiplier=1.000000
Flotability=0.000000
HitPoints=90
Destructible=No
Armor Level=10
Critic Flotation=0.300000
Critical=No
Father=31
FloodingTime=59.999996
CargoType=None
[ExternalStorage]
Multiplier=1.000000
Flotability=0.000000
HitPoints=170
Destructible=Yes
Armor Level=0
Critic Flotation=0.300000
Critical=No
Critical Chance=0.20
Effect1=#Oil_trace, 20
Father=43
FloodingTime=59.999996
CargoType=Custom
[Flak]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=No
Armor Level=0
Critic Flotation=0.300000
Critical=No
Effect1=#Oil_trace, 20
FloodingTime=59.999996
CargoType=None
[FlakXXI]
Multiplier=1.000000
Flotability=0.000000
HitPoints=300
Destructible=No
Armor Level=10
Critic Flotation=0.300000
Critical=No
Effect1=#Oil_trace, 20
FloodingTime=59.999996
CargoType=None
[FlakGun1]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=No
Armor Level=10
Critic Flotation=0.300000
Critical=No
Effect1=#Oil_trace, 20
Father=44
FloodingTime=59.999996
CargoType=Ammo
[FlakGun2]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=No
Armor Level=20
Critic Flotation=0.300000
Critical=No
Effect1=#Oil_trace, 20
Father=44
FloodingTime=59.999996
CargoType=None
[FlakGun3]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=No
Armor Level=10
Critic Flotation=0.300000
Critical=No
Effect1=#Oil_trace, 20
Father=44
FloodingTime=59.999996
CargoType=None
[FlakGun4]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=No
Armor Level=20
Critic Flotation=0.300000
Critical=No
Effect1=#Oil_trace, 20
Father=44
FloodingTime=59.999996
CargoType=None
[FlakGunXXI]
Multiplier=1.000000
Flotability=0.000000
HitPoints=50
Destructible=No
Armor Level=20
Critic Flotation=0.300000
Critical=No
Effect1=#Oil_trace, 20
Father=116
FloodingTime=59.999996
CargoType=None
[UZO]
Multiplier=1.000000
Flotability=0.000000
HitPoints=50
Destructible=No
Armor Level=10
Critic Flotation=0.300000
Critical=No
Effect1=#Oil_trace, 20
FloodingTime=59.999996
CargoType=None
[DieselEngineRoom]
Category=Engines Room
Multiplier=1.000000
Flotability=50.00000
HitPoints=400
Destructible=No
Armor Level=0
Critic Flotation=0.15
Critical=No
Effect1=#dc_bubbles, 10
Effect2=#Oil_trace, 20
FloodingTime=60
CargoType=Custom
[DieselEngine1]
Multiplier=1.000000
Flotability=0.000000
HitPoints=290
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Father=29
FloodingTime=59.999996
CargoType=None
[DieselEngine2]
Multiplier=2.0
Flotability=0.0
HitPoints=280
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Father=29
FloodingTime=59.999996
CargoType=None
[ElectricEngineRoom]
Category=Engines Room
Multiplier=1.0
Flotability=12.0
HitPoints=680
Destructible=No
Armor Level=0
Critic Flotation=0.10
Critical=No
Critical Chance=0.05
Effect1=#dc_bubbles, 30
FloodingTime=100
CargoType=Custom
[ElectricEngine1]
Category=Engines Room
Multiplier=1.000000
Flotability=0.000000
HitPoints=440
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Father=30
FloodingTime=59.999996
CargoType=None
[ElectricEngine2]
Category=Engines Room
Multiplier=1.000000
Flotability=0.000000
HitPoints=400
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Father=30
FloodingTime=59.999996
CargoType=None
[CreepEngine1]
Category=Engines Room
Multiplier=1.000000
Flotability=0.000000
HitPoints=300
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Father=30
FloodingTime=59.999996
CargoType=None
[CreepEngine2]
Category=Engines Room
Multiplier=1.000000
Flotability=0.000000
HitPoints=300
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Father=30
FloodingTime=59.999996
CargoType=None
[OilLeak]
Multiplier=1.000000
Flotability=0
HitPoints=10
Destructible=No
Armor Level=-1
Critic Flotation=0.400000
Critical=No
Effect1=#Oil_trace, 20
FloodingTime=120
CargoType=None
[UNibelung]
Multiplier=1.000000
Flotability=0.000000
HitPoints=160
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Father=31
FloodingTime=59.999996
CargoType=None
[UActiveSonar]
Multiplier=1.000000
Flotability=0.000000
HitPoints=400
Destructible=No
Armor Level=5
Critic Flotation=0.300000
Critical=No
Effect1=#Oil_trace, 20
Father=36
FloodingTime=59.999996
CargoType=None
[UHydrophReceivers]
Multiplier=1.000000
Flotability=0.000000
HitPoints=200
Destructible=No
Armor Level=10
Critic Flotation=0.300000
Critical=No
Effect1=#Oil_trace, 20
Father=36
FloodingTime=59.999996
CargoType=None
[UboatKeel]
Multiplier=1.000000
Flotability=0.000000
HitPoints=99999
Destructible=No
Armor Level=99
;Critic Flotation=0.300000
Critical=No
FloodingTime=9999
CargoType=None
;************************************************* ******
Effects items
;************************************************* ******
[FireSmall]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=10
Destructible=No
Critical=No
Effect1=#Fire_small, 90
FloodingTime=59.999996
CargoType=None
[FireMedium]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=20
Destructible=No
Critical=No
Effect1=#Fire_small, 50
FloodingTime=59.999996
CargoType=None
[FireBig]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=40
Destructible=No
Critical=No
Effect1=#Fire_small, 30
FloodingTime=59.999996
CargoType=None
[FireBigga]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=50
Destructible=No
Critical=No
Effect1=#Fire_big, 20
FloodingTime=59.999996
CargoType=None
[SmokeSmall]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=100
Destructible=No
Critical=No
FloodingTime=59.999996
CargoType=None
[SmokeMedium]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=100
Destructible=No
Critical=No
FloodingTime=59.999996
CargoType=None
[SmokeLarge]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=100
Destructible=No
Critical=No
FloodingTime=59.999996
CargoType=None
[ShipBubbles]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=1
Destructible=No
Critical=No
Effect1=#sink_bubbles, 1
FloodingTime=59.999996
CargoType=None
Crash Depth=0.01
[Ice]
Multiplier=1.000000
Flotability=0.000000
HitPoints=20
Destructible=Yes
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[TorpidoTubes]
Multiplier=1.000000
Flotability=0.000000
Critic Flotation=0.300000
Armor Level=-1
HitPoints=100
Destructible=No
Critical=No
FloodingTime=59.999996
CargoType=None
;************************************************* ******
;Planes Items (F=Fighters, LB=Light Bomber, MB=Medium Bomber, HB=Heavy Bomber)
;************************************************* ****
;Fighters
[F_WingsBack]
Multiplier=1.000000
Flotability=0.000000
HitPoints=17
Destructible=Yes
Effect1=#plane_damaged, 30
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=Ammo
Exploding Time=0
Crash Depth=0.01
[F_WingsFront]
Multiplier=1.000000
Flotability=0.000000
HitPoints=16
Destructible=Yes
Effect1=#plane_damaged, 30
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=Ammo
Exploding Time=0
Crash Depth=0.01
[F_PlaneEngine]
Category=Engines Room
Multiplier=10.0
Flotability=0
HitPoints=35
Destructible=No
Armor Level=11
Critic Flotation=0.300000
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=59.999996
CargoType=None
[F_PlaneFuelBunker]
Multiplier=10.000000
Flotability=0
HitPoints=16
Destructible=No
Armor Level=1.5
Critic Flotation=0.300000
Critical=No
Effect1=#Small_crewmans_splinter_explosion01, 100
FloodingTime=59.999996
CargoType=Fuel
Exploding Time=0
;************************************************* ****
;Light Bombers
[LB_WingsBack]
Multiplier=1.000000
Flotability=0.000000
HitPoints=15
Destructible=Yes
Effect1=#plane_damaged, 40
Effect2=#plane_on_fire, 60
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=Ammo
Exploding Time=0
Crash Depth=0.01
[LB_WingsFront]
Multiplier=1.0
Flotability=0.0
HitPoints=16
Destructible=Yes
Effect1=#Small_crewmans_splinter_explosion01, 100
Effect2=#plane_on_fire, 70
Armor Level=-1
Critic Flotation=0.3
Critical=No
FloodingTime=60
CargoType=Ammo
Exploding Time=0
Crash Depth=0.01
[LB_PlaneEngine]
Category=Engines Room
Multiplier=10.0
Flotability=0
HitPoints=15
Destructible=No
Armor Level=11
Critic Flotation=0.3
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 60
Effect3=Pilot_ejection, 100
FloodingTime=60
CargoType=None
Crash Depth=1.0
[LB_PlaneFuelBunker]
Multiplier=10.0
Flotability=0
HitPoints=16
Destructible=No
Armor Level=1.5
Critic Flotation=0.3
Critical=No
Effect1=#plane_on_fire, 30
FloodingTime=60
CargoType=Fuel
Exploding Time=0
Crash Depth=0.01
;************************************************* ****
;Medium Bombers
[MB_WingsBack]
Multiplier=1.000000
Flotability=0.000000
HitPoints=25
Destructible=Yes
Effect1=#plane_damaged, 30
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=Ammo
Exploding Time=0
Crash Depth=0.01
[MB_WingsFront]
Multiplier=1.000000
Flotability=0.000000
HitPoints=35
Destructible=No
Effect1=#plane_damaged, 40
Effect2=#Small_splinter_explosion_no_halo, 15
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=Ammo
Exploding Time=0
Crash Depth=0.01
[MB_PlaneEngine]
Category=Engines Room
Multiplier=10.000000
Flotability=0
HitPoints=6
Destructible=No
Armor Level=11
Critic Flotation=0.300000
Critical=No
Effect1=#Small_crewmans_splinter_explosion01, 100
Effect2=#plane_damaged, 20
Effect3=#plane_on_fire, 60
Effect4=Pilot_ejection, 100
FloodingTime=59.999996
CargoType=Ammo
Crash Depth=0.01
[MB_PlanePropeller]
Multiplier=10.000000
Flotability=0
HitPoints=22
Destructible=Yes
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=Ammo
Exploding Time=0
Crash Depth=0.01
;************************************************* ****
;Heavy Bombers
[HB_WingsBack]
Multiplier=1.000000
Flotability=0.000000
HitPoints=40
Destructible=No
Effect1=#plane_damaged, 30
Effect2=#plane_on_fire, 60
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=Ammo
Exploding Time=0
Crash Depth=0.01
[HB_WingsFront]
Multiplier=1.000000
Flotability=0.000000
HitPoints=40
Destructible=No
Effect1=#plane_damaged, 30
;Effect1=#Plane_splinter_explosion, 100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=Ammo
Exploding Time=0
Crash Depth=0.01
[HB_PlaneEngine]
Category=Engines Room
Multiplier=10.000000
Flotability=0
HitPoints=20
Destructible=No
Armor Level=11
Critic Flotation=0.300000
Critical=No
Effect1=#plane_damaged, 20
Effect2=#plane_on_fire, 70
Effect3=Pilot_ejection, 100
FloodingTime=60
CargoType=None
Crash Depth=1.0
[HB_PlanePropeller]
Multiplier=10.000000
Flotability=0
HitPoints=30
Destructible=Yes
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=Ammo
Exploding Time=1
;************************************************* ****
;Common items
[PlaneRudder]
Multiplier=1.000000
Flotability=0.000000
HitPoints=40
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
Exploding Time=0
Crash Depth=0.01
[PlaneSmoke]
Multiplier=1.000000
Flotability=0.000000
HitPoints=1
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[PlaneFire]
Multiplier=1.000000
Flotability=0.000000
HitPoints=15
Destructible=No
Effect1=#plane_on_fire, 70
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[PlaneDebris]
Multiplier=1.000000
Flotability=0.000000
HitPoints=8
Destructible=Yes
Armor Level=0
Critic Flotation=0.300000
Critical=No
Effect1=#Small_crewmans_splinter_explosion01, 05
FloodingTime=59.999996
CargoType=None
Crash Depth=0.01
;************************************************* ******
[Global Params]
CargoExplosionRange=25.0; The range of cargo explosion
AmmoExplosion=#Splinter_explosion
AmmoForceMultiplyer=4.0; The explosion of location filled with this cargo type is multiplied by this factor
FuelExplosion=#oil_explosion
FuelForceMultiplyer=0.5; The explosion of location filled with this cargo type is multiplied by this factor
Penetration Threshold=0.2
Armor Level Factor=4
Kendras
02-13-17, 12:36 PM
Lot of work here !
http://i.imgur.com/bHRHlvH.png
http://i.imgur.com/H7cCp8h.png
http://i.imgur.com/JObqy32.png
http://i.imgur.com/fF1kk2l.png
About the Nelson I've found only for 1940, further searches needed ...
http://i.imgur.com/L0iAPEM.png
Source : Les Brown, Robert Brown, Rodney and Nelson, Seaforth Publishing, 2015, ISBN 1848322194, 9781848322196
Kendras
02-13-17, 12:54 PM
@ SquareSteelBar : try with HP = 250 for FlotabilityGenB
Kendras
02-13-17, 01:42 PM
Unfortunaltely, there's no nice model of 4.7 inch/50 Mk. VIII AA gun, neither with or without shield.
Perhaps we could use your 3D model, and you could improve the shield, and add a version without shield ?
http://i.imgur.com/1PtC2z8.png
http://www.navweaps.com/Weapons/WNBR_47-40_mk8_pics.htm
Can you add the 4.7 inch AA guns and platfroms with the octuple pompoms?
Do you know where I can find 3D models of platforms to add into the guns library ?
Kendras
02-13-17, 04:46 PM
First attempt, with Quadruple pom-poms (I didn't find any Octuple pom-poms models), and without platforms.
http://i.imgur.com/bmMvMbm.png
Jeff-Groves
02-13-17, 06:53 PM
First attempt, with Quadruple pom-poms (I didn't find any Octuple pom-poms models).
:hmmm:
There's a 2pdrOctuple in the guns.dat
Kendras
02-13-17, 07:05 PM
:hmmm:
There's a 2pdrOctuple in the guns.dat
The only file where I didn't search ... :oops:
Jeff-Groves
02-13-17, 07:11 PM
Vaa-Liliput's 102mmRuSingleT might not make a bad stand in for the 4.7 until a better one is made.
SquareSteelBar
02-14-17, 05:07 AM
@ SquareSteelBar : try with HP = 250 for FlotabilityGenBNo effect on Rod & Nel.
Kendras
02-14-17, 08:50 AM
No effect on Rod & Nel.
Does the ship sink because of internal explosion, or after having capsized ?
1 minute remapping with dear old Pack3d and all works :-)
Could you send me a D/L link to this precious tool ?
Kendras
02-14-17, 10:13 AM
Vaa-Liliput's 102mmRuSingleT might not make a bad stand in for the 4.7 until a better one is made.
The stock gun is not so bad in fact :
http://i.imgur.com/3ExgVpA.png
SquareSteelBar
02-14-17, 10:46 AM
Does the ship sink because of internal explosion, or after having capsized ?...She sinks instantly within a few seconds after torpedo detonation under keel.
Kendras
02-14-17, 11:05 AM
She sinks instantly within a few seconds after torpedo detonation under keel.
Perhaps because you hit the ammunition room ?
Fubar2Niner
02-18-17, 10:35 AM
@Kendras
Has work finished on this mod?
Best regards.
Fubar2Niner
Kendras
02-18-17, 11:18 AM
@Kendras
Has work finished on this mod?
Best regards.
Fubar2Niner
Adding AA guns, and finishing the deck camo skin. But I'm also busy with another big ship ... :D
Fubar2Niner
02-19-17, 07:11 AM
Adding AA guns, and finishing the deck camo skin. But I'm also busy with another big ship ... :D
Hi mate
Is it possible to do a non deck camo (Hull sides only) version also. I don't think ITRW they would camo the deck :hmmm: but perhaps I'm wrong. Also a non camo would be nice :up:
Best regards.
Fubar
Kendras
02-19-17, 07:28 AM
Is it possible to do a non deck camo (Hull sides only) version also.
Yes, sure.
I don't think ITRW they would camo the deck :hmmm: but perhaps I'm wrong.
In fact, camo on the deck is historically correct. But they finally removed it, letting only the camo on the sides.
Kendras
02-19-17, 11:37 AM
I corrected GWX_Combined_Skin_Pack (http://www.subsim.com/radioroom//showpost.php?p=2335453&postcount=15) for there ship.
:Kaleun_Wink:
http://shmf.larsbundgaard.dk/Smileys/extended/download.gif
(http://www.mediafire.com/file/x96fvtwsenlyke2/GWX_Combined_Skin_Pack_HMS_Rodney_Fix.7z)
What did you add ? :hmmm:
Kendras
02-20-17, 11:53 AM
Hi,
I have added and checked all the guns to be convenient to the historical reality, but I didn't add all the guns which were added in 1944 (too much work for me !).
So, in 1944, there will be "only" these guns :
http://i.imgur.com/JObqy32.png
Moreover, there are no platforms for the octuple pompoms, and I'm sad about this.
Finally, I tried to modify the 3D model to correct the stairs. I managed to do this, but as I expected, the AO map is no more correct : :k_confused:
http://i.imgur.com/LS1cM82.png
So, this solution can only work for the Nelson which doesn't have any AO map.
Now, the Nelson has to be copied on the Rodney and remapped to take into accounts all these new AA guns. Then, when I have this remapped Nelson, I will check the AA guns which were not exactly the same as the Rodney.
Here the D/L link to remap (work for SquareSteelBar :03:) : http://www.mediafire.com/file/ukxb9jr8a3u6cq6/rodney_to_remap_%28new_nelson%29.zip
I'm now finishing the camo for the deck.
Cheers.
Kendras
02-20-17, 12:04 PM
Is it possible to do a non deck camo (Hull sides only) version also. I don't think ITRW they would camo the deck :hmmm: but perhaps I'm wrong. Also a non camo would be nice :up:
To be precise :
http://i.imgur.com/rkZ09Jl.png
So, the camo on the deck was applied only during 6 months. I wonder if I shall continue with my work on this camo ... :hmmm:
SquareSteelBar
02-20-17, 01:24 PM
Rodney remapped & relabeled to Nelson (http://www39.zippyshare.com/v/Vw5edBWs/file.html)
Kendras
02-20-17, 01:43 PM
Rodney remapped & relabeled to Nelson (http://www39.zippyshare.com/v/Vw5edBWs/file.html)
Thank you very much ! Please check your PM box.
Kendras
02-20-17, 02:22 PM
I think it's more correct. What do you think ? Only half the stair can move.
http://i.imgur.com/DU1BWQe.png
Kendras
02-20-17, 02:54 PM
... sadly, the SH5 model represents the Rodney as built but not as it was in 1939 (and later).
Yes, you're right. The masts in particular need to be reworked :
https://s-media-cache-ak0.pinimg.com/originals/cf/e4/34/cfe4341c426ba376e18da026356d6f89.jpg
Kendras
02-20-17, 11:56 PM
@Kendras
Has work finished on this mod?
Best regards.
Fubar2Niner
All finished !
I'm waiting until Monday, in case someone wants to provide me a 3D model of a platform for the octuple pom-poms and quadruple Bofors guns of both battleships.
http://i.imgur.com/y5EsD7j.png
Kendras
02-21-17, 12:18 PM
I know it's possible to make the ships' textures change automatically with SH3 Commander, but I don't use it. I would like to make the camo on the deck appear only at the time it was used.
Can anyone explain to me how to do this ?
Thx.
Fubar2Niner
02-21-17, 01:40 PM
All finished !
I'm waiting until Monday, in case someone wants to provide me a 3D model of a platform for the octuple pom-poms and quadruple Bofors guns of both battleships.
http://i.imgur.com/y5EsD7j.png
Fantastic mate :Kaleun_Thumbs_Up: Does this include a non camo deck version also Kendras ?
Best regards.
Fubar2Niner
Kendras
02-21-17, 02:35 PM
Does this include a non camo deck version also Kendras ?
Yes :03: :
http://i.imgur.com/aGuxxxX.png
Fubar2Niner
02-21-17, 03:01 PM
Yes :03: :
http://i.imgur.com/aGuxxxX.png
Looking good mate, can't wait till Monday :Kaleun_Applaud:
Best regards.
Fubar
Kendras
02-21-17, 04:02 PM
:hmmm:
From my last tests, it appears that there is a bug in SH3 code.
The weapons of Nelson and Rodney evolve all along the war, and I took this into account. So, for example, the 4.7 inch guns have no shield at the beginning of the war. In 1943, a shield is added on Rodney's 4.7"guns. So, I wrote this in the .eqp file :
[Equipment 3]
NodeName=A01
LinkName=4_7InchSingleN
StartDate=19380101
EndDate=19430531
[Equipment 4]
NodeName=A01
LinkName=4_7InchSingleT
StartDate=19430601
EndDate=19451231So, the shield should appear in June 1943, right ? Well, in game, it appears only .... in October 1943 ! :doh:
Anyone has an idea ?
:damn:
Jeff-Groves
02-21-17, 05:48 PM
"From my last tests, it appears that there is a bug in SH3 code."
Nope. Bug with your eyes.
[Equipment 3]
NodeName=A01
LinkName=4_7InchSingleN
StartDate=19380101
EndDate=19430531
[Equipment 4]
NodeName=A01
LinkName=4_7InchSingleT
StartDate=19430531
EndDate=19451231
Jeff-Groves
02-21-17, 06:05 PM
I know it's possible to make the ships' textures change automatically with SH3 Commander, but I don't use it. I would like to make the camo on the deck appear only at the time it was used.
Can anyone explain to me how to do this ?
Thx.
How are the textures setup?
I'd need to know that to answer.
Kendras
02-21-17, 06:18 PM
[Equipment 3]
NodeName=A01
LinkName=4_7InchSingleN
StartDate=19380101
EndDate=19430531
[Equipment 4]
NodeName=A01
LinkName=4_7InchSingleT
StartDate=19430531
EndDate=19451231
Now, the shields appear on 1st August 1943 ! :doh: :doh:
:haha:
How are the textures setup?
I'd need to know that to answer.
http://i.imgur.com/A0no6iD.png
Both textures have to be changed to add/remove the camo on the deck.
Kendras
02-21-17, 06:24 PM
"From my last tests, it appears that there is a bug in SH3 code."
Nope. Bug with your eyes.
:har: Not this time ! :D
Jeff-Groves
02-21-17, 06:25 PM
I'd need the complete files to test what I'm pretty sure works.
But here's what I would do.
Remove the textures from the dat.
Then in the Roster file add this................
[Texture 1]
TextureName=data/Sea/NBB_KGeorgeV/NBB_KGeorgeV_T01.tga
LightmapTextureName=data/Sea/NBB_KGeorgeV/NBB_KGeorgeV_O01.tga
NormalmapTextureName=data/Sea/NBB_KGeorgeV/NBB_KGeorgeV_N01.tga
StartDate=19410701
EndDate=19551231
Frequency=3
[Texture 2]
TextureName=data/Sea/NBB_KGeorgeV/NBB_KGeorgeV_T01.tga
LightmapTextureName=data/Sea/NBB_KGeorgeV/NBB_KGeorgeV_O02.tga
NormalmapTextureName=data/Sea/NBB_KGeorgeV/NBB_KGeorgeV_N01.tga
StartDate=19401211
EndDate=19551231
Frequency=1
Changing the needed info of course.
Jeff-Groves
02-21-17, 06:27 PM
:har: Not this time ! :D
:haha:
Jeff-Groves
02-21-17, 06:32 PM
One thing I can tell you.
Sometimes you need to reboot your system to clear memory.
SH3 has a bad habit of hanging stuff in memory if you exit and restart a lot.
Try changing 19430531 to 19430601
Kendras
02-22-17, 08:20 AM
[Equipment 3]
NodeName=A01
LinkName=4_7InchSingleN
StartDate=19380101
EndDate=19430531
[Equipment 4]
NodeName=A01
LinkName=4_7InchSingleT
StartDate=19430531
EndDate=19451231
One thing I can tell you.
Sometimes you need to reboot your system to clear memory.
SH3 has a bad habit of hanging stuff in memory if you exit and restart a lot.
Try changing 19430531 to 19430601
Nope, both solutions don't work after system is reboot. It's really a script problem. And I have the same problem with airplanes' loadouts ! :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn: :damn:
Anvar1061
02-22-17, 08:54 AM
One thing I can tell you.
Sometimes you need to reboot your system to clear memory.
SH3 has a bad habit of hanging stuff in memory if you exit and restart a lot.
Try changing 19430531 to 19430601
[Equipment 3]
NodeName=A01
LinkName=4_7InchSingleN
StartDate=19380101
EndDate=19430531
[Equipment 4]
NodeName=A01
LinkName=4_7InchSingleT
StartDate=19430601
EndDate=19451231
StartDate must be one day older than the previous EndDate.
Kendras
02-22-17, 09:16 AM
StartDate must be one day older than the previous EndDate.
No, it doesn't work. See here : http://www.subsim.com/radioroom/showpost.php?p=2467919&postcount=98
Try yourself with whatever ship you want.
propbeanie
02-22-17, 01:21 PM
Double- and Triple-check your sprelling and frolder stucture... :03: be sure (like I have done) you don't have an EL "l" for a ONE "1", OH "O" for ZERO "0"... ?? not to insult your intelligence or anything like that, just that I've done all of that and more, and then sat there and stared at the screen for quite a while before it registered in my brain...
kibeldede
02-23-17, 04:54 AM
Sorry, where is the D/L link for this ship?
Kendras
02-23-17, 05:00 AM
Sorry, where is the D/L link for this ship?
See post #93.
Kendras
02-23-17, 05:09 AM
Double- and Triple-check your sprelling and frolder stucture... :03: be sure (like I have done) you don't have an EL "l" for a ONE "1", OH "O" for ZERO "0"... ?? not to insult your intelligence or anything like that, just that I've done all of that and more, and then sat there and stared at the screen for quite a while before it registered in my brain...
There is really a problem with SH3. See this thread : http://www.subsim.com/radioroom/showthread.php?t=229836
kibeldede
02-23-17, 05:13 AM
See post #93.
Ready but not released yet? Ok. I can wait.
Also i want to ask when the camo skin will be released
chears:Kaleun_Wink:
Kendras
02-23-17, 06:06 PM
Also i want to ask when the camo skin will be released
chears:Kaleun_Wink:
Monday
Fubar2Niner
02-27-17, 12:18 PM
Monday
Sooooo where is it ;) Only kidding mate, looking forward to it whenever you're ready :Kaleun_Cheers:
Best regards.
Fubar
Kendras
02-27-17, 01:14 PM
Sooooo where is it ;)
OK, never mind, no platforms and no Bofors guns. Sea first post for the D/L link. Please read the README in the "mods docs" folder.
Best ! :up:
Fubar2Niner
02-27-17, 01:55 PM
OK, never mind, no platforms and no Bofors guns. Sea first post for the D/L link. Please read the README in the "mods docs" folder.
Best ! :up:
Thanks mate :yeah: Who knows maybe one day for the platforms and guns :03:
Best regards.
Fubar
Jeff-Groves
02-27-17, 02:36 PM
Octals with a platform is easy to do. All I need is a good view of the platform you want.
I'll cut the stock Octals out of the guns.* files and make a stand alone.
The Bofors I can do a version based off my 12 pounder files.
Jeff-Groves
02-27-17, 03:00 PM
Hi,
Finally, I tried to modify the 3D model to correct the stairs. I managed to do this, but as I expected, the AO map is no more correct : :k_confused:
http://i.imgur.com/LS1cM82.png
You can do the ladder without remapping everything.
Export the 3D models and delete that ladder in both obj files then re-import them.
Take the original obj files you exported and delete everything BUT the ladder.
Add a node to the ship where the ladder goes and import the new ladder files. Rotate that node to get the ladder where you want it.
No re-uv work needs to be done once you adjust things.
:03:
Easy but sooooo smart!
You can do the ladder without remapping everything.
Export the 3D models and delete that ladder in both obj files then re-import them.
Take the original obj files you exported and delete everything BUT the ladder.
Add a node to the ship where the ladder goes and import the new ladder files. Rotate that node to get the ladder where you want it.
No re-uv work needs to be done once you adjust things.
:03:
Jeff-Groves
02-27-17, 03:28 PM
Easy but sooooo smart!
:D Work the files. Don't let them work you.
Kendras
02-27-17, 03:46 PM
Octals with a platform is easy to do. All I need is a good view of the platform you want.
I'll cut the stock Octals out of the guns.* files and make a stand alone.
The Bofors I can do a version based off my 12 pounder files.
OK.
1. Octuple pom pom platform :
http://lowres-picturecabinet.com.s3-eu-west-1.amazonaws.com/162/main/1/727197.jpg
http://lowres-picturecabinet.com.s3-eu-west-1.amazonaws.com/162/main/1/727291.jpg
http://www.wwiivehicles.com/great-britain/ships/battleships/nelson-class/rodney-battleship-1941-pom-pom-practice-imperial-war-museum-a6263.png
Basis of the platform on the left side :
http://www.navweaps.com/Weapons/WNBR_47-40_mk8_Rodney_pic.jpg
2. Quadruple Bofors platform :
http://www.microworks.net/pacific/armament/40mmquad.jpg
The basis is flat.
You can see the details on this video :
http://www.subsim.com/radioroom/showpost.php?p=2465413&postcount=64
Fubar2Niner
02-27-17, 04:16 PM
Grabbed the download, but it seems in haste, work still continues if I'm correct. This is going to be one hell of a beaut when it's done. :Kaleun_Applaud:
Best regards.
Fubar2Niner
Downloaded and tested.
Very nice mod!
Just a thing: rigging and railings on Rodney appears ti be totally white.. is this a "historically correct detail"? If not, can you make them gray like Nelson's one please? =)
Jeff-Groves
02-27-17, 04:32 PM
OK. I'll go over the needed Guns work.
My friend Von Dos can tell you I do pretty good guns.
:03:
SH5 even included Guns based off what I did in the past.
:haha:
Kendras
02-27-17, 04:37 PM
OK. I'll go over the needed Guns work.
My friend Von Dos can tell you I do pretty good guns.
:03:
SH5 even included Guns based off what I did in the past.
:haha:
Excellent news ! :yeah:
Jeff-Groves
02-27-17, 04:41 PM
https://www.youtube.com/watch?v=bTocWElirjM
Kendras
02-27-17, 04:47 PM
Awesome ! :o
If you do the same job for the Nelson small guns, that's just fabulous !!! :salute:
Jeff-Groves
02-27-17, 04:51 PM
Here's early texture work.
https://www.youtube.com/watch?v=rUn-Pa0DPSg
OK. I'll go over the needed Guns work.
My friend Von Dos can tell you I do pretty good guns.
:03:
:Kaleun_Cheers: i well remember!
http://i108.photobucket.com/albums/n12/privateer_2006/Averoff_3a.jpg~original
Just for make an example =)
Best regards,
Vd
Anvar1061
02-28-17, 09:28 AM
I corrected GWX_Combined_Skin_Pack (http://www.subsim.com/radioroom//showpost.php?p=2335453&postcount=15) for HMS Nelson class.
http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
http://shmf.larsbundgaard.dk/Smileys/extended/download.gif
(http://www.mediafire.com/file/uv75o0g6mcx6x3l/GWX_Combined_Skin_Pack_Nelson_Class_Fix.7z)
the_frog
02-28-17, 01:42 PM
Hello folks,
is it really nescessary to create a new quadruple Bofors? There is a model in the original SH3 guns.dat. An improved version could be created using the Bofors models that came with SH5.
@Jeff:
... the beautiful model of the 12 pdr never published ... :wah:
I had to do my own, comparable simple version ...
http://www.mediafire.com/view/79hscoqaq29jkk7/S3D_2013-01-23_20-32-43-32.jpghttps://www.mediafire.com/convkey/dfaf/79hscoqaq29jkk76g.jpg
Cheers
Anvar1061
03-01-17, 12:18 PM
http://s3.uploads.ru/t/rZ3C4.png (http://uploads.ru/rZ3C4.png)
http://sh.uploads.ru/t/ko5Df.png (http://uploads.ru/ko5Df.png)
http://s4.uploads.ru/t/9xMWP.png (http://uploads.ru/9xMWP.png)
http://sg.uploads.ru/t/iJwfm.png (http://uploads.ru/iJwfm.png)
http://s7.uploads.ru/t/I63xe.png (http://uploads.ru/I63xe.png)
Kendras
03-01-17, 12:30 PM
http://s3.uploads.ru/t/rZ3C4.png (http://uploads.ru/rZ3C4.png)
Thank you for the pics !
Strange about the flags. This is probably because I gave to the texture the same name as a .tga file that you already have in your textures folder and which is different from mine ... :damn:
Else, did you notice other problems ?
Anvar1061
03-01-17, 01:17 PM
I use animated flags "Ccom_Flag_Final" by Testpilot1978
Alteration
http://s6.uploads.ru/t/8DZ3P.png (http://uploads.ru/8DZ3P.png)
Jeff-Groves
03-01-17, 06:34 PM
Hello folks,
@Jeff:
... the beautiful model of the 12 pdr never published ... :wah:
Cheers
I lost some of the texture work awhile back.
I'm loading all my software back up and will get it done and release ASAP.
Not much else to do when your in a Motel room for 3 to 4 weeks.
:doh:
Jeff-Groves
03-01-17, 06:50 PM
Hello folks,
An improved version could be created using the Bofors models that came with SH5.
If only someone could export it easily.
:har:
the_frog
03-02-17, 05:25 PM
If only someone could export it easily.
:har:
... one can find most SH5 models, including the guns, here:
http://p3dm.ru/index.php?do=files&op=search&search_text=silent%20hunter&cstart=1
... but ...
all models are somewhat distorted and need fine tuning of the meshes. I recently re-worked one of the models for private purposes and that was no fun ... :doh:
Jeff-Groves
03-02-17, 06:14 PM
I don't think I'll need to download them.
:D
Pretty sure I still have exporter I wrote for SH5.
:03:
Besides.
SH5 does not have an Octal.
Now if one would want all the SH5 Guns 3D objects with the AO mapping?
I can pack them up and proved a link.
... the beautiful model of the 12 pdr never published ... :wah:
I had to do my own, comparable simple version ...
Not bad at all :up:
I lost some of the texture work awhile back.
Hi Jeff, I know textures are not your piece of cake. All I need for creating some decent diffuse, specular, ambient occlusion and normal maps, is some good pictures of the real thing and the 3D meshes that you need to be textured.
Creating them is my fun. Let me know if you need any :salute:
is it really nescessary to create a new quadruple Bofors? There is a model in the original SH3 guns.dat. An improved version could be created using the Bofors models that came with SH5.
If only someone could export it easily.
:har:
Pretty sure I still have exporter I wrote for SH5.
:03:
...
Now if one would want all the SH5 Guns 3D objects with the AO mapping?
I can pack them up and proved a link.
Same here: exporting any model from SH5's guns_radars_01.GR2 file, should be pretty easy for me. The latest versions of GR2 Editor/viewer doen't open that file, but I have saved on my HD one of the earliest versions which could open /export from it :03:
Jeff-Groves
03-03-17, 12:17 PM
Not bad at all :up:
Hi Jeff, I know textures are not your piece of cake. All I need for creating some decent diffuse, specular, ambient occlusion and normal maps, is some good pictures of the real thing and the 3D meshes that you need to be textured.
Creating them is my fun. Let me know if you need any :salute:
Thanks for the offer Mate.
I have 90% of the texture work done. I just lost the one that finished the shield rivets for the MK 5.
There are 3 different versions of the 12 pdr that I have actually.
I'll get some screen grabs in S3D and post them up.
Thanks for the offer Mate.
I have 90% of the texture work done. I just lost the one that finished the shield rivets for the MK 5.
There are 3 different versions of the 12 pdr that I have actually.
I'll get some screen grabs in S3D and post them up.
My pleasure Jeff, I Can't wait for your updates :up:
Jeff-Groves
03-03-17, 12:38 PM
Here's 2 versions.
http://www.mediafire.com/view/72zm27mzqlcdk8o/12pdr1.jpg
The 3rd version has the wrap around shield. I just have not done the import work for it but the shield is done.
A 4th version could be done with no shield at all.
Here's 2 versions.
http://www.mediafire.com/view/72zm27mzqlcdk8o/12pdr1.jpg
The 3rd version has the wrap around shield. I just have not done the import work for it but the shield is done.
A 4th version could be done with no shield at all.
Very nice! Are you going to release those guns anytime soon?
Any chance that you have the BL 6-inch Mk VII naval gun + shield, as used in most British coastal batteries, in the making? I need it for an SH5 project I started several months ago (the Ness Battery in Stromness, Orkneys (http://iainashman.com/Ness-Battery-Orkney)). I have the concrete buildings and the gun half-ready, but you are the gun expert here, so I thought you might be interested into finishing it :D
Jeff-Groves
03-03-17, 02:14 PM
Yes I will have them done soon.
I'm sitting within a stone throw of the Worlds largest Naval Base right now and will be here for months!
Norfolk, Virginia. Home to the USS Wisconsin which is about 4 miles from me!!
propbeanie
03-03-17, 02:27 PM
If you haven't been, you gotta go, and don't miss the museum. There's also the museum that has a part of the Monitor from the Civil War... can't pull the name... All kinds of stuff in the area... Don't forget, Yorktown (battlefield) is just down the road a bit... :D sorry, back to our real thread...
Jeff-Groves
03-03-17, 02:43 PM
Neal had us on the Texas back in 2008 and I've been back to it several times since.
Wisconsin is less then a mile from my jobsite.
Sorry for the hi-jack Kendras.
the_frog
03-03-17, 04:30 PM
Very nice! Are you going to release those guns anytime soon?
Any chance that you have the BL 6-inch Mk VII naval gun + shield, as used in most British coastal batteries, in the making? I need it for an SH5 project I started several months ago (the Ness Battery in Stromness, Orkneys (http://iainashman.com/Ness-Battery-Orkney)). I have the concrete buildings and the gun half-ready, but you are the gun expert here, so I thought you might be interested into finishing it :D
Welcome back gap,
have a look into the gun library called guns_uk.dat that came with the Fiji and Southampton and search for the items "6InchSingleBR7" and "6InchSingleT14". They represent CP versions of the MKXII, with and without shield. The MKVII was not so different from the MKXII.
EDIT: oh, just noticed that you are looking for something like the guns at Devil's Gap Battery, Gibraltar. These things are clearly different ... and really ugly ...
Kendras, sorry for littering the thread even more ...
Kendras
03-03-17, 07:14 PM
Sorry for the hi-jack Kendras.
Kendras, sorry for littering the thread even more ...
http://www.subsim.com/radioroom/showthread.php?t=229982
;)
Fubar2Niner
03-04-17, 07:10 AM
@Kendras
How goes with the mod mate? Are you still making adjustments?
Best regards.
Fubar
Kendras
03-04-17, 08:11 AM
@Kendras
How goes with the mod mate? Are you still making adjustments?
Best regards.
Fubar
I'm happy with my job. Only platforms are missing on both ships, and Bofors guns (on special platforms) on Nelson. Waiting for Jeff to add new stuff ! :salute:
Fubar2Niner
03-04-17, 08:57 AM
I'm happy with my job. Only platforms are missing on both ships, and Bofors guns (on special platforms) on Nelson. Waiting for Jeff to add new stuff ! :salute:
Time to d/l then good sir :salute: Thanks Kendras.
Best regards.
Fubar
Jeff-Groves
03-04-17, 12:14 PM
Octal platforms are in process.
Found a good over head view.
http://i.imgur.com/85flRRCh.jpg
Jeff-Groves
03-04-17, 04:06 PM
I'm building the new guns as a new platform dat and supporting files.
There is a lot of 3D work to get it done right but it's going good so far.
The Octals need the base modded for this also.
Only thing that I see may be an issue is those wings in the area.
I'll see if the model work covers them.
Kendras
03-11-17, 12:15 PM
Just a thing: rigging and railings on Rodney appears ti be totally white.. is this a "historically correct detail"? If not, can you make them gray like Nelson's one please? =)
I didn't manage to correct this. I think it's controlled by the AO map. Sorry.
Jeff-Groves
03-12-17, 06:20 PM
A quick render of the platform version Octals.
Still a few parts to build and UV mapping then I can build the dat and other files.
http://i108.photobucket.com/albums/n12/privateer_2006/fotrsu/Platform.jpg~original
Because of how the Nelson is built in it's dat I'll have to make a few compromises on accuracy.
Only way to fix those issues is to remove parts of the Nelson and place them in a separate dat and call them just like the guns and such.
Kendras
03-12-17, 06:52 PM
That looks really nice ! :yep:
Only way to fix those issues is to remove parts of the Nelson and place them in a separate dat and call them just like the guns and such.
Yes, but don't forget that Rodney has an AO map applied on her hull. So, if you change the 3D model, the AO won't be correctly applied anymore, as you can see here : http://www.subsim.com/radioroom/showpost.php?p=2467598&postcount=84
Jeff-Groves
03-12-17, 07:22 PM
Cutting out a 3d part should have no effect on UV mapping if done correctly.
Never had a problem with doing that myself.
Now if you change the 3d object in some weird way? Yes. You'll get issues.
Kendras
03-12-17, 07:43 PM
Cutting out a 3d part should have no effect on UV mapping if done correctly.
Never had a problem with doing that myself.
Now if you change the 3d object in some weird way? Yes. You'll get issues.
OK. I believe in you ! Let's do that ! :)
Jeff-Groves
03-12-17, 07:56 PM
Already started the work needed.
That whole area needs modified to get the proper eqp in place and look good.
Kendras
03-13-17, 03:25 AM
Could you also detach the stairs along the hull, and put them in a library file ? We can see one of them on your pic (bottom right corner) ?
Jeff-Groves
03-13-17, 01:48 PM
I can do that.
Here's an early shot as I Surgically remove parts.
No UV's were harmed in this procedure!
:haha:
http://i108.photobucket.com/albums/n12/privateer_2006/fotrsu/Surgical-parts-removal.jpg~original
The parts removed will be put in a special dat so they can be called through the eqp file.
I shall name those files............
Diverse_piese_de_nava
:up:
For those to lazy to translate?
It's Romanian for "Various pieces of the ship"
My other choice was to name the files elanaiba.
:har:
Kendras
03-15-17, 09:19 AM
We can see one of them on your pic (bottom right corner) ?
Ops, no sorry. I wanted to speak about these ones :
http://i.imgur.com/hr9Rijq.png
But I think you have already understood ! :haha:
Jeff-Groves
03-15-17, 06:11 PM
Yes. I'm good on those stairs.
Also spotted something else in the area of the Octals to fix.
:03:
Anvar1061
03-16-17, 11:25 AM
http://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif
http://se.uploads.ru/i/PIoi7.png
Kendras
03-16-17, 11:31 AM
:k_confused:
http://se.uploads.ru/i/PIoi7.png
:har:
What are you doing with the stock Nelson ? :hmmm:
Jeff-Groves
03-16-17, 08:02 PM
did some more surgical strikes.
http://www.subsim.com/radioroom/picture.php?albumid=1069&pictureid=9366
Fubar2Niner
03-17-17, 03:21 PM
@Kendras & Jeff
I thought this mod was done with :06: Am I just a disillusioned old fool ?
Looking great chaps can't wait for the real release :up:
Best regards
Fubar
Anvar1061
03-18-17, 06:55 AM
@Kendras & Jeff
I thought this mod was done with :06: Am I just a disillusioned old fool ?
Looking great chaps can't wait for the real release :up:
Best regards
Fubar
http://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif
Kendras hastens to call "WIP" as "REL"
Fubar2Niner
03-18-17, 07:15 AM
http://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif
Kendras hastens to call "WIP" as "REL"
Indeed my friend :haha:
Very best regards.
Fubar
Jeff-Groves
03-18-17, 05:53 PM
Kendras did release a final version.
I'm just doing additional work to brush up on my skills and make it even better for everyone.
No Mod is ever actually the 'Final' version. They can all be improved.
:03:
Fubar2Niner
03-19-17, 04:01 AM
Kendras did release a final version.
I'm just doing additional work to brush up on my skills and make it even better for everyone.
No Mod is ever actually the 'Final' version. They can all be improved.
:03:
Very nice looking it is too Jeff :yep:
Best regards.
Fubar2Niner
Kendras
03-19-17, 10:53 AM
Kendras hastens to call "WIP" as "REL"
Sorry, I can't change threads' title. :O:
Kendras
03-19-17, 10:57 AM
Kendras did release a final version.
I'm just doing additional work to brush up on my skills and make it even better for everyone.
No Mod is ever actually the 'Final' version. They can all be improved.
:03:
:salute:
Fubar2Niner
03-23-17, 08:25 AM
Any update on this one chaps?
Best regards.
Fubar
Kendras
03-29-17, 04:30 PM
Hi Jeff !
Still no news about platforms and pom-poms ?
Jeff-Groves
03-29-17, 04:39 PM
Working on them a little at a time.
I still work 10 to 12 hours a day on real life construction work so it's kind of rough at times to model.
Kendras
03-29-17, 04:46 PM
Working on them a little at a time.
I still work 10 to 12 hours a day on real life construction work so it's kind of rough at times to model.
Wow, I can understand that you are tired in the evening ! :o
Jeff-Groves
03-29-17, 04:52 PM
Right now I'm repairing hardwood floors in an old school that will be assisted living apartments.
I have to use the original wood taken out in some areas to repair other areas.
That means every piece of wood we use needs to be custom worked to fit.
I'm the only one in our company that is qualified to do jobs like this.
:doh:
But I make good money.
:D
Kendras
03-29-17, 05:48 PM
But I make good money.
:D
:up:
Kendras
05-06-17, 04:28 AM
Working on them a little at a time.
Hi Jeff!
How are you progressing with this? :hmm2:
olddriedseaweed
05-06-17, 11:57 AM
Right now I'm repairing hardwood floors in an old school that will be assisted living apartments.
I have to use the original wood taken out in some areas to repair other areas.
That means every piece of wood we use needs to be custom worked to fit.
I'm the only one in our company that is qualified to do jobs like this.
:doh:
But I make good money.
:D
AMEN! I hear you brother
+1
Kendras
06-24-17, 10:30 AM
Hello! :)
Fubar2Niner
07-02-17, 02:14 PM
Hello indeed. :salute:
Any update Kendras, I also have upside down Flag :hmmm:
Best regards.
Fubar
Anvar1061
07-03-17, 10:14 AM
Hello indeed. :salute:
Any update Kendras, I also have upside down Flag :hmmm:
Best regards.
Fubar
http://www.subsim.com/radioroom/showpost.php?p=2469545&postcount=132
You can take it in this Fix
http://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
http://www.mediafire.com/file/uv75o0g6mcx6x3l/GWX_Combined_Skin_Pack_Nelson_Class_Fix.7z
Fubar2Niner
07-03-17, 02:41 PM
http://www.subsim.com/radioroom/showpost.php?p=2469545&postcount=132
You can take it in this Fix
:Kaleun_Wink:
http://www.mediafire.com/file/uv75o0g6mcx6x3l/GWX_Combined_Skin_Pack_Nelson_Class_Fix.7z
Thank you Anvar my friend, your help is as ever most appreciated :salute:
Best regards.
Fubar
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