PDA

View Full Version : Large cargo ships


BladeHeart
09-05-05, 08:27 PM
Hi

I am running SH3Cmdr 1.43 with RUB 1.43, plus harbour traffic and a few other mods by Pascal, Ace and co that effect uniforms and waves, etc. :up:

Currently on my 5th patrol for this career at the end of march 1940, and I came across my first large cargo ship; it was on its own north of the Shetlands and English. Needless to say I sunk it after deciding that it would not be a German commerce raider flying English colours. :roll: 17K+ in tonnage. :o

Not 12 hours later and I come across my 2nd lone large cargo ship; now whilst I accept that it is proberly pure chance it has me thinking. :hmm:

What was the average tonnage of a merchant in the Second World War? Two of these ships will net me more merchant then any of my previous patrols, and I am only 4 days out of port.

Also, suspecting that 17K is on the high side could someone please tell me which file I need to alter (and how) to reduce the tonnage of these large caro ships.
Think there was another thread on it but was unable to find it using the search facility. :(

Thanks :)
:lurk:

iambecomelife
09-05-05, 09:39 PM
to change the tonnage you need to edit the file data\sea\nkgn\nkgn.cfg. Be sure to edit the renown proprotionally after revising the tonnage downwards, or you'll continue to receive the same credit for sinking one.

I think that the average tonnage of a WWII merchant vessel would be perhaps 5000 tons if you ignored very small coasters &c. skewing it downwards. An appropriate tonnage for a model the size of the commerce raider merchant might be between 7500 and 10000 tons. I have mine set to less to keep me from racking up too much tonnage, though.

Syxx_Killer
09-05-05, 10:14 PM
I found the CFG to change the tonnage, but when I went into the Museum, it still showed the old tonnage values. How do I change that?

CWorth
09-05-05, 10:35 PM
I think for it to show the new value in the museum you also have to edit the NKGN_eng.log as well.

BladeHeart
09-06-05, 05:30 AM
Thanks for the help. :up:

I believe I will reduce the tonnage to 7,600 and the renown to 230. :hmm:

Any observations? :ping:

:lurk:

oRGy
09-06-05, 07:24 AM
Wasn't this fixed in the Rub 1.43 patch?

Rubini
09-06-05, 08:12 AM
Nope. RUB 1.43 patch only replace the LND layer...

Rubini.

Syxx_Killer
09-06-05, 08:13 AM
Beery changed the values of the large cargo for his RuB mod. I think I like those stats a little better, so I changed them. Here are Beery's stats:

Displacement=11600
RenownAwarded=310

BladeHeart
09-06-05, 11:15 AM
Well if its good enough for Beery and you, then it is good enough for me and I will alter the files again to 11,600 and 310 respectively. :up:

However, as indicated I currently run RUB and SH3Cmdr 1.43 and got the initial 17,600 ton ships, so it cannot be something figured into those mods. maybe the 1.44 when they are generally released?

Although I bow to the more experienced in this matter, I am aware that 11,600 tons does seem to be a disproportionately high compared to other merchants and their respective dimensions. :hmm:

:lurk:

sergbuto
09-06-05, 12:36 PM
I think the appropriate tonnage for this cargo is about 10500. That's what I am going to make in the next version of Additional merchants along with a tonnage error correction in the SIM file. Hopefully, this will make it a bit harder to sink. 17k comes from the stock German Aux. cruiser which was converted to this cargo.

Gewehr 43
09-07-05, 12:46 PM
On the topic of the German aux cruiser turned large Cargo ship...

Every time I encounter the large cargo ship and destroy it, it never actually sinks. Every single time it splits in two then both halves just sit there floating merrily next to each other for a while.

I think I'm using one of the first versions of additional merchants (if there is more than one?) so has this been fixed in later iterations or is this something that can not be changed?

sergbuto
09-07-05, 12:48 PM
This has been fixed in version 2.0 of Additional merchants.

Syxx_Killer
09-07-05, 02:14 PM
This has been fixed in version 2.0 of Additional merchants.

I remember hearing about that a while back. What actually caused the ship to stay floating? How'd you fix it?

sergbuto
09-07-05, 02:51 PM
It has been fixed by Devs themselves because this was the bug for German Aux. cruiser. As I understand this problem was in the ZON file.