View Full Version : AOD Coastal Tanker Ready for Beta Release 1.0
I have just received my AOD Coastal tanker back from Dan and DerTeddyBar and it is working pretty well. DTB has made a new damage file for the model, and there are only one or two more issues to straighten out. Although I am going to release all of my ships in one pack, I am planning a beta release for this one tomorrow as a test. I may change the funnel first, and the textures are still not right though.
Here is an old picture, in case some of you don't remember or haven't seen this ship.
http://img466.imageshack.us/img466/518/coastaltanker019ei.jpg
Tikigod
02-21-06, 09:05 PM
looks like a good resupply ship for the milk cow mod :up:
Here's a quick, blurry picture from the Museum. A new funnel has been fitted, but I need to adjust the cap. I don't have time tonight. :(
Also, this ship may be included in Der Teddy Bar's upcoming NYGM Tonnage War Mod if it works correctly. :yep: There will still be a Beta release though.
http://img158.imageshack.us/img158/8113/ctnf6in.jpg
Good one! :up:
I like new ships to bring fun in the patrols!
Yes, please make all your ships NYGM damage-ready - it's the new standard. :yep:
I am now working on a manual ID image - here is a WIP. The 0, 20, and 45 degree shots are not yet done - I will do those tonight.
http://img135.imageshack.us/img135/5066/ncotsil0pd.png
Finished ID Image (below).
I will see if I can release a Beta version tomorrow.
First, can anyone tell me how to make a ship multi-skinnable? I know Sergbuto has done it before. I may PM him.
http://img161.imageshack.us/img161/5531/ncotsil1gn.png
VonHelsching
02-23-06, 01:10 AM
Excellent, AG124! :up:
I will be waiting for this with my tubes flooded :arrgh!:
Almost ready. The only things which need to be done are to move the smoke and provide her with some light armaments.
However, I can't figure out which node is for the smoke, although I know what a lot of them are. I started a thread on the subject but is seems no one could help me.
I am also undecided on how to arm the vessel. The tugboat has two versions, armed and unarmed. The armed version, I am leaving the same as the stock Tugboat (the node points have ben fixed) except without a depth charge rack. For the 'unarmed' version, I am thinking about adding one platform to the stern from late 1942 on. Any thoughts on this?
If I can take care of these two issues now, there will be a new merchant ship released into the community today.
(I may also release my Converted Whale Factory, but the vessel will not be armed due to messed up node points.)
phatmatt
03-03-06, 02:35 PM
Sorry AG124 I would love to help you but I do not have the solutions to your questions, but I wish you luck with it. :up:
Sergbuto has informed me that there is no corresponding node point. Since the smoke cannot be fixed, there should be a release tonight. :yep:
I need to check the .eqp file first though.
AG124 you ll have to move the funnel forwards in wings 3d then import it and use pack 3d to put it in the correct position
the new funnel needs to be in the same place as the old funnel
cheers
NoLine
Thanks, but I already know that. The problem with the NCOT/NATF is that the NATF had the smoke in the wrong position to begin with. If I move the funnel back to its original place (or out of place so that it is under the smoke) and then move it so that it will move with the smoke, it could create problems with the damage model. I think I will leave it as it is for now.
I am now ready for a Beta release. I will start a new thread for that.
ah k i didnt know that, another bug :D
Syxx_Killer
03-03-06, 09:06 PM
The model looks pretty good. :cool: I have CAOD that I haven't played in a very long time. For the life of me, I don't remember what the coastal tanker looked like in that game. Even though I see your SH3 model, it isn't ringing any bells. Would you by any chance have a screenshot from AOD that shows the coastal tanker?
No, I don't have an AOD screenshot. :( I haven't played AOD in years, as all of my computers are running systems from 98se-Xp Pro. I have been meaning to do a dual boot with Windows 95 so I could play it again, but haven't got around to it.
CAOD should work on XP though, from what I heard. I don't have it though.
If someone else could post an old screen shot, that would be great. There were two tankers of this design which were identical, except for the size.
iambecomelife
03-04-06, 11:44 AM
No, I don't have an AOD screenshot. :( I haven't played AOD in years, as all of my computers are running systems from 98se-Xp Pro. I have been meaning to do a dual boot with Windows 95 so I could play it again, but haven't got around to it.
CAOD should work on XP though, from what I heard. I don't have it though.
If someone else could post an old screen shot, that would be great. There were two tankers of this design which were identical, except for the size.
When I buy my new computer I'm going to use our old Pentium II with Windows98 as an AOD-playing machine. :D It should also be good for 'Their Finest Hour" and "Secret Weapons of the Luftwaffe". I can play some of these games on my P4, but it's just too complicated to download all those compatability programs.
Church SUBSIM
03-04-06, 12:10 PM
I love this ship ... actually I love any new ship of quality that can be introduced into SHIII.
Question for you....
I Run Rub 1.45, HT 1.47 and the entire NYGM franchise on my game. How would I go about incorporating this ship (or any other) so it shows up in game?
I assume that I need to add it to both the Random and Scripted elements of the campaign files? Is this right?
Sorry to sound so ignorant on that .... it's just that I have never really spent anytime with modding those files so my knowledge and exposure is limited to the release of great mods that people have made available.
If you include it under the roster of a nation that has stock tankers, it should appear occasionally as a single ship (tanker, 101) contact in the regular campaign (although not in convoys). I don't know if there are random/generic ship contacts in RUB.
The only nations in the stock game that have tankers are the US, UK, Greece, and Japan.
In RUB, I think the following nations have tankers - US, Argentina, UK, Germany, Greece, Ireland, Japan, the Netherlands, Norway, Portugal, Spain, and Turkey. I don't know if the entries for tankers for these nations are random/generic though.
To make the tanker appear in the game in convoys or in places/times not currently represented by random type 101 entries, you will indeed have to edit one or both of these levels, depending on the type of entry that you want. It's not that hard though, once you get used to it. I believe there are tutorials in the scenario editors forum. :yep:
Church SUBSIM
03-04-06, 03:31 PM
Thanks - great response!
Any comments yet? I am especially anxious to know if the deck gun is capable of sinking the vessel - it doesn't work in my installation, but I don't have any of the official patches. :oops:
andy_311
03-04-06, 08:23 PM
Can I d/load it from anouther site I just can't d/load from rapidshare all I get is D/LOAD INVALID all the time?
Can I d/load it from anouther site I just can't d/load from rapidshare all I get is D/LOAD INVALID all the time?
If you can find another free upload server, I will upload it and post a link. :yep: I don't know of another good one myself though.
booger2005
03-04-06, 10:55 PM
Any comments yet? I am especially anxious to know if the deck gun is capable of sinking the vessel - it doesn't work in my installation, but I don't have any of the official patches. :oops:
If your using NYGM, you have to hit under the water line. Is this ship NYGM ship damage mod compatable, or not?
vodkaphile
03-05-06, 12:53 AM
Do you have a id manual version without the colors/weak points?
If your using NYGM, you have to hit under the water line. Is this ship NYGM ship damage mod compatable, or not?
Yes, it is.
Do you have a id manual version without the colors/weak points?
I'll fix that in version 1.1, which I should release late this week.
Looking great!! :up: I'll get this, when version 1.1 is out.
Mast
AG124, is this beta workable by installing with JSGME?
AG124, is this beta workable by installing with JSGME?
I'm not sure - I install all of my mods manually (I've never had any real trouble with installing different ones). It may work with JSGME, but if it doesn't, it is still really easy to install manually.
BTW - DerTeddyBar designed the damage model, and it is based upon NYGM. I am hoping to release a non-NYGM version as well for those who do not wish to use this mod (although I think it will be good). I have PM'd him, but he hasn't contacted me back.
iambecomelife
03-05-06, 03:32 PM
AG124, is this beta workable by installing with JSGME?
You're probably going to want to install this one manually. It's impossible for modmakers to know which custom units each user has installed. Overwriting the old list of units with a new one will cause severe problems with any new unit mods you already have. It's best to go to data\sea\englishnames.cfg and manually put in the new unit's info.
I am now ready to confirm that when version 1.1 comes out this week, there will be a NYGM and non-NYGM version. (I recommend the NYGM one though). :yep:
Now if only I could work out the multi-skinning like Sergbuto tried to show me... :-?
No complaints yet - does this mean the vessel is working alright? If there are problems, don't hesitate to tell me as I can fix them in the next version. Constructive criticism is always welcome. :yep:
phatmatt
03-07-06, 08:42 PM
No complaints yet - does this mean the vessel is working alright? If there are problems, don't hesitate to tell me as I can fix them in the next version. Constructive criticism is always welcome. :yep:
Sorry AG124 I havent gotten the time lately to go and try your ship. School restarted today and I got a speech tomorrow already so I been working on that :nope: Hope to try it by tomorrow night :88) Cant wait
iambecomelife
03-09-06, 08:42 PM
I've downloaded it but it isn't installed yet. ATM I'm still preparing the CAM-ship and some 5-6000 ton merchants. It's nice to have vessels like this - it reminds us that not every tanker would have been a 10,000-ton monster.
That's alright - I was supposed to release 1.1 of this ship and 1.0 of the Converted Factory (NCVW) but had to work on an assignment instead. :shifty: The role of the German Foreign Office in the implementation of the Holocaust is not as interesting as ship building, to say the least. But I will find time this week - that is definite. :yep:
ID image from next ship to be released - Converted Whale Factory Ship.
http://img66.imageshack.us/img66/1613/ncvwsil8ql.jpg
Iambecomelife, I have it installed with all of my 60 or so other mods, and it went in ok with JSGME. Tho I've not seen it yet in game on my last patrol. Been out in the deep dark Atlantic huntin convoys awhile. I'll have to check in the next patrol closer to shore and see it it shows up.
GlobalExplorer
03-10-06, 06:12 PM
ID image from next ship to be released - Converted Whale Factory Ship.
http://img66.imageshack.us/img66/1613/ncvwsil8ql.jpg
Top notch, AG.
Haven't tried yet but I will one day. Just wanted to say I like how you give a certain style to the images in the recognition manual, I know that isn't easy.
I like how you guys make progress - I cannot say often enough how important the new merchants are to me.
iambecomelife
03-10-06, 08:08 PM
Once again, amazingly neat ID book pix. :up: What classification are you using for this ship - #101 (tanker?) Hopefully we won't see it too often, so that we'll really appreciate the chance to torpedo one.
It's funny, how some of these ships were old ocean liner conversions - what was once a classy ocean liner, host to the rich & famous, now all rusty, reeking of blubber... :hmm:
What classification are you using for this ship - #101 (tanker?)
That's the plan. :yep: Like you said, there may still be the problem of this ship appearing way too often. But with the large number of tankers which may soon be completed by you, I and others that may not always be a problem.
Before I release either NCOT 1.1 or NCVW 1.0. there are still two things I need help with - multi-skinning and arming. I already PM'd Sergbuto on the skinning but I am too unfamiliar with hex editing to understand his instructions. :damn: (the NCVW is already multi-skinned though). As for arming, I set a gun platform to the NCOT, but it caused a CTD. Someone told me that the weapon needed to be one that was usable by the ship - I have no idea what to do.
Anyway, this is what Sergbuto told me about multi-skin hex editing:
You need to do hexediting of the DAT file and for the corresponding .TGA, which you want to have multiple copies, replace sections with identificators 02, 03, and 08 with the cfg#TXR_ section.
I am currently using XVI32. I had one that I liked better, but lost it somehow on my last reformat. :oops:
EDIT: It was Hex Workshop 3.1, and I found it. :up: Still don't know about following those instructions with it though. :-?
Wulfmann
03-10-06, 11:12 PM
Would changing the cfg unit type to 104 allow this to show up in the coastal traffic?
I was thinking that small convoys could be made by using the 104 coastal traffic and adding this tanker, coastal merchant, a couple of small trawlers and an armed trawler escort would be more in line with this ship than unit type 101 which would have this in the mid Atlantic where it, IMO, would be out of place.
Wulfmann
booger2005
03-11-06, 01:08 AM
Where is the list of what number corresponds to what type of ship. 104 is coastal, etc...?
Der Teddy Bar
03-11-06, 02:14 AM
Where is the list of what number corresponds to what type of ship. 104 is coastal, etc...?
In the ShipName.cfg the second line...
[Unit]
ClassName=OTMST2
UnitType=101 <===== This One
MaxSpeed=14.5
Length=152.7
Width=18.8
Mast=35
Draft=9.5
Displacement=10448
RenownAwarded=320
GlobalExplorer
03-11-06, 05:00 AM
Where is the list of what number corresponds to what type of ship. 104 is coastal, etc...?
I use this:
Patrolboat=0
Corvette=1
Frigate=2
EscortDestroyer=3
FleetDestroyer=4
LightCruiser=6
HeavyCruiser=7
EscortCarrier=8
Carrier=9
Battleship=11
AuxiliaryCruiser=13
Tanker=101
Merchant=102
Liner=103
CoastalShip=104
Iceberg=105 //also used for dolphin
Submarine=200
Minefield=500
Subnet=501
Wulfmann
03-11-06, 01:10 PM
Does that mean we can change any ship by simply changing the unit type in the CFG.
As an example the Hunt class is not a destroyer but a DE. If I change those to DE and change the 4 to 3 in the SCR and RND files) there is no hex editing that refers these to the original number?
I can not use the coastal tanker as 101 because I use 101 without class names meaning more variation and one of these in a fast convoy would make no sense hence a desire to make it 104 for coastal traffic.
It will show up more that way as well!
Would make a German version as well as Italian and Greek for those areas.
Wulfmann
Two shots of the soon-to-be-released Converted Whale Factory (NCVW). I made two new skins by mutilating (or 'combining' :P ) parts of other ships' skins. Didn't know how yellow the second one's superstructure would look though. :huh:
http://img107.imageshack.us/img107/3940/cvw017rq.jpg
http://img107.imageshack.us/img107/9749/cvw024ep.jpg
If I could figure out the hex editing, I'd have 1.1 of the NCOT tanker released by now. :damn: Might have to wait awhile, or I might release a slightly improved version anyway.
Church SUBSIM
03-12-06, 12:18 AM
I like how you guys make progress - I cannot say often enough how important the new merchants are to me.
My thoughts exactly....
Wulfmann
03-12-06, 11:21 AM
I changed the coastal tanker to 104 so it only appears around coastal areas which often to not specify which 104 will show so I should see it more often this way without it showing up in mid Atlantic convoys. I will also make some of the coastal traffic into small convoys with an Elco or armed trawler as escort.
I made German, Norwegian, French, Italian and Greek ones as well
Much appreciated effort. I wish most of the effort in ships was merchant ones as that is primarily all I see except for escorts.
Playing at 100% one only sees what he is trying to kill or trying to keep from being killed by.
Wulfmann
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