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-   -   Merchant Fleet Mod Progress Thread (https://www.subsim.com/radioroom/showthread.php?t=142285)

Sailor Steve 12-21-08 04:19 PM

It looks like the bow has more slope to it, but the fat funnel is a dead givaway.

iambecomelife 12-22-08 12:20 AM

Quote:

Originally Posted by Sailor Steve
It looks like the bow has more slope to it, but the fat funnel is a dead givaway.

Still, I'm not satisfied with the differences. I am going to add another funnel to one of them -that should do the trick. Also, I will try to send you the information you asked for tomorrow.

Former beta testers for the old Merchant Fleet Mod, please check your PM's. Anyone who is interested in beta testing and hasn't received a message from me, please contact me on this thread or in private.

Thanks.

Task Force 12-22-08 12:23 AM

got your PM IABC.:D:up:

McHibbins 12-22-08 01:31 AM

Quote:

Originally Posted by iambecomelife
Anyone who is interested in beta testing and hasn't received a message from me, please contact me on this thread or in private.


Here ! :rock::rock:

bigboywooly 12-22-08 02:37 AM

Sweet
I will test if you like Iambecome
:up:

mr chris 12-22-08 02:54 AM

Quote:

Originally Posted by bigboywooly
Sweet
I will test if you like Iambecome
:up:

Aye im intrested as well if you need anymore testers that is.

Pvt.Godfrey 12-22-08 06:42 AM

Im interested as well if you want any more.

iambecomelife 12-22-08 10:31 PM

Thanks to everyone who offered to help! I am now finishing up a few more things:

-Skins for the newest ships
-A few more ship halves, mainly for the newest ships
-Correct draft entries
-Changes to the weapons loadouts
-Correct top speeds for all ships

Once these things have been taken care of I will put together the second beta.

Another motor merchant update is below. I revised one of the small motorships so that it was more distinct from its near-sister. The extra funnel should be an obvious feature:

http://i33.photobucket.com/albums/d5...titled-1-6.jpg

http://i33.photobucket.com/albums/d5...titled-2-6.jpg

Task Force 12-22-08 10:58 PM

Looks really good IABC. Cant wait to torpedo it.:D

Jimbuna 12-23-08 02:36 PM

She is different...and a real good looker http://www.psionguild.org/forums/ima...s/thumbsup.gif

Hitman 12-23-08 02:52 PM

Quote:

The extra funnel should be an obvious feature:
But it will emit smoke in the later release, right? I mean, it is not supposed to be simply a comuflage measure, correct?

Looking beautiful as always :up:

iambecomelife 12-23-08 04:03 PM

Quote:

Originally Posted by Hitman
Quote:

The extra funnel should be an obvious feature:
But it will emit smoke in the later release, right? I mean, it is not supposed to be simply a comuflage measure, correct?

Looking beautiful as always :up:

I'm asking Von Dos for some help with the smoke emission. I remember that he's designed 3-4 stack ships, and none of the stock cargo vessels had more than two funnels, so hopefully he can help out.

On the plus side, I have managed to make the second stack a destructible object. It's pretty dramatic, seeing the funnel go flying in the air when you load this puppy with ammunition. :arrgh!:

Madox58 12-23-08 04:11 PM

If both stacks have thier own ID's,
place a new smoke section in the sim file assigned to the second stack.
If one stack is part of another object you can place a node much like an
equipment node there then assign it a smoke node in the sim.
:up:

VonDos 12-23-08 05:53 PM

Agree, it's a ID question ^_^ just be carefull, always different IDs for differents things, you know it ^_^

(psin facts, i'm not an expert XD)

iambecomelife 12-23-08 06:49 PM

Thanks guys! Now it can pollute the atmosphere TWICE as much as it did before. :rock:

http://i33.photobucket.com/albums/d5...titled-4-8.jpg

http://i33.photobucket.com/albums/d5...titled-3-6.jpg


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