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-   -   Generic Ships are not so desirable (https://www.subsim.com/radioroom/showthread.php?t=93776)

AG124 05-31-06 09:42 AM

I think that you were talking about my Meigle Coastal Merchant, but I did not use the Trawler. I used the .dat of the Coastal Merchant, and the hull of the Tugboat. The ship turned out to be pretty good, but the UV Mapping below the waterline uses the texture of the superstructure. Also, the tonnage was 800 GRT.

Wulfmann 05-31-06 12:32 PM

I have not seen that one and will hurry off to get it as I am sure it is a worthy addition.
I like the coastal tanker, I just thought making it a 101 was not as advantageous as a 104.

I think the referred to merchant might also be released as a separate 104 to further vary the coastal trafffic.

I didn't mean you on converting the armed trawler.
It was SW I asked. They dtook so many of my suggestions but sometimes so many things were being tossed around a few got lost.
I just think the hull would make a good merchant ship as many were converted to such use after the was and it looks similar to war time small merchants.I have a book called S-Boote and it seems many coastal merchants were sunk in the 400-800 ton range by them. Since SW did not do it I thought someone else might consider it.

Wulfmann

Wulfmann 05-31-06 12:41 PM

Quote:

Originally Posted by bigboywooly
Ummm the fishing boat 2 in your Sea folder is a Trawler unarmed:o

Big difference comparing a 95 tonner that can not be torpedoed with a 500 ton ship, IMO.

The KSQ is not a coastal merchant (its name coastal merchant is inaccurate as it is certainly a sea going vessel at 2,000 tons)

However, that is certainly personal choice if one wants to edit that out or somewhere else as a 104.
I would be more inclined to add a 104 version of NSQ as well as the armed trawler conversion to merchant as a 104 to spruce up the in close traffic.

Wulfmann

bigboywooly 05-31-06 02:26 PM

Quote:

Originally Posted by Wulfmann
Big difference comparing a 95 tonner that can not be torpedoed with a 500 ton ship, IMO.
Wulfmann

OOPS:oops: my bad
Have never bothered with the unarmed trawler ( sinking it that is ) so didnt know the tonnage
Didnt realise they were that different:o

Will get back to my DE Hunts lol

booger2005 06-07-06 06:30 AM

Quote:

Originally Posted by bigboywooly
Ummm the fishing boat 2 in your Sea folder is a Trawler unarmed:o

but under 100 tonnes

bigboywooly 06-07-06 07:37 AM

yeah Wulfmann put me right a week ago
Like I said didnt realise the tonnage difference as never had a crack at one
Have had a go at cloning trawler but keeps failing for some reason -have cloned other ships inc an inshore merchant type 104 from the coastal merc and changed my DDHunts to DEHunts - the ships were easy the .RND and SCR wasnt
Will keep tying tho as think can remove guns but not the platform or radar as that a bit too advanced for me lol
If manage it will let you know

bigboywooly 06-07-06 06:17 PM

Quote:

Originally Posted by booger2005
A 500 tonner would be quite cool. I think someone attempted it once, but the trawler type was not really well suited to being modded. I would like to see the armed trawler transformed into an unarmed trawler. That should be easy. Finally, coastal traffic worth sinking. :lol:

Well its a WIP but here a couple of screenshots so far
Just need to alter the .en text and find out how to delete nodes

http://img64.imageshack.us/img64/938...mall9iv.th.png
http://img169.imageshack.us/img169/7...mall5xh.th.png

Wulfmann 06-07-06 07:01 PM

May I suggest you "add" Hunt DEs and not delete Hunt DDs.
That way you keep the SCR as it is and the Hunt DEs will spawn with using the type 3 without asking for a class. This will allow for variation and make it harder to predict convoys by their known escort make up.
IMO, using the 102 type for cargos does the same thing, change the convoy make up each time. but, again, IMO that is a good thing.
Wulfmann


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