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-   -   Ship Models - request/development (https://www.subsim.com/radioroom/showthread.php?t=84673)

TLAM Strike 10-16-05 05:21 PM

Quote:

Originally Posted by Syxx_Killer
Quote:

Originally Posted by TLAM Strike
Here is something I'm working on for another sim, but the model will be freely available for all moders including you SHIII folks. ;)

Just don't expect it to be done anytime soon... :roll:

That looks pretty good. What kind of ship is that, anyway?

A Japanese 'Tone' class Heavy Cruiser.

iambecomelife 10-16-05 06:54 PM

Quote:

Originally Posted by sergbuto
Quote:

Originally Posted by Wulfmann
To each his own but when real becomes important, that is the first relevant number, IMO

Real is real. If one thing is real and another is not, their sum will never be real.

If you want low tonnage use appropriate ship models. There are some in the game.

I think I''ll stick with the lower tonnage value, simply for the sake of having more realistic tonnage scores. Using the smaller hulls to represent medium-sized ships is just too difficult because these vessels are exceptionally small - particularly the coastal merchant. They'd look quite unconvincing as 4000-4500-tonners, and resizing them typically causes texture and 3d-model distortion.

I was browsing Uboat.net and wasn't surprised to see that very few of the vessels sunk were over 10000 tons. In fact, I'd say a majority were less than 5000. Yet in spite of this 25% of the stock merchants are 10000 tons or more. 75% are over 5000 tons. This is made even worse by the fact that one of the "light" merchants is the LST, which hardly ever appears. Since I'm unable to adapt the small merchant and coastal merchant hulls to my purposes I'll probably just use the larger ships, for the most part. We badly need some classes of lighter merchants to skew the tonnage scores downward, and I don't want to wait until the texturing/object placement problems with the current tools are solved.

Takao 10-17-05 12:41 AM

Longtime lurker, first time poster...

@Commander1980

SHIII blends both gross register tons and displacement.
Merchant ships use gross register tons and warships are by displacement. This is the same way scores were kept for U-boat captains.

Liberty ships are around 7176 GRT, but have a displacement of 14,245 tons.

For the River class, I'm so sure what you mean. There actually was a River class, some 138 being completed by Britain, Canada, and Austrailia. They were built to overcome the limitations of the Flower class. The design was referred to as a twin screw corvette, later it was classed as a frigate when the British reintroduced the term in 1942.

@Wulfmann
The beam on the T3 is a typo. The T3 was roughly 30 ft longer, less
than 10 ft wider and had a 2 ft deeper draft than the T2. Gross tonnage was just shy of 1000 tons greater for the T3.

As for a new ship type, I want to sink the HMS Ark Royal!

sergbuto 10-17-05 02:32 AM

Quote:

Originally Posted by iambecomelife
They'd look quite unconvincing as 4000-4500-tonners, and resizing them typically causes texture and 3d-model distortion.

Small tanker definitly looks like a 4000-tonner to me.

Commander1980 10-17-05 02:42 AM

Ah thank you for that information ;)

@river-class
I don't think that the sh3 River-class is actually a river-class, just compare them.
http://img391.imageshack.us/img391/340/river4gg.jpg

looks not like the same class of ship :roll:

sergbuto 10-17-05 03:28 AM

Quote:

Originally Posted by Commander1980
Ah thank you for that information ;)

@river-class
I don't think that the sh3 River-class is actually a river-class, just compare them.

It is just scaled down A,B,C,D-class destroyer. In Canada, all the C-class destroyers were re-classified as River class.

AG124 10-17-05 11:20 AM

Quote:

Small tanker definitly looks like a 4000-tonner to me.
Can the small tanker hull be used for something? Maybe a different looking tanker or (with a lot of editing) a 4500 ton freighter? And waht about the C2, C3, and Transport? (although they are bigger)[/quote]

Commander1980 10-17-05 11:55 AM

Quote:

Originally Posted by AG124

Can the small tanker hull be used for something? Maybe a different looking tanker or (with a lot of editing) a 4500 ton freighter? And waht about the C2, C3, and Transport? (although they are bigger)

yep, i think this is possible. Why not try it? :)

AG124 10-17-05 12:28 PM

Unfortunately, I have too much work to do in university - and I've fallen behind in following developments of Sansal's tool (I couldn't use the DOS version). I also have no experience in 3D modelling. Maybe I could give it a try though...

But for now, could someone else try something with this hull?

iambecomelife 10-17-05 04:22 PM

Quote:

Originally Posted by AG124
Quote:

Small tanker definitly looks like a 4000-tonner to me.
Can the small tanker hull be used for something? Maybe a different looking tanker or (with a lot of editing) a 4500 ton freighter? And waht about the C2, C3, and Transport? (although they are bigger)

[/quote]

http://www.armed-guard.com/39201.jpg



There's a catch. Historically, the two-deckhouse arrangement you see on so many tankers was used for very few freighters. Occasionally it occurred, especially on early bulk carriers like the "Marore" (seen here) and the "Amerikaland". However, virtually all dry cargo ships had the superstructure more or less amidships - think Liberty Ship, C-2, Coastal Merchant, etc. I have plans to use the small tanker as a collier, as well as an old-fashioned coastal tanker, but I don't see it as feasible for a midships-deckhouse freighter. This may just be because of my rudimentary 3d editing skills, but for me altering the hull plates and bridge typically causes severe distortion of the ship in Wings3d.

I recently came close to completing an ore freighter based on the NKGN model. It looked decent but there were some errors with the texturing and hull plates, so I decided to start over. I'll take a crack at it tonight and try to post some screenshots.

iambecomelife 10-17-05 04:49 PM

BTW, it just occurred to me that a "Bellona" class cruiser for the British would be extremely easy to make - basically a "Dido" with sheer funnels and 8 5.25" guns. I don't know offhand if SH3 has those guns but the twin mountings from the J class destroyer should suffice. Maybe something for me to do if I manage to get my cargo ships straightened out...

coronas 10-17-05 08:42 PM

A good ship as fast merchant (up 20 knots) With two funnels? 7.000 Tons?

iambecomelife 10-17-05 08:59 PM

Quote:

Originally Posted by coronas
A good ship as fast merchant (up 20 knots) With two funnels? 7.000 Tons?

It should be possible. Speed is easy to edit, and it's almost as easy to add a new funnel to a ship.

iambecomelife 10-17-05 10:13 PM

:damn: :damn: :damn:


I just finished another attack on that ore carrier model. It didn't work because pack3d keeps rejecting models that contain parts from new ships, even when I merge them into one object. Specifically, I'm trying to give the Large Cargo an enlarged version of the coastal merchant's bridge. I think it has something to do with the textures. Occasionally this process works but I still don't know why; it seems almost arbitrary whether or not pack3d will accept the changes. Still, I'm glad we have something to use for our ship mods.

For some reason pack3d had no trouble merging the coastal merchant's funnel with the ship I'm using, so I'll try combining the funnel and bridge as one object.

Commander1980 10-18-05 02:03 AM

Quote:

Originally Posted by iambecomelife
:damn: :damn: :damn:


I just finished another attack on that ore carrier model. It didn't work because pack3d keeps rejecting models that contain parts from new ships, even when I merge them into one object.

hmm, i have no problems using other ships parts. Did you cloned the unit again after importing?


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