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-   -   Populated Kiel Canal dilemma,with mod. (https://www.subsim.com/radioroom/showthread.php?t=90899)

donut 03-19-06 09:10 PM

Populated Kiel Canal dilemma,with mod.
 
donut wrote:"suggest ships:should only be in backwater sideings, for easy plotting,canal is to narrow most of the distance".Building graphics, would also be nice,In the towns of Rendsburg,& Brunsbuettel, to have harbors that did not protrude, block canal. The whole purpose of any canal,is to provide swift transit,avoiding long round about passages. Note:TCx1,when ship sighted,slows passage of canal,so fewer ships,would expedite passage also.

This mod.could be reworked to make real life more enjoyable,thats what canals are all about,IMHO.Help me out Here. :sunny:

pimpace 03-19-06 09:28 PM

great idea!

Im a total noob in modding tough

Anyone can help him :rotfl:



:rock:

irish1958 03-19-06 11:40 PM

CANAL
 
I agree. I wish I could help but I don't have any talent in modeling. Every time I try to use the canal I run aground and lose my boat.
irish1958

Sailor Steve 03-20-06 12:56 PM

Funny, after the first trip I'm having no trouble at all.

It is possible to go into the SHIII Mission Editor and delete those things from the Canal.

AlanSmithee 03-20-06 01:14 PM

Re: Populated Kiel Canal dilemma,with mod.
 
Quote:

Originally Posted by donut
Note:TCx1,when ship sighted,slows passage of canal,so fewer ships,would expedite passage also.

This should be easily fixed in SH3 Commander - change the TC settings for ships sighted and for proximity with land. If you're not using Commander, well, you should be. :D


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