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NKGN - Large Cargo - add-on
Hi everyone,
i've made a little add-on for serbuto's NKGN "Large Cargo" ship. To give the NKGN a little "lifting", i decided to - remove the catapult platform (under deck now) - lower the funnel (i think that gives the ship ab better silhouette), - repair of the deck(skin) the catapult was located before - and rebuild two nodes for external cargo (like other merchants such as Coatal Merchant). And - via "Loadout"-funktion - it is possible to make an AA-battery ship out of the NKGN. http://img247.imageshack.us/img247/7...alcargoix2.jpg http://img88.imageshack.us/img88/845...mprovedfp9.jpg You can make 4 versions out of the NKGN: - merchant ship without external cargo - as before (need Loadout "Empty" in the CargoDef.cfg - see below) - merchant ship with external cargo - all the things your CargoDef.cfg offers - an AA-battery ship without external cargo (to protect your naval bases against air raids) - an AA-battery ship with external cargo (see below that AA-battery ship "in action") http://img88.imageshack.us/img88/347...kschiffqn8.jpg For those who prefer the original funnel, there is a secound DAT-file with the higher one. You can DL the add-on here. http://files.filefront.com/Improved_.../fileinfo.html WITH NKGN:CFG now! NOTE: you must have sergbuto's "Additional merchants" MOD (users of GW, NYGM a.s.o. will have it included (mostly)) . The DL only contains three files: the (2) DAT-files and the EQP-file. You can find some additional stuff for the CargoDef.cfg (incl. Loadout "Empty") in my DL-section, named "Neue-Cargo-Ladung.7z" Greets rowi58 |
The AA platform one is particularly nice. Good job.
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Great work.:rock:I will definitely be adding this to my own installation.:up:
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Nice one Rowi
Thanx mate for another great addition:up: EDIT Rowi you didnt update or include the cfg [Unit] ClassName=KGN UnitType=102 MaxSpeed=17.5 Length=155 Width=18.7 Mast=33 Draft=8.7 Displacement=17600 RenownAwarded=530 [2DCompartments] UnitPos=89,12,335,15 NbOfComp=6 Name1=Propulsion Area1=89,7,38,14 Name2=Keel Area2=156,5,197,8 Name3=Fore Ammo Bunker Area3=349,14,25,14 Name4=Aft Ammo Bunker Area4=130,14,33,15 Name5=Engines Room Area5=220,14,40,15 Name6=Fuel Bunkers Area6=263,14,24,14 [Loadout 1] Name=Armed Type=1 Without the loadout addition at the bottom you cant choose loadout in mission ed |
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Thanks rowi58 |
No problem nate
Easy done :up: |
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BTW some times ago, i have calculated the GRT of all merchant ships in SH3 depending on a statistic method (comparing them with real ships of that time). Result: the GRT-value of nearly all SH3 merchant ships is too high. Especially the value of those ships who were made out of warships. The displacement (t) was converted 1:1 to GRT. The value for the NKGN is - after this method - 7,447 GRT (by a displacment of some 17,000 tons). I think that is a big problem within SH3. The item in the SHIP.cfg is called "displacement", but the value varies between displacement and GRT - and this within the class of merchant ships. When i integrate a new (merchant) ship, i calculate the GRT (based on length, width and draft) with an Excel-sheet. If you are interested in this, i can post it to you. greets rowi58 |
Yes please Rowi
Will be good to look at |
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rowi58 |
Yeah I noticed :rotfl:
But the section on the top right makes it easy to use - just put in the figures and it works it out Thanx Rowi :up: Interesting |
Hi rowi,
you didn't update it at UBRS yet, right?;) Greetz, SSB |
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io.k., i'll upload it there, greets rowi58 EDIT: it is uploaded to UBRS. |
BTW @ terrapin:
you should delete the faulty one as well my faulty first edition 'unified_guns.rar' [don't mix up with unified_guns_v1.0.rar or unified_guns_v2.0.rar !!!];) @rowi58: THX:rock: SSB |
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