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-   -   NKGN - Large Cargo - add-on (https://www.subsim.com/radioroom/showthread.php?t=99483)

rowi58 10-14-06 11:32 AM

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

Safe-Keeper 10-14-06 11:34 AM

The AA platform one is particularly nice. Good job.

AG124 10-14-06 11:50 AM

Great work.:rock:I will definitely be adding this to my own installation.:up:

bigboywooly 10-14-06 01:00 PM

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

rowi58 10-14-06 01:40 PM

Quote:

Originally Posted by bigboywooly
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

:damn: ups, you are right. Sorry. I'll add the cfg. The NKGN in my game has multi-loadout since month - so i forget it.

Thanks
rowi58

bigboywooly 10-14-06 01:52 PM

No problem nate
Easy done :up:

rowi58 10-14-06 02:28 PM

Quote:

Originally Posted by bigboywooly
No problem nate
Easy done :up:

Its uploaded.
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

bigboywooly 10-14-06 02:29 PM

Yes please Rowi
Will be good to look at

rowi58 10-14-06 03:31 PM

Quote:

Originally Posted by bigboywooly
Yes please Rowi
Will be good to look at

You've got it. If you have some problem with it, ask me - i didn't translate it into english, but i think it will be clear (i hope so).

rowi58

bigboywooly 10-14-06 03:41 PM

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

SquareSteelBar 10-15-06 11:14 AM

Hi rowi,

you didn't update it at UBRS yet, right?;)

Greetz,
SSB

terrapin 10-15-06 11:30 AM

Quote:

Originally Posted by SquareSteelBar
Hi rowi,

you didn't update it at UBRS yet, right?;)

Greetz,
SSB

correct, AFAIK

rowi58 10-15-06 12:00 PM

Quote:

Originally Posted by SquareSteelBar
Hi rowi,

you didn't update it at UBRS yet, right?;)

Greetz,
SSB

Hi SSB,

io.k., i'll upload it there,

greets
rowi58

EDIT: it is uploaded to UBRS.

SquareSteelBar 10-15-06 12:20 PM

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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