Yeah, they did that with USN BB early/late superstructure cage masts.
It works, I've tested it, it's just very complicated because the stock SH4 merchant ships are not consistent. They'll have masts as an object to move, but the booms for the mast are part of the hull :/ I actually have a DAT I made with every single SH4 mast/etc in one dat, with altitudes all moved to zero So I can place them easier. Ditto for every superstructure, etc. Still it is tricky.
Seriously for any 3d modelers out there. Make ventilators, masts, kingposts, cranes, lifeboats, ventilators, gun platforms, DC rails, etc SEPARATE OBJECTS.
There are many RL examples of sister ships with subtle differences. Since SH4 and 5 (I'm sure 5 is the same) allow "BP clones" MANY new ships can be added with little increase in system overhead.
I used this to have some IJN ships change (add gun platforms, etc) over time.
Another note to ship builders:
like aircraft, ships can have LOADOUTS.
Add a loadout to the ship cfg, then add the loadouts to the eqp file. In the mission editor, you will then get to pick which version of the same ship to use. You could have 4 different deckhouse/mast arrangements for 1 ship, or mess with ventilators, etc. In the rec manual, it will still only show up under the DEFAULT version. So 1 rec manual entry, many variants to confuse people as to what they are seeing—and if done right, some have different mast heights, funnel heights, etc.
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