Quote:
sounds like you're well on the way to working it all out
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Indeed, on the way...

Still not quite happy with the result, but much better than the other day. First, the good news: the coordinates in the xxxx.cfg files refer to pixels, indeed, thanks again for the tip, Karl Heinrich! And, together with the "Namex" property they give the information where certain vulnerable parts of the ships are.
The bad news (hm, not really news): some of those areas are evident even without the coordinates ("propulsion" is where the propeller is, "keel" is, well , at the bottom of the ship, and "engines" almost invariably have one or more funnels above them. Duh. And the ammo bunkers usually end up below the guns (makes sense, doesn't it?).
worse, some of the compartment locations were obviously wrong. I changed the scaling on some ships so that the length of the ship as seen in the picture would match the compartments, but I still wonder why the Cyclops-type Collier has engines midships and a funnel way back ...
Still it was a rewarding exercise, I learnt a lot about some developments in HTML/XML handling, like the "Treewalker" (great stuff, I wish I'd known such a tool five years ago, I'd have used XML much more often), SVG graphics, and the way certain products interact: to bring an SVG graphics file (created by interpreting the .cfg files) into InDesign (which does the print formatting) you have to load it into Illustrator first. No, not Photoshop. Takes some getting used to.
"Merchants" recognition guide ready ! (see download section in first post)
Time to finish the 1940 edition of the "Warships" manual, I think I ran into a new destroyer type yesterday, escorting a convoy. It was too late for a prolonged hunt so I went to bed. It is only January 5, 1940 and already they have the new models on the road !
Helmut