![]() |
SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
![]() |
#1 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
|
![]()
I just tested three older modded freighters that I though would crash the game. However, all three sank fine. But none of them appeared to suffer any damage.
I took some screen shots of two of them - the Kyle and Heavy Merchant. I didn't get a shot of the third one, the Belize. (The Belize and Kyle are a long way back in the 'Ship Requests' thread, and I didn't post the Heavy Merchant there). I was going to release these ships, but now I don't know. ![]() I might have the zones file from NYGM installed - I don't remember. Any thoughts? Here's some pictures. I only took a few. Heavy Merchant: ![]() ![]() ![]() Kyle Coastal Merchant: ![]() ![]() The ships in the background of this picture are (Left to Right): - USS Pyro (old model which has been replaced and is kept only for nostalgia ![]() - Lake Ship (Barely Visible behind USS Pyro) - Rose Castle Ore Carrier - E.G. Seuber Tanker - "Generic Tanker" (To be almost completely rebuilt). ![]() |
![]() |
![]() |
![]() |
#2 |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
|
![]()
As allways cool job and cool stuff coming from you bro!
![]() If i wasn't such an ignorant on that kind of moding bro i would be very pleased to help... ![]() ![]() |
![]() |
![]() |
![]() |
#3 |
Silent Hunter
![]() |
![]()
Are all of the deck objects independent of the hull obj file? If you used the deck gun to sink them, this may account for the lack of damage - shells have more difficulty blowing up things that would be easily destroyed with the default game's values.
BTW, look how dramatically your typical "convoy-scape" is improved by having a variety of period models. No more vast fields of C-2's & C-3's - instead, the ships seem to have a uniqueness to them. |
![]() |
![]() |
![]() |
#4 | |
GWX Project Director
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#5 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
|
![]()
Didn't use the deck gun - I used torpedoes. Each ship took two to sink.
I was thinking about what caused the problem. It is important to note that some of the parts of these ships were moved using Wings3d instead on Pack3d (they are older work from last fall). But even parts which were not moved this way (such as funnels) did not collapse. The ships also didn't break in two, even though all three exploded. Also, all parts are indeed separate .obj's from the hull. Thanks for the compliments, BTW. ![]() (Also, I should note that the Heavy Merchant is using one of Iambecomelife's skins from the MVP. The Kyle skin is stock.) |
![]() |
![]() |
![]() |
#6 | |
Admiral
![]() Join Date: Jan 2006
Location: Spain , Crossing Gibraltar!
Posts: 2,292
Downloads: 202
Uploads: 1
|
![]() Quote:
I've been to ask this for i don't know how long... Those ships from you , The Costal Tanker and the Other factory ship are they included on the GW mod, or can i add them to the Mod??? ![]() |
|
![]() |
![]() |
![]() |
#7 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
|
![]()
No, they have not been included in the mod. But if anyone wants to add them, that is perfectly OK, and they should show up in the campaign even if they are just added manually by individual users.
![]() |
![]() |
![]() |
![]() |
#8 |
Sea Lord
![]() Join Date: Jun 2005
Location: Hamburg, Germany
Posts: 1,691
Downloads: 41
Uploads: 0
|
![]()
As long as they sink that's good enough for me... torpedoes shouldn't nessarily have to do any damage above the waterline.
SH3 is in dire need of more merchants... as iambecomelife said its good to have some more unique ships in convoys. Would they appear in convoys if it wasn't specifically scripted though? |
![]() |
![]() |
![]() |
#9 | |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
|
![]() Quote:
![]() |
|
![]() |
![]() |
![]() |
#10 |
Sea Lord
![]() Join Date: Jun 2005
Location: Hamburg, Germany
Posts: 1,691
Downloads: 41
Uploads: 0
|
![]()
I lookied through my campaign RND, not really knowing what I was doing... but found what I think are entries for ships in convoy:
[RndGroup 62.RndUnit 1] Class=KLS Type=102 Origin=British Side=0 CargoExt=2 CargoInt=0 CfgDate=19390801 No=1 Escort=false SpawnProbability=50 CrewRating=3 [RndGroup 62.RndUnit 2] Class=KSQ Type=102 Origin=Greece Side=0 CargoExt=1 CargoInt=0 CfgDate=19390801 No=1 Escort=false SpawnProbability=50 CrewRating=3 [RndGroup 62.RndUnit 3] Class=KLS Type=102 Origin=British Side=0 CargoExt=0 CargoInt=0 CfgDate=19390801 No=1 Escort=false SpawnProbability=50 CrewRating=3 [RndGroup 62.RndUnit 4] Class=KLS Type=102 Origin=British Side=0 CargoExt=0 CargoInt=0 CfgDate=19390801 No=1 Escort=false SpawnProbability=50 CrewRating=3 [RndGroup 62.RndUnit 5] Class=OTSF Type=101 Origin=British Side=0 CargoExt=-1 CargoInt=0 CfgDate=19390801 No=1 Escort=false SpawnProbability=50 CrewRating=3 [RndGroup 62.RndUnit 6] Class=KLS Type=102 Origin=British Side=0 CargoExt=0 CargoInt=0 CfgDate=19390801 No=1 Escort=false SpawnProbability=100 CrewRating=3 [RndGroup 62.RndUnit 7] Class=KSS Type=102 Origin=France Side=0 CargoExt=1 CargoInt=0 CfgDate=19390801 No=1 Escort=false SpawnProbability=50 CrewRating=3 [RndGroup 62.RndUnit 8] Class=OTSF Type=101 Origin=British Side=0 CargoExt=-1 CargoInt=0 CfgDate=19390801 No=1 Escort=false SpawnProbability=100 CrewRating=3 Can I just replace the ship types with others and all will be well? |
![]() |
![]() |
![]() |
#11 |
Seaman
![]() Join Date: Mar 2006
Location: Poland
Posts: 35
Downloads: 10
Uploads: 0
|
![]()
Hi!
I just downloaded that new liner, another great work, but where did you find those freighters? Are they available? Thanks |
![]() |
![]() |
![]() |
#12 |
Admiral
![]() Join Date: May 2005
Location: Berlin
Posts: 2,015
Downloads: 165
Uploads: 0
|
![]()
Hi AG124, just an opinion from an outsider, its maybe not a bad idea to release this anyway, as you are getting more testing input from other people. With all the problems there seem to be with new ships, like damage / no damage depending on impact point / other factors, you will never be able to do it all yourself. Thats what the community is for, no one expects you to do all the testing.
And apart from that, of course people will be happy to have these ships, they bring variety to the small ship range, and they look very good. With more and more ships being released, I expect that we get closer to the point where the genericness of the original ships dissappears and it is fun again to identify targets. It adds a lot to the game, so I hope you will be able to sort out any problems with these ships. I also think you should work closely with the creators of the big mods until your ships will be included in the packages. They (I mean your ships) are major addons (for me at least), so it would be worthwile to have them automatically installed, and up to the standards of the sinking mod.
__________________
|
![]() |
![]() |
![]() |
#13 | ||
Admiral
![]() Join Date: May 2005
Location: Berlin
Posts: 2,015
Downloads: 165
Uploads: 0
|
![]() Quote:
__________________
|
||
![]() |
![]() |
![]() |
#14 | ||||
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
|
![]()
To answer some questions and address some stuff:
Quote:
Quote:
Quote:
Quote:
![]() I'll keep everyone updated on any progress I make. I have decided (obviously) to release my ships one-by-one and release updated versions as they are improved rather than release one big pack. |
||||
![]() |
![]() |
![]() |
#15 | |
Sea Lord
![]() Join Date: Jun 2005
Location: Hamburg, Germany
Posts: 1,691
Downloads: 41
Uploads: 0
|
![]() Quote:
![]() Looking through the campaign RND of grey wolves I noticed that most of the new ships included in that mod weren't even included. I have started adding ships into the RND, just searching for generic ships like C2's and C3's, and replacing every third with a new one not yet implemented. From what I gather, ships in convoy are not random and therfore need to be specifically scripted. Hopefully I have added enough to be noticeable next time I see a convoy... I can't test it yet though because of uni work ![]() |
|
![]() |
![]() |
![]() |
|
|