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Old 10-14-06, 11:32 AM   #1
rowi58
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Join Date: Jun 2006
Location: Karlsruhe
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Default 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.






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")



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

Last edited by rowi58; 10-14-06 at 01:52 PM.
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Old 10-14-06, 11:34 AM   #2
Safe-Keeper
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The AA platform one is particularly nice. Good job.
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Old 10-14-06, 11:50 AM   #3
AG124
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Great work.I will definitely be adding this to my own installation.
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Old 10-14-06, 01:00 PM   #4
bigboywooly
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Nice one Rowi
Thanx mate for another great addition

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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Last edited by bigboywooly; 10-14-06 at 01:24 PM.
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Old 10-14-06, 01:40 PM   #5
rowi58
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Quote:
Originally Posted by bigboywooly
Nice one Rowi
Thanx mate for another great addition

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
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
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Old 10-14-06, 01:52 PM   #6
bigboywooly
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No problem nate
Easy done
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