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Old 12-20-05, 06:16 PM   #31
Type941
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The 'Supertrooper' (What a name!) is definately cool looking ship.

This one can be put for Germany as well.


I don't think TOO big is a problem - these ship did exist, we're not making it up. :|\
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Old 12-20-05, 06:21 PM   #32
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The bigger the target, the bigger are my chances to hit it.
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Old 12-20-05, 06:30 PM   #33
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I don t say the Name but very nice target so even i would maybe someday get a career with over 100.000 tons succesfully sunk :

1031 feet worth 83000 tons could carry more than 10.000 troops
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Old 12-20-05, 06:33 PM   #34
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The problem with a big ship is that it needs to be rare.

And the problem with having a rare ship is that no one will ever see it.

And the problem with not seeing it means that modders don't make rare ships.



So there is the circulian theory of why we don't have big ships.
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Old 12-20-05, 06:37 PM   #35
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But i think the Ceramic is at the upper Side of what can be added to the game cause ships in that range from 15000-20000 tons where not one offs but rarely seen and sometimes even succesful sunk.
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Old 12-20-05, 06:41 PM   #36
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Right, but anything larger than 20000 or 30000 tons would have to be a rare occurance in SH3. So it's of no use to produce any such ships.

I prefer to sink average to small ships anyways. 4000 to 15000 is fine for me.
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Old 12-20-05, 06:51 PM   #37
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BTW does anyone know how large the escort for the Giga Liners was ??
I read somewhere that those ships actually even had Fleetcarriers and Battleships as Escorts.
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Old 12-20-05, 07:23 PM   #38
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Well, I think sinking a BIG ship that's going at 25 knots in task force isn't that easy... Big ships seems to need a bit more than one torpedo, unless... they carry ammunition against the law.. Now, I don't know about the battleships for sure, but I did hear something like that, when a KGV or Revenge class escorted convoys, but I think they were deployed (logically anyway) when there was a threat of a german mama ship around, like Tirpitz or Sharnhorst.
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Old 12-20-05, 07:33 PM   #39
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The Queen Mary and Queen Elizabeth used a standard cruise speed of 26
to 28 knots during their cruise and could be very dangerous to their
own escorts,the 2 october 1942, HMS Queen Mary (81000 GRT) cut in half the light cruiser HMS Curacoa (5320 GRT) wich sank in few minutes.
Some U boats had the chance to see the silouettes of these ponderous
liners in their scope, but they never could fire a torpedo against these targets running easily arond 30 knots.
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Old 12-20-05, 07:56 PM   #40
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Mixed feelings. It's nice looking in original skin as well as I just made here.



I am also dissapointed, I did this skin which looks good from the side, but when you look at the deck, it's a total mess, because the ship model uvmapping seems to be pointing at the hull texture for the deck... Any chance of fixing this please or it's not possible (I saw people having problems with uv mapping for new units, so I understand if that's the case).

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Old 12-20-05, 08:03 PM   #41
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That is a problem we can t solve atm, hope next pack 3d version will fix this.
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Old 12-20-05, 08:10 PM   #42
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BTW how they looked like in war times

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Old 12-20-05, 09:13 PM   #43
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RMS Ceramic leaving for Liverpool!

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Old 12-20-05, 09:13 PM   #44
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Oh sexy!

I think we've just uncovered a dormant skinner... :hmm: :hmm:
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Old 12-21-05, 05:46 AM   #45
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It is a fine looking ship. Good work has been done at the "shipyard". Unfortunately, the damage model is not entirely correct with respect to both the torpedo attack and gun shelling. It seems that some parts of the ship are not covered by the damage zones and some damage zones are mis-placed compared to the corresponding 3D object. I guess that the parent ship NAXC was scaled up and the new ship was aligned with the parent at the bow. Because when aiming to some stern part of the ship with torpedoes, one can spend the entire torpedo storage but ship will not get damage (except for the props which are separate objects from the hull). The collisional/impact effects are there and there is a torpedo explosion and the damage texture applied but no real damage, because it seems that area is not covered by any damage zone. At the same time, for the rest of the ship is enough one magnetic torpedo to sink the whole thing, the same as for NAXC.

Similar things can be found for gun shelling at the ship as a target. For some parts, the impact effects are there but no damage. BTW, a bit odd to see bow and stern pairs of masts behaving as the masts are binded by an invicible tie.

Have you tried to ask the Devs to correct the damage model? If they can't help maybe the person like timetraveller can write an utility to plot and correct zones from ZON files.

What was interesting for me to find out that model formalism in SH3 used for collisions seems to be different from that used for damage.
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