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Old 03-20-10, 02:14 PM   #19
HELLISH1
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Join Date: Jul 2009
Posts: 96
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Quote:
Originally Posted by tater View Post
What is needed are real IJN "Kaibokan" subchasers.

Other than that, japanese "standard type" merchants would also be a good start, along with "sea truck" types of coasters. The japanese built thousands of sea trucks. In addition to those "Sugar Dog" types, the "Fox Tare" types were cool in that they look nearly identical to larger ships, but are at or below 1000 tons. This resulted in many false claims for larger tonnage (could also throw off your range).

BTW, when anyone is making new merchants, please think about keeping all the masts, cranes, gun platforms and deckhouses AS INDIVIDUAL OBJECTS.

The eqp files allow you to vary ships via what we in SH4 called "BP cloning" (named after "bungo pete" who ducimus made using this technique). SH4+ allows you to make a new ship but point at an existing ship model. With a new eqp fil, you can completely alter the look if the ship with no "real" cloning required. Masts and deckhouses can be done this way, you can even have the same ship with different eqp dates in a given group, and have the masts change based on the config date. Y nodes are explicitly in the game to do this.

There is much goodness that can come of this—sister ships where one was modified to have a slightly different mast or funnel height, for example. Screw up people's solutions!
If you talking about playable, all the ships that we have done, we have had no problem making new mast and towers/decks etc., as part of the 3d ship node, or wire mess if you prefer, with out having any issues.
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