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Old 10-27-05, 03:48 PM   #106
sergbuto
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Quote:
Originally Posted by AG124
Are those the booms that you are going to use on the finished model? They look like they belong on a heavier ship to me - is there another type you could use?
There were some 4000-tonners which used twin masts if that is what you mean. But I was thinking to exchange for single ones.
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Old 10-27-05, 03:51 PM   #107
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Quote:
Originally Posted by AG124
BTW - What about the Vosper class (the original subject of this thread)? Will they be ready soon? And is there an ETA for the 3,500 ton freighter? Maybe you should post a preview on your website.
No ETA yet.
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Old 10-27-05, 03:55 PM   #108
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Quote:
Originally Posted by AG124
I just realized that you are working on more than one. Do you have a couple of pictures of the others too?
They are still in an ugly shape with parts flying around.
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Old 10-27-05, 04:00 PM   #109
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Quote:
Originally Posted by UBOAT234
NOW IS THE MOMENT FOR YOUR PERSONAL TUTORIAL
Sorry. Not enough time to write tutorials. Especially when English is not my native language.
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Old 10-27-05, 04:04 PM   #110
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Quote:
Originally Posted by Type941
Fantastic looking merchants, looking forward to them. Great that the scale feature can be used - for example the British Auxillary Cruiser rescaled, 3 more funnels - and we have a 40k tonn Titanic!!
Arbitrary scaling will lead to the inappropriate damage model.
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Old 10-27-05, 06:41 PM   #111
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Yeah, I was talking about the cranes - there are several types in the game which could work but I'm sure you can pick the one which is most realistic.

Even if you haven't made enough progress to show us a preview, could you give us a bit of info on what else you are making? Tankers? Freighters? Troop Ships? Tonnage and parent models?

BTW - I recently tried to clone the Transport, but the library crashed when I put it in the game. I made sure to rename every file to "freighter1", preserving file extensions, then opened the .dat file in pack3d and clicked "clone". Do I need to click on and clone every 3d object?
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Old 10-27-05, 08:55 PM   #112
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Quote:
Originally Posted by AG124
Yeah, I was talking about the cranes - there are several types in the game which could work but I'm sure you can pick the one which is most realistic.

Even if you haven't made enough progress to show us a preview, could you give us a bit of info on what else you are making? Tankers? Freighters? Troop Ships? Tonnage and parent models?

BTW - I recently tried to clone the Transport, but the library crashed when I put it in the game. I made sure to rename every file to "freighter1", preserving file extensions, then opened the .dat file in pack3d and clicked "clone". Do I need to click on and clone every 3d object?
Some possible causes:

1) Did you add an entry for the new ship in englishnames.cfg?

2) Did you make sure that the abbreviation for the ship was the same in englishnames.cfg, [unit].cfg in the ship's data\sea folder, and the data\roster\[nation]\sea\[unit].cfg? The designations for "classname" must be consistent.

3) Did you use the "extrude" function to alter your model in Wings3d?

4) Did you give the new unit a name with the same number of characters as the old unit? For instance, my ore freighter, as a descendent of the vessel NKGN (4 characters) is called NKOC (again, four characters). BTW, I'm not absolutely certain that this last thing needs to be done, but it appears to have been the cause of otherwise mysterious crashes.
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Old 10-27-05, 08:56 PM   #113
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Also, you just need to click on the dat file and press clone in Pack3d; you don't need to clone individual objects.
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Old 10-28-05, 06:01 AM   #114
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In answer to your four questions.

1. Yes.

2. Yes.

3. Didn't change the model. For some reason, I couldn't even see it in wings 3d - when I exported from pack3d the file size was 0kb. I am new to this after all.

4. No, the new name has a completely different number of letters; this is probably my problem :hmm: . I will give it a four letter name (the Transport's designation is NPTR) and try again tonight.
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Old 10-29-05, 08:32 AM   #115
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It worked! That was the problem; when the new unit received the same number of letters in its name as the parent, both units work together. A point to remember, I guess.

Thanks.
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Old 10-30-05, 04:39 AM   #116
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Quote:
Originally Posted by AG124
Even if you haven't made enough progress to show us a preview, could you give us a bit of info on what else you are making? Tankers? Freighters? Troop Ships?
For now, it is one more 4000-ton freighter and a coal carrier but the results will greatly depend on tests about the damage model for the first merchant.
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Old 10-31-05, 06:57 AM   #117
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Quote:
Originally Posted by Type941
Fantastic looking merchants, looking forward to them. Great that the scale feature can be used - for example the British Auxillary Cruiser rescaled, 3 more funnels - and we have a 40k tonn Titanic!!
I hoping for something like the beautiful RMS Aquitania which acted as a troop ship in both Wars.

http://www.bryking.com/aquitania/aquitania.jpg

A must better troop ship type than the 50's looking "passenger liner" in the game.
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Old 10-31-05, 08:15 AM   #118
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Those older style passenger liners were really good looking, but I think the emphasis right now is on typical freighters and tankers which would have been encountered on a regular basis. Very vew large passenger liners were sunk during the war.
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Old 10-31-05, 07:55 PM   #119
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BTW - Sergbuto, are you still working on your Russian Type 7 DD?
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Old 11-02-05, 07:28 AM   #120
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At least, I still have plans for it. The DD needs some 3d changes. Now when quite accurate modelling is possible I do not think there is any point to release approximated things.
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