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#1 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
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I have just received my AOD Coastal tanker back from Dan and DerTeddyBar and it is working pretty well. DTB has made a new damage file for the model, and there are only one or two more issues to straighten out. Although I am going to release all of my ships in one pack, I am planning a beta release for this one tomorrow as a test. I may change the funnel first, and the textures are still not right though.
Here is an old picture, in case some of you don't remember or haven't seen this ship. ![]() |
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#2 |
Grey Wolf
![]() Join Date: Mar 2005
Location: United States
Posts: 777
Downloads: 28
Uploads: 0
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looks like a good resupply ship for the milk cow mod
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#3 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
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Here's a quick, blurry picture from the Museum. A new funnel has been fitted, but I need to adjust the cap. I don't have time tonight.
![]() Also, this ship may be included in Der Teddy Bar's upcoming NYGM Tonnage War Mod if it works correctly. ![]() ![]() |
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#4 |
XO
![]() Join Date: May 2005
Location: Denver, CO.
Posts: 403
Downloads: 49
Uploads: 0
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Right on!
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#5 |
Shore leave
![]() Join Date: May 2005
Location: Budapest, Hungary
Posts: 70
Downloads: 0
Uploads: 0
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Good one!
![]() I like new ships to bring fun in the patrols! Yes, please make all your ships NYGM damage-ready - it's the new standard. ![]() |
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#6 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
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I am now working on a manual ID image - here is a WIP. The 0, 20, and 45 degree shots are not yet done - I will do those tonight.
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#7 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
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Finished ID Image (below).
I will see if I can release a Beta version tomorrow. First, can anyone tell me how to make a ship multi-skinnable? I know Sergbuto has done it before. I may PM him. ![]() |
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#8 |
Ace of the Deep
![]() Join Date: Aug 2005
Location: Athens, Greece
Posts: 1,025
Downloads: 0
Uploads: 0
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Excellent, AG124!
![]() I will be waiting for this with my tubes flooded ![]() |
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#9 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
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Almost ready. The only things which need to be done are to move the smoke and provide her with some light armaments.
However, I can't figure out which node is for the smoke, although I know what a lot of them are. I started a thread on the subject but is seems no one could help me. I am also undecided on how to arm the vessel. The tugboat has two versions, armed and unarmed. The armed version, I am leaving the same as the stock Tugboat (the node points have ben fixed) except without a depth charge rack. For the 'unarmed' version, I am thinking about adding one platform to the stern from late 1942 on. Any thoughts on this? If I can take care of these two issues now, there will be a new merchant ship released into the community today. (I may also release my Converted Whale Factory, but the vessel will not be armed due to messed up node points.) |
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#10 |
Machinist's Mate
![]() Join Date: Dec 2005
Location: Canada
Posts: 121
Downloads: 1
Uploads: 0
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Sorry AG124 I would love to help you but I do not have the solutions to your questions, but I wish you luck with it.
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#11 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
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Sergbuto has informed me that there is no corresponding node point. Since the smoke cannot be fixed, there should be a release tonight.
![]() I need to check the .eqp file first though. |
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#12 |
Medic
![]() Join Date: Jun 2005
Location: AN85
Posts: 167
Downloads: 55
Uploads: 0
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AG124 you ll have to move the funnel forwards in wings 3d then import it and use pack 3d to put it in the correct position
the new funnel needs to be in the same place as the old funnel cheers NoLine |
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#13 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
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Thanks, but I already know that. The problem with the NCOT/NATF is that the NATF had the smoke in the wrong position to begin with. If I move the funnel back to its original place (or out of place so that it is under the smoke) and then move it so that it will move with the smoke, it could create problems with the damage model. I think I will leave it as it is for now.
I am now ready for a Beta release. I will start a new thread for that. |
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#14 |
Medic
![]() Join Date: Jun 2005
Location: AN85
Posts: 167
Downloads: 55
Uploads: 0
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ah k i didnt know that, another bug
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#15 |
Admiral
![]() Join Date: Aug 2003
Location: Michigan, USA
Posts: 2,387
Downloads: 21
Uploads: 0
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The model looks pretty good.
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