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View Poll Results: What is more important to you:
Merchant mod with lots of different skins 7 14.89%
Merchant mod with lots of different ship models 45 95.74%
Multiple Choice Poll. Voters: 47. You may not vote on this poll

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Old 11-11-08, 03:40 PM   #16
Sailor Steve
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I can see some differences in the two pictures, but probably not all of them. I think the 'neutral' skins are cool, and I agree that having the same ship in the same convoy is cooler if they have different paint schemes on them, but in the end I too voted for models over skins.
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Old 11-11-08, 04:48 PM   #17
Jimbuna
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I think the general consensus is good....more models
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Old 11-11-08, 04:59 PM   #18
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I'm definitely in favour of a greater number of models available to stalk and sink,however i'd also like to see more than one skin for each available model.I figure it would not do for a ship to have the same colour scheme for the duration of the war!
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Old 11-11-08, 06:15 PM   #19
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More models please,Skin packs can always be added later as/and when time allow
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Old 11-12-08, 10:09 PM   #20
Graf Paper
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I'm with the consensus on this. More variety in the types if ships is much better because it does give you more of the variety that adds to immersion.

Several skins to differentiate ships of the same type in a convoy would also be great but I agree that a "skin pack" or even other modders creating skins, as time allows, would be the best way to go if it would unnecessarily delay the release of your mod, IABL.

But, to be honest, I looked real close and I can not honestly see any differences between the two tankers you posted, IABL. I guess I'm either blind or not looking in the right places.
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Old 11-12-08, 10:20 PM   #21
iambecomelife
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Quote:
Originally Posted by Graf Paper
I'm with the consensus on this. More variety in the types if ships is much better because it does give you more of the variety that adds to immersion.

Several skins to differentiate ships of the same type in a convoy would also be great but I agree that a "skin pack" or even other modders creating skins, as time allows, would be the best way to go if it would unnecessarily delay the release of your mod, IABL.

But, to be honest, I looked real close and I can not honestly see any differences between the two tankers you posted, IABL. I guess I'm either blind or not looking in the right places.
The most obvious difference I suppose is that the Eagle Oil vessel has a large "monkey island" on top of its pilothouse. Its bridge wings are more sloped than the other ship's. The bow also has less rake to it than the Esso tanker's. The middle bridge wing extends along the Eagle Oil ship's side - on the Esso ship it does not. The Esso tanker has a large awning frame on top of the stern deckhouse - on the Eagle Oil ship there is an awning frame on the main deck. The funnels are different, as are the deck crane and ventilator arrangement.:p
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Old 11-12-08, 10:34 PM   #22
Graf Paper
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Now that you've pointed them out, I do see the differences!

I never was very good at those "spot the differences" picture puzzles.

Very subtle and nicely done, IABL! You're certainly a master ship-builder!
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Old 11-13-08, 05:11 AM   #23
TarJak
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Vive la difference! More models thanks. Skins can be added later if need be.
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Old 11-15-08, 05:39 AM   #24
thoomsn
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Well, here's my statement to this topic:

More steamers would be great because if you see the same ships in convoys again and again, that's not that great. BTW: How many ships (merchants) are there now in GWX?
Or - maybe as an alternative solution - use multi skinning (if possible; don't know) to get more varations of ship skins.
Anyway; my first vote is: More different 3D-models.

Good hunting!
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Old 11-15-08, 05:59 AM   #25
evan82
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More ships is important to me. For me every new ship is very important.
I have a hope some of Your ships will be compatible with stock game file's :p.
I'm always hungry for new ships!
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Old 11-15-08, 08:40 AM   #26
Hitman
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I know I'm speaking for myself, but to me the most important characteristic is that I am forced to estimate/calculate the displacement/tonnage/dimensions of the ship, like real Kaleuns did. The addition of many new merchat units is great in that it forces you to stop browsing the ID book in the hope of getting an exact match (There were hundreds if not thousands of merchant ship models around in WW2) and have the risk of a bad estimate and wrong firing solution.

Looking at both merchants you depicted, I would make the following rough guess as Kaleun for my target data:

-Tanker, split superstructure
-Approx 6000-7500 GRT
-Aprox 100 metres long (For a fixed wire speed measurement)
-Aprox mast heigth of 22 metres

And that's one of the nicest part of the game for me, which your mod improves considerably
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