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Old 01-15-06, 02:35 PM   #556
AG124
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I don't know how or when I am going to release most of mine - but I am going to release my Converted Whale Factory as soon as I can as a separate release. There was talk of one huge combined merchant pack, but I don't know if that is still planned. If any of you are still planning something like this, don't hesitate to PM me.

I still have not heard back from Der Teddy Bar, but this is a busy time of year for the dev team members who have my ships so I am not rushing anything.
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Old 01-15-06, 03:08 PM   #557
Marhkimov
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If you guys would like, I can help organize a big mod pack for everyone's ships.

It's no simple task, but I have a lot of experience in putting together big mod packs.
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Old 01-15-06, 11:30 PM   #558
Charlie901
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Quote:
Originally Posted by Marhkimov
Italian MAS motorboat (NoLine, Scirè, Rubini, Marhkimov)

Aside from a few details here and there, it's almost ready to play with.

...Need feedback... do people even read this thread anymore???






The real Type MAS 552 (not an exact copy, but this is the inspiration)

I've completely reworked the Med, convoy wise and this ship would be an excellent addition. in short here is what my Mod incompasses:

Built on a modified version of Jason's Improved Convoy Mod:




Quote:
The Med was totally and Historically incorrect; convoy wise.

That's now be rectified!

After approximately 30+ hours of extensive Historical research here's what I've come up with:

"I.C. Med REDUX"

Now includes historical convoys to/from Beseiged Malta, Greece, Crete, and historical seaborne relief efforts to many beseiged North African Ports, as well as Italy to N. Africa Troop/resupply convoys, all acurate date wise!

Plus......

Every major Allied Historical Operational Convoy (1 time apearance for each Operational Convoy) during the entire WWII timeframe in the Med is recreated by the exact, route, date left/arrived, ship types and numerical numbers.......leading to some crazy escort numbers (18+ for example on some convoys). Do you even dare attack one of these Operational Convoys?

Dynamic/Random chance of convoys/task forces running into each other creating, potentially titanic, random/dynamic sea battles!!!

Mod may need some Beta testing as I've not playtested everything yet.......but if you look at the files everything should work without problems. Serbugto's additional ships are required as well as Hospital Ships from; Iambecomelife.

Only effects the RND layer as not to conflict with the LND or SCR layers (i.e. HT Mods).

Having an entire career in the Med, although extremely dangruos and rewarding, should be as much fun, if not more than fighting it out in the Atlantic!
Let me know if anyone wants to Beta Test/ try it out and I'll try to host it somewhere...........?

I guarentee this Mod will not dissapoint anyone who wants a challenge and some excitement in the Med!!!
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Old 01-16-06, 01:08 AM   #559
Marhkimov
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Holy crap!

Marhkimov just downloaded the newest version of Java, and while he was at it, he also downloaded the newest version of Pack3D....


Watch out. You guys are in trouble!!!!
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Old 01-16-06, 04:07 AM   #560
Scire
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Default The meaning of "Camo"......

Italian cargo ship 1943.......
can you see it?



This is the camo state of the art!
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"Six Italians, dressed in rather unusual diving suits and equipped with materials of laughably little cost, have swung the military balance of power in the Mediterranean in favour of the Axis".

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Old 01-16-06, 04:35 AM   #561
Marhkimov
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See what?!?!?

:rotfl: :rotfl: :rotfl:


State of the ART!!!!
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Old 01-17-06, 07:53 PM   #562
iambecomelife
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Semi-OT: a recent accident involving two merchants, caught on tape. Dramatic pics, especially since one of them was carrying propane. I know they're not WWII-era, but still...

http://www.cargolaw.com/2005nightmare_maracaibo.html

I never knew ships that large could navigate Lake Maricaibo. I modded my campaign layer to have light tanker traffic, using the OTSF as a stand-in for the light tankers that WWII-era oil companies used there. There's a good line drawing of one of these lakers on a dutch website I visited the other day, so I may try to create it...

EDIT: That's "Maracaibo"...
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Old 01-17-06, 10:03 PM   #563
iambecomelife
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WIP screens of a ship derived from that last freighter.







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Old 01-17-06, 10:06 PM   #564
Marhkimov
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What version of Pack3D do you use?

I have the newest one, but I can't seem to clone anything with it... And the same goes for one of my older versions.
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Old 01-17-06, 10:31 PM   #565
iambecomelife
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I use the one released in early November (1.051121); I think it's the latest.

BTW, can people see the screenshot of the American ship?
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Old 01-18-06, 01:11 AM   #566
Tazzie
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Quote:
Originally Posted by iambecomelife
BTW, can people see the screenshot of the American ship?
Yep
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Old 01-22-06, 01:59 AM   #567
booger2005
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Is it possible for someone to modify Serge's Large cargo (German commerce raider modified clone)? I think a quick improvement would be to cut out the vestage of the airplane catapult base on the bow and replace it with a node so that it could take deck cargo. That would be really cool.
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Old 01-23-06, 06:49 PM   #568
iambecomelife
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Quote:
Originally Posted by booger2005
Is it possible for someone to modify Serge's Large cargo (German commerce raider modified clone)? I think a quick improvement would be to cut out the vestage of the airplane catapult base on the bow and replace it with a node so that it could take deck cargo. That would be really cool.
That might be possible. We could easily delete the 3d catapult base in wings3d. To add a deck cargo node we could take an existing node and rename it "K" in a hex editor. K is the dat file's shorthand for a node that carries cargo, instead of weapons. Of course, this would mean one less weapon or searchlight...
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Old 01-23-06, 08:12 PM   #569
AG124
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I think someone should scale down the funnel too - it looks too big to me, like a fake dummy funnel. I think someone else complained about that once too, but I don't remember who.
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Old 01-24-06, 02:25 AM   #570
booger2005
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Quote:
Originally Posted by AG124
I think someone should scale down the funnel too - it looks too big to me, like a fake dummy funnel. I think someone else complained about that once too, but I don't remember who.
As it is, with the awkward funnel, its a dead ringer for the Clan Chisholm. But there is a lot of potential there, I think a lot of ships had that configurtion with the bridge further upfront and the funnel near the center. I'm sure it can be modded into a lot of different ships, especially if the size is scaled down a bit. How expensive is the 3d modelling software? I've been considering giving one a try... :hmm:
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