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Old 03-03-06, 08:56 PM   #661
AG124
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I have now made a Beta release of my AOD Coastal Tanker. I have started a thread on the subject, which you should check out - I made a couple of corrections there that need to be read.
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Old 03-04-06, 11:40 AM   #662
iambecomelife
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That Scharnhorst is one of the best surface ship mods I've seen for any game. Just imagine her going at it with the "Duke of York" !

Does anyone remember who created all those warship add-ons for SHII and Pacific Aces? Those were very high-quality too, and we need a lot more warships for the game.
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Old 03-06-06, 04:35 PM   #663
pierreandre
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The creator the "Scharnhorst" Gerome_73 of the German Ubi forum has already a new project in work. This times it tries to provide the U.S.S Iowa for SHIII.
Here are first pics:








I will hold you up to date!
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Old 03-06-06, 09:36 PM   #664
AG124
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I knew they would keep turning them out. And such good quality too. Do you know if they are planning anything else - I would like a Courageous class carrier myself. :hmm:
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Old 03-16-06, 07:09 PM   #665
iambecomelife
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Quote:
Originally Posted by Cdre Gibs
Quote:
Originally Posted by pierreandre
The creator the "Scharnhorst" Gerome_73 of the German Ubi forum has already a new project in work. This times it tries to provide the U.S.S Iowa for SHIII
Hmm this is gonna be interesting, I have an Iowa Class in the works an jerks as well. But this 1 is not a kit bash job, its all new.
Do you know if we could see some US & UK heavy cruisers as well? Maybe using the 6-inch triple turrets for the American ships? And how about one of the old US battleships that served in the Atlantic? :hmm:
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Old 03-17-06, 10:44 AM   #666
Happy Times
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Whats happening in this front? Is Ubi delivering what it promised?
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Old 03-17-06, 02:58 PM   #667
AG124
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All that is great to hear - please keep us updated.

I won't have any more kitbashes ready for awhile though.
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Old 03-17-06, 03:46 PM   #668
Happy Times
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Quote:
Originally Posted by Cdre Gibs
I have the Iowa in max at about 80% done, the NevadaA and NevadaB at about 70% Done, The Yamato at about 60% done. The MGBs an MTBs are still in early stages, say 40% done. The Queen Mary is a hull form only, 5% done if lucky. The Blue whale is done, the Great White Pointer is done. The Female Orca is done. The IJN DD is done. The Hood is done. The Ark Royal is done. The 18" Guns are done, the 11"Guns are done, the 14" an 16" Guns have been sorted out. The Avenger conversion is 50% done ( to enable Dual side call signs and British version) The OS-2U is 40% Done. plus I have some other in different stages but still very rough. (RL has slowed me down of late)

The only thing is, for some strange reason I cant seem to import bits atm

The Orca is as you know 100% Done, but I made a small adjustment in its alignment and reimported it, but now every time I do so I CTD with everything. I havn't worked out why yet.
Thats some list! How does it work to get them in the game, do modders have to send them to the devs?
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Old 03-17-06, 06:06 PM   #669
Der Teddy Bar
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Quote:
Originally Posted by Happy Times
Thats some list! How does it work to get them in the game, do modders have to send them to the devs?
If cloned correctly (as I am sure they are) they work within the game alongside the original.

For the damage zones to be corrected to correctly represent the ships they will need to come to me.
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Old 03-17-06, 06:14 PM   #670
Happy Times
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Quote:
Originally Posted by Der Teddy Bar
Quote:
Originally Posted by Happy Times
Thats some list! How does it work to get them in the game, do modders have to send them to the devs?
If cloned correctly (as I am sure they are) they work within the game alongside the original.

For the damage zones to be corrected to correctly represent the ships they will need to come to me.
One question, when? I downloaded the NYGM tw and i like it, just cant wait to see some new merchants in the game.
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Old 03-17-06, 08:26 PM   #671
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Quote:
Originally Posted by Happy Times
Quote:
Originally Posted by Der Teddy Bar
Quote:
Originally Posted by Happy Times
Thats some list! How does it work to get them in the game, do modders have to send them to the devs?
If cloned correctly (as I am sure they are) they work within the game alongside the original.

For the damage zones to be corrected to correctly represent the ships they will need to come to me.
One question, when? I downloaded the NYGM tw and i like it, just cant wait to see some new merchants in the game.
The can be added and will use the NYGM settings.

From another thread...
I have been asked about ‘new’ moded ships and NYGM.

I quote ‘There are several ship types, which are not included in the ship damage mod. It's sad, because, they would bring some more fun in the game. Do you have plans to make them also NYGM compatible?’

All existing and ‘new’ moded ships use the zones.cfg for its compartment values. So if the NYGM zones.cfg is installed, then the NYGM values that make the ships sink will come into play.

For the most part what will be different between the NYGM ships and the ‘new’ moded ships is the total HP’s for the ships. In the NYGM ships they have 2160 where as I presume that most ‘new’ moded ships will have the very low default values such as 200 etc. To make the ‘new’ moded ships better for an NYGM install would require the HP’s to be raised to 2160.

Now we have to consider the compartment behaviour. As changing the location of the 3D structures does not change the damage zones. For instance, if on a tanker I move the engine (i.e. structure indicating the engine is below me) forward 25 metres, the damage zone for the engine is still in the original location! This will obviously result in uncoordinated hit and effects/results.

Apart from this there is also the issue of how the ship sinks. NYGM only tested the stock default ships. The NYGM Tonnage War read me details the difficulties and compromises in great detail and I will not go into that here, but to just say, that the ‘new’ moded ships that have 2160 HP’s may sink in a way as to be ‘not right’. This could be the compartment values, refer to the NYGM Tonnage War read me for details, or it could be the ships Gravity Centre which as required was also moded in the NYGM ships.

EDIT: how long for custom ships old & new? I am 'designing' the damage layout for the merchants and this is expected to be done in a few weeks. At which time I will start work on the merchant ships, then comes the per ship testing.

My time is the first issue, beta team size is the 2nd...

So how long? Not soon...
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Old 03-17-06, 10:27 PM   #672
AG124
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Tomorrow, I am releasing a NYGM-compatible Converted Whale Factory with 2160 HPs. Don't know what to do about the zones though.
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Old 03-17-06, 10:32 PM   #673
Happy Times
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Thank you for your aswer I just finished a mission and i really like how the ships go down Great things happening with this game
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Old 03-18-06, 12:12 PM   #674
AG124
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Smoke now fixed on NCOT. Hasn't yet been tested, but funnel should still collapse fine.

BTW - Does anyone think I should release a fix for the Tugboat smoke too? :hmm:



EDIT: Also, is there any feedback on this USS Pyro skin? (made from a combination of other ships' skins).

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Old 03-18-06, 12:43 PM   #675
WolfyBrandon
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Quote:
Originally Posted by AG124
Smoke now fixed on NCOT. Hasn't yet been tested, but funnel should still collapse fine.
Nice work AG124, I was wondering if the smoke would be fixable on that or not.

Quote:
Originally Posted by AG124
BTW - Does anyone think I should release a fix for the Tugboat smoke too? :hmm:
Id like to see it, that would be one less bug in the game

Quote:
Originally Posted by AG124
EDIT: Also, is there any feedback on this USS Pyro skin? (made from a combination of other ships' skins).
I think the skin looks great! release it!

Wolfy
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