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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#751 | |||
Engineer
![]() Join Date: Jan 2006
Location: Akron Ohio
Posts: 204
Downloads: 11
Uploads: 0
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#752 |
Navy Seal
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Yea, as much as I'd like a nice model of that Hood in there... let Bismarck sink the Hood, I want my tankers
![]() Still, all of you guys keep at it! |
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#753 |
Silent Hunter
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Will the real HMS Hood please stand up?
![]() They look fantastic - I've always wondered how warship modders managed to get all the precise details to look correct (or at least a good approximation of reality). @CCIP - I've been wondering about tankers myself. ATM I think there are three modded ones - a very large one I made (WIP), AG124's coastal tanker (released) and the Empire Celt, also by AG124 (WIP). I'm not releasing my first tanker because of QC issues, and I think AG124 said the same thing about one of his own WIP tankers. We probably need more medium ships between 5000-8500 tons, along with a much smaller number of extremely large and small ones. |
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#754 | |
Silent Hunter
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#755 |
Sea Lord
![]() Join Date: Jun 2005
Location: Hamburg, Germany
Posts: 1,691
Downloads: 41
Uploads: 0
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Is there an ETA on the release of your ships iambecomelife?
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#756 |
Stowaway
Posts: n/a
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Scaling of the 8, 11, 15inch Axis Guns.
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#757 |
Gunner
![]() Join Date: Apr 2005
Location: Germany
Posts: 98
Downloads: 0
Uploads: 0
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I also got an allied 31000ts troop transport in production.
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#758 | |
Pacific Aces Dev Team
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#759 |
Sea Lord
![]() Join Date: Jun 2005
Location: Canada
Posts: 1,878
Downloads: 4
Uploads: 0
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Nothing elaborate. We usually just post here when we are working on ships, and that way we can keep track of what is going on. For example, I posted pictures of a Lake Ship I was working on and Iambecomelife posted pictures if an Ore Carrier (the Marore). If I wanted to work on an ore carrier, or Iambecomelife wanted to make another Lake Ship that would be OK, but these types of ships were not common so we don't really need more than one type of each yet. So when it is know that these types are already WIP's, we could work on another type.
BTW - Modelling new/kitbashed ships is indeed fun. If I didn't have fun kitbashing, I wouldn't be doing it. But it is also a need to benefit the community as well. If theere were five modellers making five different whale factory ships instead of five completely different types of merchants that might not work out so well. But people here still do have to work on projects which they find to be interesting and enjoyable. |
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#760 | |
Silent Hunter
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I wanted to release the CAM-ship early but I am having problems getting it to spawn Hurricanes when it is attacked. I have had long gun battles with the thing and it never bothers to fly off the aircraft. I've already scripted in a Hurricane flightgroup, like with carriers and the cruisers Sergbuto modded. Not sure what's wrong. |
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#761 | ||
Sea Lord
![]() Join Date: Jun 2005
Location: Hamburg, Germany
Posts: 1,691
Downloads: 41
Uploads: 0
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![]() If you need any help doing anything I'd be happy to... |
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#762 | |
Ace of the Deep
![]() Join Date: May 2005
Location: U-52
Posts: 1,270
Downloads: 2
Uploads: 0
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The WW2 went that way that germans had to attack shipping lines, but I'm sure in other circumstances, taking down capital ships would have been a preferred choice any day. In any case, may be we just need a bit more of medium sized warships, like cruisers. And of course Germany had quite a few notable warships that are missing too. BTW, those wacky Ore ships and Whale Factories - those rule! ![]() |
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#763 | ||||
Engineer
![]() Join Date: Jan 2006
Location: Akron Ohio
Posts: 204
Downloads: 11
Uploads: 0
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I think it's great that there is work being done on capital ships, I really do. My point is that the major focus of this sim, as it was in real life, is the battle between the U-boat and merchant shipping. Therefore, I am very greatful to those who would work on "some tanker", and IMHO it would be a mistake to abandon the merchant fleet altogether in favor of capital ships. |
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#764 |
Sea Lord
![]() Join Date: Jun 2005
Location: Hamburg, Germany
Posts: 1,691
Downloads: 41
Uploads: 0
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I totally agree!
The most important additions are more merchants, and small and middle sized one's at that. There needs to be a much greater diversity in the game's merchants and a balance to bring the tonnages down. Ships over 7000 tons should be a prize, and capital ships, liners etc... holy grails. Sure these need to be there to be found, but smaller merchants is where its at. |
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#765 |
Stowaway
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I'm just wondering how many of us shipwrites use 3D SMax? I'm hoping a few do as I need a lil bit of help.
I have just fixed quite a few major bug's I had with my PC (nasty lil left over SP2 issues my PC hated) and in doing so I ummm sorta deleted the "Import/Export how to" tute that Seeadler made a while back (Max was 1 of the programs I had to reinstall). And since my memory aint what it use to be I cant recall the settings. I have tried a few exports, and every time I have had either a CTD or the model in game looks like it came straight from hell. So if any1 else uses Max, pls can you post the Import/Export settings in screen shot format for 3DS Max 6/7 (5 may even do) or sadly I will no longer be able to make any more Ship or Bio Expacks. Thx |
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