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Old 05-18-20, 05:12 AM   #1
Rosomaha
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Default C3-class cargo ship

C3-class cargo ship (SH5-edition)



The model I once made for SH4, in turn was remade from the SH3 unit. And now in SH5. The SH5-files of the NAMC_Rawalpindi unit were used as the "bones-donor". GR2-files underwent a major redesign, which resulted in a complete independent SH5-unit.

Model: made up of 2 parts: hull-1/2.

Damage-Model: Damage architecture is based on Liberty/Victory and similar Cargo typ. I used only native types of "Zones" stock SH5 (v1.2.0). I understand that they are imperfect, and I do not like the SH5-“fireworks” either, but it was important to create a unit that is completely consistent with SH5, so everything in it is identical to the native units and is made in their image and likeness. But it is not difficult for any to change in GoblinEditorApp for every taste, color, mod.
Insert/replace in mods: I remember that in mega-mods there was already NKC3 based on .dat-files and SH3-4 architecture
 
, so I tried to save the main unit tags : NKC3/C3Cargo for soft adaptation to mods.

Weapons/eqp: the Guns are installed by me approximately, with the replacement of cargo boxes by time periods, you can edit more accurately.

I have experienced the ship in the ocean quite a bit, of course, may be bugs and fixes, so test and feedback is welcome.

NKC3 is registered in 2 countries: American, British. But you can easily add to any other countries in the Roster folder.

Added objects: weapons platforms and cargo elements for mutual substitution at an Early War. Objects and their registration in the equipment of the ship:



Mod: Archive with folder for JSGME/ MODS.

Remember to add a name to Silent Hunter 5\data\Poster\ Names.cfg if you decide to add NKC 3 to your mod build.

If you want to try right now NKC3 in gigamodes where NKC3 vSH3 is already present-replace the old folder completely, i.e. deleting all old files, without leaving tails. Also note the files in \data\Roster.





Screenshots there:

Used Software: Autodesk 3ds Max, Adobe Photoshop, GR2EditorViewer v.1.1.453/1.1.459.1, Hex Workshop, GoblinEditor, S3D-CFG and other.
..................................................


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(UPDATED 06-09-2020)

Last edited by Rosomaha; 06-09-20 at 09:05 AM.
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Old 05-18-20, 05:43 AM   #2
GrenSo
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Looks nice!
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Old 05-18-20, 06:05 AM   #3
kapuhy
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Great job

I'm at work at the moment, but I'll check it out later and post some feedback.
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Old 05-18-20, 06:31 AM   #4
vdr1981
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She looks beautiful!
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Old 05-18-20, 03:18 PM   #5
kapuhy
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@Rosomaha,

Some feedback:

- I like the damage model, it may just use native zones but the ship behaves very believably when hit: listing, breaking up and sinking in a way one would expect from a ship this size. Amazing job!

- Since you gave it the same class name as existing dat version in TWoS, it works right out of the box in TWoS after just substituting your Sea/NKC3 folder for TWoS one.
In stock game, you would probably also need to add modified Names.txt as this file is not in your download and stock Names.txt don't contain this ship.

- If you'd like your ship to support SH5 randomly generated deck cargo, I suggest to rename deck cargo bones from cfg#Y01,cfg#Y02... to cfg#K01,cfg#K02... and so on. If you do that, SH5 will recognize them as places for deck cargo and randomly assign various items (tanks, trains, cars, crates etc) without need to define them in cfg file:

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Old 05-18-20, 03:29 PM   #6
Jeff-Groves
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Nice work!
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Old 05-19-20, 12:43 PM   #7
Rosomaha
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Hi, kapuhy. Thank you for the good feedback!

FX-model: To be honest, half of the FX_XX_DummyXX positions are not finished, there were too many of Them in the source file and I was tired of coordinating them according to the places where the new model matches. Perhaps later I will finish and update _FX. GR2.

Quote:
Originally Posted by kapuhy View Post
- Since you gave it the same class name as existing dat version in TWoS, it works right out of the box in TWoS after just substituting your Sea/NKC3 folder for TWoS one...
This is good news, I counted on it. I guess that in stock (vanilla) SH5 probably almost no one plays now. The ship will naturally go into any G-Mod/s, and I try to make this process as simple as possible.

Names: Yes. I intentionally did not add Names.txt, in other mods my Names.txt - anyway there change / add.
I practically do not play the game. I'm in the process of creating units / mod. But I try to do this process in a pure (vanil) game environment - it’s like “experiments in a sterile environment” in order to exclude the influence of possible extra acquired errors. - just It tells why I work on the pure (vanil) version.)

By the way, I see a lot of TWoS-threads, and I don’t know which of them people mostly play. Which version of TWoS is the most current right now?

Quote:
Originally Posted by kapuhy View Post
- If you'd like your ship to support SH5 randomly generated deck cargo, I suggest to rename deck cargo bones from cfg#Y01,cfg#Y02... to cfg#K01,cfg#K02... and so on. If you do that, SH5 will recognize them as places for deck cargo and randomly assign various items (tanks, trains, cars, crates etc) without need to define them in cfg file:
Good. As I understand it, the generation of cfg # K0X cargo does not occur in the Museum, but the cargo will appear in the Campaign. Does it happen in Single Missions?
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