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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Apr 2004
Location: The Shifting, Whispering Sands, NM
Posts: 1,463
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donut wrote:"suggest ships:should only be in backwater sideings, for easy plotting,canal is to narrow most of the distance".Building graphics, would also be nice,In the towns of Rendsburg,& Brunsbuettel, to have harbors that did not protrude, block canal. The whole purpose of any canal,is to provide swift transit,avoiding long round about passages. Note:TCx1,when ship sighted,slows passage of canal,so fewer ships,would expedite passage also.
This mod.could be reworked to make real life more enjoyable,thats what canals are all about,IMHO.Help me out Here. ![]() |
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#2 |
Nub
![]() Join Date: Apr 2005
Posts: 2
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great idea!
Im a total noob in modding tough Anyone can help him :rotfl: ![]() |
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#3 |
Ocean Warrior
![]() Join Date: Apr 2005
Location: Carmel, Indiana
Posts: 3,250
Downloads: 320
Uploads: 11
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I agree. I wish I could help but I don't have any talent in modeling. Every time I try to use the canal I run aground and lose my boat.
irish1958 |
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#4 |
Stowaway
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Funny, after the first trip I'm having no trouble at all.
It is possible to go into the SHIII Mission Editor and delete those things from the Canal. |
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#5 | |
Torpedoman
![]() Join Date: Apr 2005
Location: Chicago Expatriate
Posts: 116
Downloads: 6
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