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PSULLYKEYS
July 19th, 2010, 11:36
A trio of unarmed tugs to use as eye candy and targets, available soon at my shipyard.:salute:

Ghostrider
July 19th, 2010, 11:41
Very nice work!

Dirtman
July 19th, 2010, 11:43
:salute: Loooo-king GREAT!!! :salute:

Thanks Sully!!

.. 13117

mariereid
July 19th, 2010, 12:15
Man, I have always loved tugboats! Jeez, I gotta have a look in the dockyard to see if they got any old timers kicking around. Thanks, Sully, really great looking tugs!:salute::ernae:

alpha_1
July 19th, 2010, 12:55
Up to yer usual high standard, Sully.......very nice, thanks!:jump:

Bill Kestell
July 19th, 2010, 14:00
Nice ... DUDE ... NICE!:salute:

MaskRider
July 19th, 2010, 14:13
Nice, Sulley! Thanks!

Hey! Is that a barge load 'o bombs for us to shoot at?!

PSULLYKEYS
July 19th, 2010, 14:40
Thanks guys, not out yet, being reviewed by TR. I'm still kicking around ideas concerning barges, got a nice picky of an ammo barge, was thinking of using the nuke effect to get even wit you trigger happy flyboys.:173go1:

USN and RN fleet tugs are on the horizion.

Found a plan! for the floating crane, already got 8 barges done, aiming for 10. thinking of posting them all together in pairs, to ease placement and cut down on the number of objects in mission builder.

Skipsan
July 19th, 2010, 15:47
BZ Sully can't wait :wiggle::wiggle: We do need the barges in the harbors and pairs is a great way to go. Thanks for all your hard work :salute:

Skipsan :kilroy:

Ravenna
July 19th, 2010, 16:55
Wow Sully....absolutely first class! The tug towing a barge reminds me of those wartime newsreel shots of the Thames near Westminster bridge. What a lovely surprise.
:ernae:

Rami
July 19th, 2010, 19:49
Cool beans. Thanks, Sully! :salute:

Dirtman
July 20th, 2010, 04:17
was thinking of using the nuke effect to get even wit you trigger happy flyboys.

Yo Sully;

A word of caution regarding the "nuke effect".

In CFS2 there are only three types "bomb effects" - small, medium & large

As it is now, the nuke effect is a modified version of "large explosion" (and therefore replaces the original).

The bitch here is that every time a 1000 lb. - 2000 lb. bomb is used; it triggers the nuke effect.

I've been trying to figure a way around this and make the nuke separate ... no luck so far.

........ 13172

PSULLYKEYS
July 20th, 2010, 05:18
yo Dirt, just name it something else, following the format: fx_smokestack_b

:jump:

Ghostrider
July 20th, 2010, 08:21
Yes, as Dirty said, there are only 3 types of bombs. To use a nuke you have to 'take over' one of either the small, medium, or large explosions, and switch back when you're done with that mission. But I've always thought it would be cool to replicate that gun camera footage where some fighter is strafing with his .50s - a smallish ship loaded with ammo, and then all of a sudden BOOM! Small mushroom cloud, and no more ship. Can this be configured through the ship's DP? Hmmmm.

sc7500
July 20th, 2010, 09:11
...That you're onto something here, GR.... :jump:

How 'bout a "What If" Barge DP where all of the damage counters are VERY low... the explosions and debris are set to HIGH... and the Collision Box for the object is set to 14...?

SC
:kilroy:

Ghostrider
July 20th, 2010, 12:31
Yep - strafing those babies could be hazardous to your health!

Bill Kestell
July 20th, 2010, 15:36
132361323713235Well ... I have a DP that just might be what you're looking for.13234 F4F strafing IJN Barge. PT 1

Bill Kestell
July 20th, 2010, 15:37
132401323913238Now for pt-2. How's that?

Bill Kestell
July 20th, 2010, 15:40
Sorry the shots are out of order ... can't fix it ... just stupid, I guess. You get the idea.

Ghostrider
July 20th, 2010, 16:13
That's what I'm talking about! Did you just make that, Bill? A small mushroom cloud of smoke a possibility?

PSULLYKEYS
July 20th, 2010, 16:15
I kike it!:jump: How'd ya do it?

Ghostrider
July 20th, 2010, 16:33
That's looking good, Bill!


http://www.youtube.com/watch?v=RDDlvGBSj60

Bill Kestell
July 20th, 2010, 16:39
I'm trying to post the insides of the DP ... let's see what happens. FWIW ... I replaced the m/s torpedo explosion with USIO'S ... much nastier!!!

[BOXES]
box.0=%box_name.0%,-9.05,4.73,32.15,10.40,8.41,50.07
box.1=%box_name.1%,-9.15,4.82,8.16,10.19,7.34,31.92
box.2=%box_name.2%,-9.53,4.77,-14.44,9.89,7.42,7.97
box.3=%box_name.3%,-9.97,4.53,-32.49,10.51,7.43,-14.71
box.4=%box_name.4%,-9.76,4.41,-52.63,10.35,7.25,-32.88
box.5=%box_name.5%,0.44,-10.49,4.74,10.72,5.02,50.46
box.6=%box_name.6%,-8.41,-10.29,4.37,-0.19,5.02,50.39
box.7=%box_name.7%,-9.78,-10.29,-52.76,-0.29,4.76,4.29
box.8=%box_name.8%,0.44,-10.29,-52.50,10.67,4.76,4.73
[SYSTEMS]
system.0=%system_name.0%,2000,-1
system.1=%system_name.1%,2000,-2
system.2=%system_name.2%,2000,-3
system.3=%system_name.3%,2000,-4
system.4=%system_name.4%,2000,-5
system.5=%system_name.5%,1500,-6
system.6=%system_name.6%,1500,-7
system.7=%system_name.7%,1500,-8
system.8=%system_name.8%,1500,-9
system.9=%system_name.9%,200,-10
system.10=%system_name.10%,200,-11
system.11=%system_name.11%,200,-12
system.12=%system_name.12%,200,-13
system.13=%system_name.13%,200,-14
[BOXMAPS.0]
; Box = deck_for_5
boxmap.0=80,-1
boxmap.1=20,-10
[BOXMAPS.1]
; Box = deck_mid_6
boxmap.0=80,-2
boxmap.1=20,-11
[BOXMAPS.2]
; Box = deck_mid_7
boxmap.0=80,-3
boxmap.1=20,-12
[BOXMAPS.3]
; Box = deck_mid_8
boxmap.0=80,-4
boxmap.1=20,-13
[BOXMAPS.4]
; Box = deck_mid_9
boxmap.0=80,-5
boxmap.1=20,-14
[BOXMAPS.5]
; Box = hull_for_1
boxmap.0=100,-6
[BOXMAPS.6]
; Box = hull_for_2
boxmap.0=100,-7
[BOXMAPS.7]
; Box = hull_port_4
boxmap.0=100,-8
[BOXMAPS.8]
; Box = hull_star_3
boxmap.0=100,-9
[EFFECTS.0]
; System = deck_for_5
effect.0=10,LIBRARY,fx_airexpl_l,
effect.1=25,LIBRARY,fx_airexpl_l,
effect.2=25,LIBRARY,fx_veh_fire_l,
effect.3=25,LIBRARY,fx_oilslick,
effect.4=50,LIBRARY,fx_airexpl_l,
effect.5=50,LIBRARY,fx_engfire_l,
effect.6=50,LIBRARY,fx_oilslick,
effect.7=75,LIBRARY,fx_airexpl_l,
effect.8=75,LIBRARY,fx_burningoil,
effect.9=75,LIBRARY,fx_oilslick,
effect.10=75,LIBRARY,fx_guns,
effect.11=100,LIBRARY,fx_airexpl_l,
effect.12=100,LIBRARY,fx_oiltankfire_l,
effect.13=100,LIBRARY,fx_oilslick,
effect.14=100,LIBRARY,fx_debris_m,
[EFFECTS.1]
; System = deck_mid_6
effect.0=10,LIBRARY,fx_airexpl_l,
effect.1=25,LIBRARY,fx_airexpl_l,
effect.2=25,LIBRARY,fx_veh_fire_l,
effect.3=25,LIBRARY,fx_oilslick,
effect.4=50,LIBRARY,fx_airexpl_l,
effect.5=50,LIBRARY,fx_engfire_l,
effect.6=50,LIBRARY,fx_oilslick,
effect.7=75,LIBRARY,fx_airexpl_l,
effect.8=75,LIBRARY,fx_burningoil,
effect.9=75,LIBRARY,fx_oilslick,
effect.10=75,LIBRARY,fx_guns,
effect.11=100,LIBRARY,fx_airexpl_l,
effect.12=100,LIBRARY,fx_oiltankfire_l,
effect.13=100,LIBRARY,fx_oilslick,
effect.14=100,LIBRARY,fx_debris_m,
[EFFECTS.2]
; System = deck_mid_7
effect.0=10,LIBRARY,fx_airexpl_l,
effect.1=25,LIBRARY,fx_airexpl_l,
effect.2=25,LIBRARY,fx_veh_fire_l,
effect.3=25,LIBRARY,fx_oilslick,
effect.4=50,LIBRARY,fx_airexpl_l,
effect.5=50,LIBRARY,fx_engfire_l,
effect.6=50,LIBRARY,fx_oilslick,
effect.7=75,LIBRARY,fx_airexpl_l,
effect.8=75,LIBRARY,fx_burningoil,
effect.9=75,LIBRARY,fx_oilslick,
effect.10=75,LIBRARY,fx_guns,
effect.11=100,LIBRARY,fx_airexpl_l,
effect.12=100,LIBRARY,fx_oiltankfire_l,
effect.13=100,LIBRARY,fx_oilslick,
effect.14=100,LIBRARY,fx_debris_m,
[EFFECTS.3]
; System = deck_mid_8
effect.0=10,LIBRARY,fx_airexpl_l,
effect.1=25,LIBRARY,fx_airexpl_l,
effect.2=25,LIBRARY,fx_veh_fire_l,
effect.3=25,LIBRARY,fx_oilslick,
effect.4=50,LIBRARY,fx_airexpl_l,
effect.5=50,LIBRARY,fx_engfire_l,
effect.6=50,LIBRARY,fx_oilslick,
effect.7=75,LIBRARY,fx_airexpl_l,
effect.8=75,LIBRARY,fx_burningoil,
effect.9=75,LIBRARY,fx_oilslick,
effect.10=75,LIBRARY,fx_guns,
effect.11=100,LIBRARY,fx_airexpl_l,
effect.12=100,LIBRARY,fx_oiltankfire_l,
effect.13=100,LIBRARY,fx_oilslick,
effect.14=100,LIBRARY,fx_debris_m,
[EFFECTS.4]
; System = deck_mid_9
effect.0=10,LIBRARY,fx_airexpl_l,
effect.1=25,LIBRARY,fx_airexpl_l,
effect.2=25,LIBRARY,fx_veh_fire_l,
effect.3=25,LIBRARY,fx_oilslick,
effect.4=50,LIBRARY,fx_airexpl_l,
effect.5=50,LIBRARY,fx_engfire_l,
effect.6=50,LIBRARY,fx_oilslick,
effect.7=75,LIBRARY,fx_airexpl_l,
effect.8=75,LIBRARY,fx_burningoil,
effect.9=75,LIBRARY,fx_oilslick,
effect.10=75,LIBRARY,fx_guns,
effect.11=100,LIBRARY,fx_airexpl_l,
effect.12=100,LIBRARY,fx_oiltankfire_l,
effect.13=100,LIBRARY,fx_oilslick,
effect.14=100,LIBRARY,fx_debris_m,
[EFFECTS.5]
; System = hull_for_1
effect.0=10,LIBRARY,fx_airexpl_l,
effect.1=25,LIBRARY,fx_tpdexpl_l,
effect.2=25,LIBRARY,fx_engfire_l,
effect.3=25,LIBRARY,fx_oilslick_s,
effect.4=50,LIBRARY,fx_tpdexpl_l,
effect.5=50,LIBRARY,fx_burningoil,
effect.6=50,LIBRARY,fx_oilslick_s,
effect.7=75,LIBRARY,fx_tpdexpl_l,
effect.8=75,LIBRARY,fx_oiltankfire_l,
effect.9=75,LIBRARY,fx_oilslick_s,
effect.10=75,LIBRARY,fx_guns,
effect.11=100,LIBRARY,fx_tpdexpl_l,
effect.12=100,LIBRARY,fx_oiltankfire_l,
effect.13=100,LIBRARY,fx_oilslick_s,
effect.14=100,LIBRARY,fx_debris_m,
effect.15=100,SINK,2,
[EFFECTS.6]
; System = hull_for_2
effect.0=10,LIBRARY,fx_airexpl_l,
effect.1=25,LIBRARY,fx_tpdexpl_l,
effect.2=25,LIBRARY,fx_engfire_l,
effect.3=25,LIBRARY,fx_oilslick_s,
effect.4=50,LIBRARY,fx_tpdexpl_l,
effect.5=50,LIBRARY,fx_burningoil,
effect.6=50,LIBRARY,fx_oilslick_s,
effect.7=75,LIBRARY,fx_tpdexpl_l,
effect.8=75,LIBRARY,fx_oiltankfire_l,
effect.9=75,LIBRARY,fx_oilslick_s,
effect.10=75,LIBRARY,fx_guns,
effect.11=100,LIBRARY,fx_tpdexpl_l,
effect.12=100,LIBRARY,fx_oiltankfire_l,
effect.13=100,LIBRARY,fx_oilslick_s,
effect.14=100,LIBRARY,fx_debris_m,
effect.15=100,SINK,2,
[EFFECTS.7]
; System = hull_port_4
effect.0=10,LIBRARY,fx_airexpl_l,
effect.1=25,LIBRARY,fx_tpdexpl_l,
effect.2=25,LIBRARY,fx_engfire_l,
effect.3=25,LIBRARY,fx_oilslick_s,
effect.4=50,LIBRARY,fx_tpdexpl_l,
effect.5=50,LIBRARY,fx_burningoil,
effect.6=50,LIBRARY,fx_oilslick_s,
effect.7=75,LIBRARY,fx_tpdexpl_l,
effect.8=75,LIBRARY,fx_oiltankfire_l,
effect.9=75,LIBRARY,fx_oilslick_s,
effect.10=75,LIBRARY,fx_guns,
effect.11=100,LIBRARY,fx_tpdexpl_l,
effect.12=100,LIBRARY,fx_oiltankfire_l,
effect.13=100,LIBRARY,fx_oilslick_s,
effect.14=100,LIBRARY,fx_debris_m,
effect.15=100,SINK,3,
[EFFECTS.8]
; System = hull_star_3
effect.0=10,LIBRARY,fx_airexpl_l,
effect.1=25,LIBRARY,fx_tpdexpl_l,
effect.2=25,LIBRARY,fx_engfire_l,
effect.3=25,LIBRARY,fx_oilslick_s,
effect.4=50,LIBRARY,fx_tpdexpl_l,
effect.5=50,LIBRARY,fx_burningoil,
effect.6=50,LIBRARY,fx_oilslick_s,
effect.7=75,LIBRARY,fx_tpdexpl_l,
effect.8=75,LIBRARY,fx_oiltankfire_l,
effect.9=75,LIBRARY,fx_oilslick_s,
effect.10=75,LIBRARY,fx_guns,
effect.11=100,LIBRARY,fx_tpdexpl_l,
effect.12=100,LIBRARY,fx_oiltankfire_l,
effect.13=100,LIBRARY,fx_oilslick_s,
effect.14=100,LIBRARY,fx_debris_m,
effect.15=100,SINK,4,
[EFFECTS.9]
; System = deck_for_5_sinker
effect.0=100,SINK,2,
[EFFECTS.10]
; System = deck_mid_6_sinker
effect.0=100,SINK,0,
[EFFECTS.11]
; System = deck_mid_7_sinker
effect.0=100,SINK,0,
[EFFECTS.12]
; System = deck_mid_8_sinker
effect.0=100,SINK,0,
[EFFECTS.13]
; System = deck_mid_9_sinker
effect.0=100,SINK,0,

[MISC_DATA]
unit_family=5
category=19
allegiance=4
min_speed=0
cruise_speed=30
max_speed=55
entered_service=12/1/41
[EXTRA.0]
location=0.0,0.0,14.5
effect=fx_wake_s
[EXTRA.1]
location=0.0,0.0,-20.7
effect=fx_stern_s
[STRINGS]
"box_name.0"=deck_for_5
"box_name.1"=deck_mid_6
"box_name.2"=deck_mid_7
"box_name.3"=deck_mid_8
"box_name.4"=deck_mid_9
"box_name.5"=hull_for_1
"box_name.6"=hull_for_2
"box_name.7"=hull_port_4
"box_name.8"=hull_star_3
"system_name.0"=deck_for_5
"system_name.1"=deck_mid_6
"system_name.2"=deck_mid_7
"system_name.3"=deck_mid_8
"system_name.4"=deck_mid_9
"system_name.5"=hull_for_1
"system_name.6"=hull_for_2
"system_name.7"=hull_port_4
"system_name.8"=hull_star_3
"system_name.9"=deck_for_5_sinker
"system_name.10"=deck_mid_6_sinker
"system_name.11"=deck_mid_7_sinker
"system_name.12"=deck_mid_8_sinker
"system_name.13"=deck_mid_9_sinker

PS ... on a note of truth, guys, I just made a "stew" out of everyone elses work. I couldn't "make" an effect if you held a gun to my head. I wish I could find a REAL EASY TO UNDERSTAND TUTORIAL on how it's done. I got a million ideas ... better burning aircraft ... we've all see the footage ... looooong, boiling gas flame ... THICK, OILY black smoke streaming back. Or how about a REALLY BIG-ASSED FIREBALL EXPLOSION (think Lexington cooking off and brewing up) ... or the RAGING fires that must have been going on while thousands of gallons of av-gas were catching fire and cooking off torpedoes and bombs on Akagi, Kaga, Hiryu, Soryu at Midway!

That's what we REALLY NEED from guys who KNOW WHAT THEY'RE DOING ... not some "hack" like me that just throws stuff together and sometimes gets lucky.

Nole
July 20th, 2010, 18:38
Yo Sully;

A word of caution regarding the "nuke effect".

In CFS2 there are only three types "bomb effects" - small, medium & large

As it is now, the nuke effect is a modified version of "large explosion" (and therefore replaces the original).

The bitch here is that every time a 1000 lb. - 2000 lb. bomb is used; it triggers the nuke effect.

I've been trying to figure a way around this and make the nuke separate ... no luck so far.

........ 13172 Talk to TR about this. He and Bismarck did one sometime back. The trick is not in the Effect for the weapon, but the Effect called up in the target's DP. They had a special target object, as I remember. Shot below, but I don't remember where or if the file is posted for download.

sc7500
July 20th, 2010, 19:18
... I have a DP that just might be what you're looking for....

THERE ya go, Bill ! Ezzakly what I was thinking !

Take 5
SC
:kilroy:

Ghostrider
July 21st, 2010, 05:34
Go Bill, Go! Ka-BOOM! :rocket:

And that's interesting about using the target's DP - that could save us from having to switch effects files back and forth. Maybe even use both the weapon and the target's DPs? One for the Ka, and one for the BOOM!

PSULLYKEYS
July 21st, 2010, 05:37
Seems there's a hickup at my Shipyard Site, so TR came through and put this link together to get the tugs. Thanks TR! Enjoy!

http://www.simviation.com/lair/files/PSK_tugs.zip

Very much intrigued with the explosion effect Bill, you should post it!:wavey:

mariereid
July 21st, 2010, 09:38
Got the poor buggers working already!

sc7500
July 21st, 2010, 18:07
I've taken the liberty of cobbling together a Tugboat 3 [w/ Barge] DP using Bill Kestell's examples, and an added surprise in the barge proper.

Would some folks like to install this file for test purposes, and post some feedback / ideas on how to make a bigger BOOM if this one isn't sufficient ? :pop4:

TIA
SC
:kilroy:

13313

*** As always, remove the .TXT from the end of the DP file, save a copy your original, and replace it with this one ***

Ghostrider
July 21st, 2010, 18:45
I'll give it a shot, SC!

Bill Kestell
July 22nd, 2010, 08:59
SC ... NICE MOD ... works for me! Thanks!

sc7500
July 22nd, 2010, 09:22
Okay - compliments from the Architect bode well for this DP file... Unfortunately, my Mission Builder is giving me some trouble and won't work at the moment.

Bill and GhostRider - try something for me to increase the "pucker factor", please ?

Using MkMDL, change the collision bubble of the Tug to 16 - this should make it fairly difficult to make a low shooting pass / bomb drop over the boat and barge w/o exploding above it, regardless of the ship / barge damage....

Thanx :salute:
SC
:kilroy:

PSULLYKEYS
July 22nd, 2010, 10:54
We're having fun and the barges are next. Thanks !:jump:

Ghostrider
July 22nd, 2010, 12:10
You retired guys are killing me! But it's almost "Miller Time", and I'm off tommorrow - muhuhuhuhahahah! (insert diabolical laughter here), I'll give her a go -

Let's see some screenies, Bill!

sc7500
July 22nd, 2010, 15:21
...You retired guys are killing me! But it's almost "Miller Time", and I'm off tommorrow - muhuhuhuhahahah! (insert diabolical laughter here), I'll give her a go - Let's see some screenies, Bill!...


Mind if I toss some pics up here ?

I managed to massage the BoB MB enough to let me blow stuff up... And I LIKE Bill's Tug DP mods ! :ernae:

Enjoy
SC
:kilroy:

13376133791337713378

Ghostrider
July 23rd, 2010, 04:31
That's looking good,SC!

CrisGer
July 23rd, 2010, 09:50
Great work Sully on the tugs etc. great to see the fleet growing esp the workhorses that are always needed when things break down.

SC i love the splash effects you have in those pics..are those custom FX's and if so can you share what they are and where to get them? really nice.

sc7500
July 23rd, 2010, 13:16
...Great work Sully on the tugs etc. great to see the fleet growing esp the workhorses that are always needed when things break down.... ...SC i love the splash effects you have in those pics..are those custom FX's and if so can you share what they are and where to get them? really nice...

Sully's work exceeded all my expectations this time - and the KaBOOMS are almost all Bill Kestell's build.

The effects are pretty much stock or readily available add-ons - detailed in this DP attachment [Attachment 13313 (http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=13313)] for the tug and barge - If you find an effect in the file that you don't have, post the name(s) here and I'll help you find it !

Best
SC
:kilroy:

Jagdflieger
July 23rd, 2010, 14:53
Holy Smokes! That DP puts more oil in the water than BP...:jump:

sc7500
July 23rd, 2010, 15:08
[QUOTE=Jagdflieger;450667] ,,,Holy Smokes! That DP puts more oil in the water than BP... /QUOTE]

Just cranked these out after a minor adjustment to the damage boxes...

13437 13438

BTW - I keep getting an occasional CTD with the alert that there's a conflict in the G2D.dll file.

What does THAT mean ???
SC
:kilroy:

sc7500
July 23rd, 2010, 16:41
Okay - I've gone about as far as I can with this DP file - anyone else wanna create an Oil Barge instead of an Ammo Barge ???
~~~~~~~~~~~~~~~~~~~~~~
13441
13442 <==== This is a NEW DP File that supersedes the original one I posted
~~~~~~~~~~~~~~~~~~~~~~
Enjoy !
SC
:kilroy:

PSULLYKEYS
July 23rd, 2010, 16:58
OK, I HAD to make another skin, since my barges in the included skins had 1. - scrap and 2. - coal in them!

So, painted the tug gray (siezed by the navy!) and the barge is covered with tarps.

When I make the navy tug later, I'll have her towing an avgas lighter, that should give you guys some more fun!:salute: But she'll be ARMED!

I think the size is too big to put here? (should be bmp 1024x1024 - 565)

YUP too big, well I was going to have a fuel lighter as one of the barges I'm finishing anyway.

Ghostrider
July 23rd, 2010, 18:32
Where do I get the tugboat?

PSULLYKEYS
July 24th, 2010, 10:00
Here GR: http://www.simviation.com/lair/files/PSK_tugs.zip

Simv now having some issues!:wavey:

Ghostrider
July 24th, 2010, 15:09
Thanks, Sully!

Ghostrider
July 24th, 2010, 18:13
Nice going, guys! The tug and the effects look really good! We've needed an "ammo ship" for a long time -

1350313502

Skipsan
July 25th, 2010, 08:11
Question? Is there a way to lengthen the tow? As I have come to understand in ports or confined waters a tow is approximately 150 yd's and at sea it's at 300 to 350 yd's. So a 3 barge tow could really take up some space :wiggle:

Skipsan :kilroy:

PSULLYKEYS
July 25th, 2010, 10:10
I can give it a whirl Skip, but was concerned lengthening out the DP boxes for the tug and the barge, as I've made them as one object. I know its way too close for the real world. Nothing like having a loaded barge slamming into your stern!

The other way to do it is have them as seperate objects with their own DPs and set them up following each other in MB. You will be able to do that with my barge release coming soon, I'll have strings of 2; just add the solo tug ahead.

You might try "towing" my wounded Victory ship also. Just don't look too close for the invisible tow line!:d

It'll be more work in MB, and 2 objects placed instead of 1.

Jagdflieger
July 25th, 2010, 12:15
It should be easy to set up in the MB. All of the barges, tugs and damaged ships will have to be armed so that they stay on course without turning north when attacked I think. A single machine gun without tracers firing at a low cyclic rate should suffice. It will be importent to keep the tug out front, so I don't think any fancy manuevers or turns can be used as CFS 2 often turns all objects at once at a waypoint when they are used as a fleet. It is kind of like the Army marching command: Right (or left) flank, march!

Once the DPs reflect a weapon of some sort, then they can be accumulated as a formation in line to follow a linier set of waypoints with each waypoint set to "Do not Evade."

I guess you could also set each ship or barge to follow the tug seperately, but it would take some very careful positioning of way points to ensure all the parts stay in formation.

Skipsan
July 25th, 2010, 17:07
OK thanks for the info all seams very reasonable. Let me mull it over will on my "sea cruse" The set up for "Tug 3" works well in "Harbor" and I'll wait on the up coming release of the new barges :wiggle: All should work it's self out nicely:bump:

Thank you
Skipsan :kilroy:

sc7500
July 26th, 2010, 07:16
Could the barges be treated like a Horsa glider, with a "tow rope" hard point ?

That way we could even "drop" the barge and keep going ! lol

SC
:kilroy:

jackedwardmorris95
July 26th, 2010, 08:04
Hey there Sully,
Remember me, we spoke on skype a while back. The Tugs are looking amazing, I have seen less detail on CFS2 flyable planes! I almost don't want to bomb them (thats almost.. haha) I must check out your shipyard, Can't wait to test them out,
Warm Regards, :salute:

Jack

PSULLYKEYS
July 27th, 2010, 01:01
I agree Jagd. My DPs have a weapon aboard with 5 rounds! I could face it downward, but figure if you're firing, the skipper will try and empty his revolver at you.:jump:

Hi Jack, thanks for the kind words, enjoy.

Skip: check your PMs.

PSULLYKEYS
July 27th, 2010, 01:08
SC: I believe that would only work if the ship doing the towing was a player ship. Although, an AI can release bombs, so making the ship an AI A/C and the barge a weapon might be feasible.

sc7500
July 27th, 2010, 07:15
...I believe that would only work if the ship doing the towing was a player ship. Although, an AI can release bombs, so making the ship an AI A/C and the barge a weapon might be feasible...

I like the way your gears grind, Sully ! :ernae:

Not trying to make extra work - and I remembered the "player flown boat" aspect a few hours after posting... but heck - we ARE the Outhouse Crew.

ANYTHING is possible !

Thanks again for your hard work :salute:
SC
:kilroy:

PSULLYKEYS
July 30th, 2010, 10:05
barges on the home stretch, need to do the DPs and some tweaks.:running:

sc7500
July 30th, 2010, 11:48
Is there NO END to your creativity ????

That crane barge looks especially interesting.....

Thanks Again :salute:
SC
:kilroy:

bobhegf
July 30th, 2010, 15:23
Know all we need is a target sled, captains gig and a moter whaleboat

Ravenna
July 31st, 2010, 23:07
Bravo Sully. What a brilliant addition to our waterways!:ernae: