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Old Ironsides

i'm not sure if the studding sails would work, but it's most certainly worth a try. would look pretty awesome if it worked. fixed rigging might not work. masts still need to be able to fall down without ropes still standing upright. one problem you might have if you model simple sails is that the sails would go through the model. but that doesn't matter much anyway, because they're only temporary.

i really need to find a way to take some pics of my airship. time for the free trial image converter route, i guess.
 
Quick question... is there a formula to get the number of polys a model has based on the filesize? I can't find a poly-count tool in SketchUp. There is an option called "Model Info", but it says my entire model has 22 faces... does that really mean 22? 2,200? 22,000?

The current filesize is 8.56MB.

And I think studdingsails would work, its merely a matter of placing locators and defining which sails are set or struck for full and battle sail. What if I made the standing rigging part of their respective masts so they went by the board with the mast?
 
i really wouldn't know that. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> i do know that the amount of poly's is registered in that same screen in my version. but i don't know if the faces are part of that amount or not. i think that a face is a non-triangular area, like the deck sections.

woah. mine's almost 4. and i thought that was huge already. but 80% of that is the steam engine anyway, so... <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> i might improve the rest of the model's details, like the belaying pins and pulleys. they're kinda bad at the moment.

i've seen that modeled on other ships. would work, i think. be careful with any jibs or staysails though. i've seen it happen that they would hover in the air once one of the spars or masts got knocked off. the bermuda sloop has great trouble with this. if the mast goes over the side the jibs remain standing.
 
<!--quoteo(post=256024:date=May 10 2008, 02:48 PM:name=Commodore John Paul Jones)--><div class='quotetop'>QUOTE (Commodore John Paul Jones @ May 10 2008, 02:48 PM) <a href="index.php?act=findpost&pid=256024"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Quick question... is there a formula to get the number of polys a model has based on the filesize? I can't find a poly-count tool in SketchUp. There is an option called "Model Info", but it says my entire model has 22 faces... does that really mean 22? 2,200? 22,000?
The current filesize is 8.56MB.<!--QuoteEnd--></div><!--QuoteEEnd-->22 faces? Impossible. More likely to be 22000.
The filesize depends on the file format (eg a SketchUp model of 22000 faces might have a different size than a 3DS MAX model) and the precence of materials and textures might also influence it. So I don't think you can find out the polygon number from the filesize. However, the face-count should BE the polygon number, because most people use the word "polygon" where the word "face" would be more appropriate. A face is actually a triangle visible from one side, while a polygon is a plane with a variable number of sides. A polygon is made out of faces. For example, a square is a four-side polygon that consists of two faces. A two-sided square would need to consist of four faces.
 
i think the program sees a triangle as a polygon. i've got somewhere around 30000 on my model at the moment.
 
People tend to call the things polygons, but they ARE faces (triangles). Many times when you see a poly-count listed somewhere, they actually MEAN the face-count.
 
Good, 22,000 sounds more realistic. Hopefully it'll be a 30K model when finished, eh?

And I tried everything, selecting all geometry, selecting all componets... and the face count still sat at 22. So maybe there's three zeroes that should always be tacked on that number.
 
blimey. better check my current count then. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> wouldn't it be a good idea to check if it can be put into the game at all before you do even more work on it? little late to come up with that though.
 
Ahoy again mates! It looks like I've about finished this beauty, unless you want me to add sails, flags, and rigging for references? I can't wait to see this cherished national icon in-game!!!

<img src="http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/USS_Constitution_Iso5.jpg" border="0" class="linked-image" />
<img src="http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/USS_Constitution_Larboard4.jpg" border="0" class="linked-image" />
<img src="http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/USS_Constitution_Top4.jpg" border="0" class="linked-image" />
<img src="http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/USS_Constitution_Bow4.jpg" border="0" class="linked-image" />
<img src="http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/USS_Constitution_masts.jpg" border="0" class="linked-image" />
<img src="http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/USS_Constitution_masts2.jpg" border="0" class="linked-image" />
<img src="http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/USS_Constitution_Deck5.jpg" border="0" class="linked-image" />
<img src="http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/USS_Constitution_Stern4.jpg" border="0" class="linked-image" />
<img src="http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/USS_Constitution_Stern3.jpg" border="0" class="linked-image" />


Here's a sneak peek at my next project... The USS <i>Champlain</i>. She's a generic topsail schooner that I named after Lake Champlain. I'll make two versions: one with eight 4pdr guns and one with eight 24pdr carronades. Hopefully this amazingly fast and agile vessel will be added to accompany the <i>Constitution</i> and represent the USN during the War of 1812. She's intended to be a blockade runner, based heavily on the <i>Lynx</i>, so she'll be perfect for purchasing stores for your squadron and slipping through the enemy's fingers out of a hostile port. While the long 4 pounder guns are not as efficient, hopefully the version armed with "smashers" will be able to zip in under the enemy's stern and hit hard at close range! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

<img src="http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/USS_Champlain_Iso.jpg" border="0" class="linked-image" />
<img src="http://i67.photobucket.com/albums/h300/_Commodore_John_Paul_Jones/USS_Champlain_Larboard.jpg" border="0" class="linked-image" />
 
is it me, or does the taper of the yards look really odd from above? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> anyway, it looks mignificent, of course.
 
You did the Constitution proud, Commodore. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Now that you mention it... the yards do look odd from Heaven above... but I assure you that they are of good scale in relation to eachother.

Oh, and I forgot to ask... does anyone here still want a version of <i>Old Ironsides</i> with her studdingsail booms run out?
 
Now you need to find somebody to help put her in the game. You can try sending PMs to Inzane, Kazeite, yo ho ho, Bava and SeaNorris. Though some of them haven't recently been seen on the forum, one of them might be able to help. Hopefully.
 
PMs are sent, not all that I can do is wait.

I've actually completed the USS <i>Champlain</i>, so it looks like I have two ships to release now! She's a real beauty, I even mounted a good number of swivels that I hope can be made to fire in the schooner's broadside. I'll post some pictures later.

Anyway, quick question... is it possible to add specific locators to long gun and carronades? It seems kind of strange to load a broadside of solid shot at long range and see the carronades on the spar deck fire with the long guns below. What if we could make it so the carronades only fire when loaded with grape or chain? I don't think we can make them fore at specific ranges, but specific shot could be possible, right?

Before I start my next vessel (which will be an American gunboat like the ones used off Tripoli) I'd like to try and write up the ships.init enteries for the <i>Constitution</i> and <i>Champlain</i>.

EDIT: How does this look Pieter?

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//-------------------------------------------------------------------------
// Old Ironsides by Commodore John Paul Jones
//-------------------------------------------------------------------------
    makeref(refShip,ShipsTypes[n]);
    n++;
    refShip.Name         = "Old_Ironsides";
    refShip.SName            = "Old_Ironsides";
    refShip.id            = refShip.Name;
    //curid = refShip.id; ShipLookupTable.id.(curid) = n-1;
    refShip.Class           = 2;
    refShip.Cannon            = CANNON_TYPE_LONG_LBS24;
    refShip.MaxCaliber        = 24;
    refShip.Weight            = Tonnes2CWT(2200);
    refShip.Capacity        = 2250;
    refShip.CannonsQuantity = 54; // KNB fix cannon qty
    // NK cannon qtys 05-04-18 -->
    refShip.Cannons.Borts.cannonf.qty = 2;
    refShip.Cannons.Borts.cannonb.qty = 4;
    // NK <--
    refShip.MaxCrew         = 450;
    refShip.MinCrew         = 55;
    refShip.SpeedRate       = 15;
    refShip.TurnRate        = 35;
    refShip.Price           = 302718;
    refShip.HP              = 12000;
    refShip.SP              = 100;
    refShip.AbordageLocation = "BOARDING_FRIGATE";

    refShip.CannonsDeck = 1; // KK
    refShip.CargoHold = 1; // KK

    refShip.Type.Trade = false;
    refShip.Type.War = true;

    refShip.WaterLine = 0.2;
    refShip.SpeedDependWeight = 0.3;
    refShip.SubSeaDependWeight = 0.9;
    //refShip.TurnDependWeight = 0.8;

    refShip.InertiaAccelerationX    = 0.2;    refShip.InertiaBrakingX        = 2.0;
    refShip.InertiaAccelerationY    = 10;    refShip.InertiaBrakingY        = 4;
    refShip.InertiaAccelerationZ    = 4.0;    refShip.InertiaBrakingZ        = 2.0;

    // LDH change to default 12Sep06
//    refShip.Height.Bombs.Y            = 1.0;    refShip.Height.Bombs.DY        = 0.5;
//    refShip.Height.Grapes.Y            = 2.0;    refShip.Height.Grapes.DY    = 1.0;
//    refShip.Height.Knippels.Y        = 10.0;    refShip.Height.Knippels.DY    = 8.0;
//    refShip.Height.Balls.Y            = 1.0;    refShip.Height.Balls.DY        = 0.5;

    refShip.GeraldSails.rey_b2    = 1;
    refShip.GeraldSails.rey_b3    = 1;<!--c2--></div><!--ec2-->
 
yaaaaaaaay, gunboat! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

meanwhile, i'm making a slightly adapted version of the Ironclad. looks pretty good already. the only non-historic portion is the rudder and propeller system. i'm making the ship for the forum in my sig.
 
<!--quoteo(post=258234:date=May 23 2008, 07:47 PM:name=Commodore John Paul Jones)--><div class='quotetop'>QUOTE (Commodore John Paul Jones @ May 23 2008, 07:47 PM) <a href="index.php?act=findpost&pid=258234"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Anyway, quick question... is it possible to add specific locators to long gun and carronades? It seems kind of strange to load a broadside of solid shot at long range and see the carronades on the spar deck fire with the long guns below. What if we could make it so the carronades only fire when loaded with grape or chain? I don't think we can make them fore at specific ranges, but specific shot could be possible, right?<!--QuoteEnd--></div><!--QuoteEEnd-->I don't know if we can do that; that'd require some elaborate testing by someone more knowledgeable of the code than me. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=258234:date=May 23 2008, 07:47 PM:name=Commodore John Paul Jones)--><div class='quotetop'>QUOTE (Commodore John Paul Jones @ May 23 2008, 07:47 PM) <a href="index.php?act=findpost&pid=258234"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->EDIT: How does this look Pieter?<!--QuoteEnd--></div><!--QuoteEEnd-->I don't see any particular problem right now, but for Build 14 we have the following additional lines:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    refShip.QDeck = "ShipDeck1"; // KK
    refShip.CannonsDeck = 0; // KK
    refShip.CargoHold = 1; // KK
    refShip.Cabin = "Cabin_medium"; // KK<!--c2--></div><!--ec2-->This is for setting the ship's deck and cabin for each vessel manually. And this is for the periods mod, which might or might not actually work yet:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    //Ship: Fleut4_50
    //Period
    refShip.period0 = 0.7; //
    refShip.period1 = 1.0; //
    refShip.period2 = 0.8; //
    refShip.period3 = 0.5; //
    refShip.period4 = 0.1; //
    refShip.period5 = 0.0; //
    //Nation
    refShip.england = 0.0; //
    refShip.france = 0.0; //
    refShip.holland = 1.0; //
    refShip.portugal = 0.0; //
    refShip.pirate = 0.0; //
    refShip.spain = 0.0; //<!--c2--></div><!--ec2-->
Example from the Build 14 Alpha:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//--------------------------------------------------------------------
// Dutch Frigate     Thomas the Terror
//--------------------------------------------------------------------

    makeref(refShip,ShipsTypes[n]);
    n++;
    refShip.Name         = "Frigate5_47";
    refShip.Nation              = HOLLAND;
    refShip.All            = "Frigate2";
    refShip.SName            = "Frigate5_47";
    refShip.id            = refShip.Name;
    refShip.Class           = 2;
    refShip.Cannon            = CANNON_TYPE_LONG_LBS18;
    refShip.MaxCaliber        = 18;
    refShip.Weight            = Tonnes2CWT(1000);
    refShip.Capacity        = 2250;
    refShip.CannonsQuantity = 42; // KNB fix cannon qty
    refShip.Cannons.Borts.cannonf.qty = 2;
    refShip.Cannons.Borts.cannonb.qty = 4;
    refShip.MaxCrew         = 340;
    refShip.MinCrew         = 80;
    refShip.SpeedRate       = 13.3;
    refShip.TurnRate        = 33.5;
    refShip.Price           = 135000;
    refShip.HP              = 5400;
    refShip.SP              = 100;

    refShip.QDeck = "ShipDeck2"; // KK
    refShip.CannonsDeck = 1; // KK
    refShip.CargoHold = 1; // KK
    refShip.Cabin = "Cabin2"; // KK
    
    //Ship: Frigate5_47
    //Period
    refShip.period0 = 0.0; //
    refShip.period1 = 0.4; //
    refShip.period2 = 0.8; //
    refShip.period3 = 1.0; //
    refShip.period4 = 1.0; //
    refShip.period5 = 1.0; //
    //Nation
    refShip.england = 0.0; //
    refShip.france = 0.0; //
    refShip.holland = 1.0; //
    refShip.portugal = 0.0; //
    refShip.pirate = 0.0; //
    refShip.spain = 0.0; //

    refShip.Type.Trade = false;
    refShip.Type.War = true;

    refShip.WaterLine = 0.2;
    refShip.SpeedDependWeight = 0.3;
    refShip.SubSeaDependWeight = 0.9;
    //refShip.TurnDependWeight = 0.8;

    refShip.InertiaAccelerationX    = 0.2;    refShip.InertiaBrakingX        = 2.0;
    refShip.InertiaAccelerationY    = 10;    refShip.InertiaBrakingY        = 4;
    refShip.InertiaAccelerationZ    = 4.0;    refShip.InertiaBrakingZ        = 2.0;

    refShip.Height.Bombs.Y            = 1.0;    refShip.Height.Bombs.DY        = 0.5;
    refShip.Height.Grapes.Y            = 2.0;    refShip.Height.Grapes.DY    = 1.0;
    refShip.Height.Knippels.Y        = 10.0;    refShip.Height.Knippels.DY    = 8.0;
    refShip.Height.Balls.Y            = 1.0;    refShip.Height.Balls.DY        = 0.5;

    refShip.GeraldSails.rey_b2    = 1;
    refShip.GeraldSails.rey_b3    = 1;<!--c2--></div><!--ec2-->
 
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//--------------------------------------------------------------------
// Old Ironsides by Commodore John Paul Jones
//--------------------------------------------------------------------

    makeref(refShip,ShipsTypes[n]);
    n++;
    refShip.Name         = "Old_Ironsides";
    refShip.Nation              = USA;
    refShip.All            = "Constitution";
    refShip.SName            = "Old_Ironsides";
    refShip.id            = refShip.Name;
    refShip.Class           = 2;
    refShip.Cannon            = CANNON_TYPE_LONG_LBS24;
    refShip.MaxCaliber        = 24;
    refShip.Weight            = Tonnes2CWT(2200);
    refShip.Capacity        = 2250;
    refShip.CannonsQuantity = 50; // KNB fix cannon qty
    refShip.Cannons.Borts.cannonf.qty = 0;
    refShip.Cannons.Borts.cannonb.qty = 0;
    refShip.MaxCrew         = 450;
    refShip.MinCrew         = 55;
    refShip.SpeedRate       = 15;
    refShip.TurnRate        = 35;
    refShip.Price           = 302718;
    refShip.HP              = 12000;
    refShip.SP              = 100;

    refShip.QDeck = "ShipDeck2"; // KK
    refShip.CannonsDeck = 1; // KK
    refShip.CargoHold = 1; // KK
    refShip.Cabin = "Cabin2"; // KK
    
    //Ship: Old_Ironsides
    //Period
    refShip.period0 = 0.0; //
    refShip.period1 = 0.0; //
    refShip.period2 = 0.0; //
    refShip.period3 = 0.0; //
    refShip.period4 = 0.5; //
    refShip.period5 = 1.0; //
    //Nation
    refShip.england = 0.1; //
    refShip.france = 0.1; //
    refShip.holland = 0.0; //
    refShip.portugal = 0.0; //
    refShip.pirate = 0.0; //
    refShip.spain = 0.0; //

    refShip.Type.Trade = false;
    refShip.Type.War = true;

    refShip.WaterLine = 0.2;
    refShip.SpeedDependWeight = 0.3;
    refShip.SubSeaDependWeight = 0.9;
    //refShip.TurnDependWeight = 0.8;

    refShip.InertiaAccelerationX    = 0.2;    refShip.InertiaBrakingX        = 2.0;
    refShip.InertiaAccelerationY    = 10;    refShip.InertiaBrakingY        = 4;
    refShip.InertiaAccelerationZ    = 4.0;    refShip.InertiaBrakingZ        = 2.0;

    refShip.Height.Bombs.Y            = 1.0;    refShip.Height.Bombs.DY        = 0.5;
    refShip.Height.Grapes.Y            = 2.0;    refShip.Height.Grapes.DY    = 1.0;
    refShip.Height.Knippels.Y        = 10.0;    refShip.Height.Knippels.DY    = 8.0;
    refShip.Height.Balls.Y            = 1.0;    refShip.Height.Balls.DY        = 0.5;

    refShip.GeraldSails.rey_b2    = 1;
    refShip.GeraldSails.rey_b3    = 1;<!--c2--></div><!--ec2-->

Ok... so the new code is in there. I've tried to keep historical accuracy in the selectable ages portion. These frigates were ordered in 1794 and wern't built until 1797. So at first, they will be a rare sight, but then as the 1800s begin, they will be seen more frequently. In addition, they won't be avaliable to any nation save England and France, and they will be very rare for those to nations at that. I've done this because the USS <i>Chesapeake</i> (38) was captured by the British during the War of 1812 and there were some Yankee-built French frigates in service, but again they were rare to come by.
I didn't know what to put on the ref.Ship.Nation line, so I just put USA with the hopes that my country successfully gets put into the game.

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    refShip.Cannons.Borts.cannonf.qty = 2;
    refShip.Cannons.Borts.cannonb.qty = 4;<!--c2--></div><!--ec2-->
Are these two enteries the number of guns in "F" front and "B" back? If so, I didn't give my model bow or stern chasers. The <i>Constitution</i> wasn't armed with any, relying on her speed to run down any ship and bring her broadside to bear, relying on her captain's skill to not expose her stern to a rake, and to be honest... this ship needs a downside of some sort. This ship never lost a battle, never reached a stalemate... every battle was a decisive victory. If she couldn't outgun it, she could outrun it. The <i>Constitution</i> was literally the size of a British seventy-four, but twice as fast and maneuverable! So I think we shouldn't provide the player with a completely unfair advantage over every other ship in the game... make him think in battle, because he doesn't have any chasers. The only true disadvantages of the <i>Constitution</i> was her lack of chasers and a deep draft that prevented her from standing close inshore.
 
Those values are indeed for the bow and stern chasers. Just set them to 0 if your model doesn't have any.
 
Crud...

Ladies and Gentlemen, I think that this may be the end of the <i>Constitution</i>. I do not have SketchUp 6 Pro, and therefore cannot export the model as a .3DS or .OBJ... the only filetypes avaliable are SketchUp files (.SKB)

What do you propose? I can still upload the model to the FTP if anyone wants a go at converting it.


Sorry for being quiet for so long, I was really busy for the past week.
 
Hi,

Commodore ...all may not be lost , Peter Willemoes found some exporters obj. being one of them

<a href="http://download.sketchup.com/downloads/downloads/plugins/SketchUpOBJExport-1.1.zip" target="_blank">http://download.sketchup.com/downloads/dow...JExport-1.1.zip</a>

Hope this will be of use <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> ......It' too good a model to waste.

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
damski.
 
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