I have already had it in my game, the ships init entry is "warship" I compared it to the AOP Warships entry to make sure and it was different. The only thing is the entry has a few incorrect entries and also needs entries adding to get it in game. The textures will need renaming and the model files need hex editing (which I did to test). There is also a few ropes missing from the rigging which would be very easy to fix <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
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@Peter the testing ships in Maya are the Frigate1 & 2 and also Sloop1 & 2, these are Maya binary files.
Here is the entry I used it may need some adjustments to balance it:
//-------------------------------------------------------------------------
// Warship (52 gun Warship)
//-------------------------------------------------------------------------
makeref(refShip,ShipsTypes[n]);
n++;
//curid = refShip.id; ShipLookupTable.id.(curid) = n-1;
refShip.Name = "ArabellaShip1";
refShip.All = "Battleship2";
refship.sname = "ArabellaShip1"
refship.id = refship.Name
refShip.Class = 1;
refShip.Cannon = CANNON_TYPE_CANNON_LBS12;
refShip.MaxCaliber = 24;
refShip.Weight = Tonnes2CWT(2500);
refShip.Capacity = 5300;
refShip.CannonsQuantity = 52;
refShip.Cannons.Borts.cannonf.qty = 4;
refShip.Cannons.Borts.cannonb.qty = 4;
refShip.MaxCrew = 650;
refShip.MinCrew = 130;
refShip.SpeedRate = 12;
refShip.TurnRate = 30;
refShip.Price = 200000;
refShip.HP = 10000;
refShip.SP = 100;
refShip.AbordageLocation = "BOARDING_BATTLESHIP";
refship.WaterLine = 0.5;
refship.SpeedDependWeight = 0.3;
refship.SubSeaDependWeight = 1.0;
refship.TurnDependWeight = 0.8;
refship.InertiaAccelerationX = 0.2; refship.InertiaBrakingX = 2.0;
refship.InertiaAccelerationY = 7; refship.InertiaBrakingY = 6;
refship.InertiaAccelerationZ = 4.0; refship.InertiaBrakingZ = 1.0;
refShip.GeraldSails.rey_b2 = 1;
refShip.GeraldSails.rey_b3 = 1;