I test Diving_Hawk's amazing work!!
5 points, I found.
1. crazyeddie also says, Deck's texture resolution is too low. It's looking like 64x64.
It's 1024x1024 is better.
And when crazyeddie make new specific ship's deck skin texture, you can make new skin 1024x1024 at the same file name from Daving _Hawk's.
Texture mapping in 3D modeling manages texture "where 2D is where 3D" only 2D's X Y ratio between from 0 to 1, like x=0.005, y=0.25.
And any resolution texture is usable with the same file name. This is called UV mapping.
2. Deck's damage model (another named deck .msh like DeckN_dmg.msh) with damaged drawn texture aren't prepared. And Deck's strength is not written in ships.ini.
At Deck's damage model , making its collision boxes rough or holed is better, but it have to be edited in 3D. More easily, only erase deck's collision boxes , airplanes can't Take-off or Landing on damaged deck.
Essex class didn't have armored flight deck, and it was weak. Deck's strength in ships.ini fits strength_HullLarge.
3. It's too fine point, maybe, and excuse me...
Arresting wires' end boils 3D objects on deck is misaligned by wires' ends.
It may be easy to correct, editing 3D and moving boils positions to fit wires' ends, instead of wires' Hook xyz positions changing.
4. One 40mm Boforse on Super Structure rear is directing front.
This is easy to correct. Only change Hier.him Attatching vector change to
-1 0 0 0 -1 0 0 0 1 from 1 0 0 0 1 0 0 0 1.
5. AI airplanes land straight, not angled. And their landing point is too in front.
You have to edit _RWY_LDG Hook vector x and y parameters some degrees angled, calculating is able by Kumpel's Matrix Tool
https://www.sas1946.com/main/index.php/topic,15.0.htmlAbout landing point, to catch second (count from rear) wire is best!
After short breaks... I will begin Pablo's new Catapault MOD fit to this SCB-125 Essex.
So... To crazyeddie, tell me your plan to make specific ships' skins. I will prepare new SLOTs for them.