SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH5 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=249)
-   -   Auxiliary Cruiser mod (https://www.subsim.com/radioroom/showthread.php?t=199104)

Cybermat47 12-30-12 03:53 PM

Quote:

Originally Posted by gap (Post 1985685)
Not at all: I am expecting us to make it accurate :sunny: :D

Amen :salute:

gap 12-30-12 05:10 PM

Quote:

Originally Posted by Cybermat47 (Post 1985700)
Amen :salute:

:haha:

V13dweller 12-30-12 07:30 PM

What I mean by saying I have seen them in the Mediterranean, I don't mean it's accurate, I have just seen them there, I believe to have even seen two Auxiliary Cruiser Komets guarding the same convoy:haha:, I have even seen two Emden Class Cruisers at the same Port, (There was only one of this ship) one was at dock, the other was escorting the convoy. Ill do some more "Convoy watching" to see if i can get a screenshot of this.
So im just saying what i see in game, this has no regard for historical accuracies.:hmm2:
And if we look back at the stock game, there was only one HMS 'Rawalpindi'. If you take a look at Scapa flow or Loch Ewe you can see about two-three of them parked next to each other, and in two of the stock missions you have to "Sink five AMC ships" and Rawalpindi Armed Merchant cruisers are the only ships that qualify.
This game has quite some inadequacies.

V13dweller 12-30-12 07:40 PM

And with 'Open Horizons' comes the 'North-sands' large freighter, and that shares the same skin as the Auxiliary Cruiser Penguin without its (1) gun (s) , there is also a rename of the Komet as well with a 3 inch(?) put in place of it's quad Flak , but I cannot remember that name right now. There also come the 'Troop Transport' that is a Rawalpindi Armed Merchant cruiser without the 6 Inch guns. From what i have seen, the 'North-sands' Large Freighter would have a better chance of defending itself because it's single gun faces backwards but can aim to a certain extent forwards, this supported by the fact that, Merchants begin to take repeated left-right-left-right course changes on sight of danger(Submarines and their torpedoes)

V13dweller 12-30-12 08:41 PM

After looking through some convoys, i have also seen multiple 'Carl Paters fleet tenders' in one convoy.
In real life, there was only one fleet tender by that name, the other fleet tenders looked similar but not that similar, I have also got a good example of ship armaments that Gap was talking about, the 'SV medium freighter' has seven large calibers guns, this seems like a more realistic weapon setup.

gap 12-31-12 04:15 AM

Quote:

Originally Posted by V13dweller (Post 1985817)
What I mean by saying I have seen them in the Mediterranean, I don't mean it's accurate, I have just seen them there, I believe to have even seen two Auxiliary Cruiser Komets guarding the same convoy:haha:, I have even seen two Emden Class Cruisers at the same Port, (There was only one of this ship) one was at dock, the other was escorting the convoy. Ill do some more "Convoy watching" to see if i can get a screenshot of this.
So im just saying what i see in game, this has no regard for historical accuracies.:hmm2:
And if we look back at the stock game, there was only one HMS 'Rawalpindi'. If you take a look at Scapa flow or Loch Ewe you can see about two-three of them parked next to each other, and in two of the stock missions you have to "Sink five AMC ships" and Rawalpindi Armed Merchant cruisers are the only ships that qualify.
This game has quite some inadequacies.

I've got your point V13dweller :up:

Have you experienced all of this with OHII enabled? Hopefully it won't be too difficult for Trevally fixing those issues, since all of the auxiliary cruisers/merchant raiders featured in game are grouped under the same 'UnitType', and mission editor let us choice how each "class" is used in game :yep:

gap 12-31-12 05:05 AM

Quote:

Originally Posted by V13dweller (Post 1985820)
And with 'Open Horizons' comes the 'North-sands' large freighter, and that shares the same skin as the Auxiliary Cruiser Penguin without its (1) gun (s) , there is also a rename of the Komet as well with a 3 inch(?) put in place of it's quad Flak , but I cannot remember that name right now. There also come the 'Troop Transport' that is a Rawalpindi Armed Merchant cruiser without the 6 Inch guns. From what i have seen, the 'North-sands' Large Freighter would have a better chance of defending itself because it's single gun faces backwards but can aim to a certain extent forwards, this supported by the fact that, Merchants begin to take repeated left-right-left-right course changes on sight of danger(Submarines and their torpedoes)

Quote:

Originally Posted by V13dweller (Post 1985844)
After looking through some convoys, i have also seen multiple 'Carl Paters fleet tenders' in one convoy.
In real life, there was only one fleet tender by that name, the other fleet tenders looked similar but not that similar, I have also got a good example of ship armaments that Gap was talking about, the 'SV medium freighter' has seven large calibers guns, this seems like a more realistic weapon setup.

Having units that are playing multiple roles is quite normal: SH5 got a limited number of ships, and some of them where "cloned" (either in stock game or in OHII) with a variety of skins and loadouts for representing different classes.

In some cases this is acceptable to me. Take for instance the yet discussed axiliary cruisers/merchant raiders case: in real life they were requisitioned and converted merchant ships of common design (like the Ems class freighters). So duplicating them in game with lesser armaments in order to represent normal merchants, should be entirely legitimate. In other cases I will agree that this trick is just a forced compromise.

Nonetheless, once/if we get more detailed models, and as soon as we will able to import them in game as GR2 unit, it won't be difficult replacing the cloned ships in campaign with better models :up:

V13dweller 12-31-12 09:59 AM

I was experimenting with the Mission editor again, and I have found that the Scharnhorst and Deutschland Pocket battleships main guns actually don't fire:hmmm:
They track the targets, but they don't fire, the ship only uses it's secondary weapons, like the smaller single barrel cannons.

It's quite strange, I put all of the German battleships in a line, and some British battleships in a line, the Germans won, after a long battle, the Schleswig-Holstien seemed to have been attacked the least, and made most of the kills (Strange for a per-dreadnaught)
The Bismarck charged in and make short work of the destroyer screen guarding the battleships, took some damage but came out alive.

If you want the statistics of battle, the British had HMS Suffolk, Hood, Barham and Ark royal. 3 Kent heavy cruisers, 2 A class destroyers, 4 flower corvettes, and 2 Black swan sloop's. The Germans had KM Tirpitz, KM Scharnhorst, KM Deutschland, KM Konigsberg KM Koln 4 type 34 destroyers AMC Penguin AMC Komet and KM Emden.
What a battle it was. :)

I did my best to make it as fair as possible, because the pocket battleships don't use their main guns.

Also the Auxiliary cruisers did not maneuver to attack the enemy :stare:
They just did that zig-zag course non-destroyers do when enemies are nearby.

gap 12-31-12 12:39 PM

Quote:

Originally Posted by V13dweller (Post 1986069)
I was experimenting with the Mission editor again...

Hi again V13dweller, we are going off topic here. I will reply instead on this thread: :)

http://www.subsim.com/radioroom/show....php?p=1935678

V13dweller 03-26-13 08:17 PM

I think I found a solution to your problem, go the the Eqp file and set the date it get's attached to whet ever date you please, like 1938, that will make the four guns present constantly, so they will have their cannons from the start.

I hope this solution helps.

Cybermat47 03-26-13 08:54 PM

Quote:

Originally Posted by V13dweller (Post 2031965)
I think I found a solution to your problem, go the the Eqp file and set the date it get's attached to whet ever date you please, like 1938, that will make the four guns present constantly, so they will have their cannons from the start.

I hope this solution helps.

Good one! You just solved that particular problem!

Cybermat47 04-29-13 03:33 AM

v.1.0.00 is up! Thanks V13dweller! :salute:

V13dweller 04-29-13 07:47 AM

Your very welcome. :salute:

V13dweller 08-27-13 10:38 PM

There are some comments on the previous pages that discuss people never actually seeing the Auxiliary cruisers, but from my experience they are often seen escorting German or Italian (?) convoys, even in the Mediterranean but this is probably a bug. (Not the mods fault)

But this mod, nevertheless increases the effectiveness of German convoy escorts no matter where they be.

I have tested them in ME2 and when it comes to attacking early convoys, they perform very well against early convoys and even some later armed merchants.

CaptJulius 08-29-13 06:11 AM

Great! Thank You. :up:

Cybermat47 08-30-13 02:30 AM

Quote:

Originally Posted by CaptJulius (Post 2107175)
Great! Thank You. :up:

You're welcome :salute:

Cybermat47 11-24-18 02:19 AM

Updated. The auxiliary cruisers now have a more realistic armament.


All times are GMT -5. The time now is 06:00 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.