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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. |
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)
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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. |
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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: |
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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: |
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. |
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http://www.subsim.com/radioroom/show....php?p=1935678 |
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. |
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v.1.0.00 is up! Thanks V13dweller! :salute:
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Your very welcome. :salute:
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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. |
Great! Thank You. :up:
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Updated. The auxiliary cruisers now have a more realistic armament.
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