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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Bilge Rat
![]() Join Date: Oct 2012
Posts: 1
Downloads: 5
Uploads: 0
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nice job
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#2 |
Willing Webfooted Beast
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__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
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#3 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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The Auxiliary cruisers can be found as convoy escorts in the Mediterranean, before this mod came, they were only armed with one Flak quad mounting, making them easy targets for other ships, it may even help during "Rommel's supplies"
Thanks for the mod. By the way, do the doors the guns hide behind open up when the ships is attacking? Or do they just clip? |
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#4 |
Willing Webfooted Beast
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They just clip. Also, in a test I did, they only had guns on one side, but they did maneuver to get a shot.
__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
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#5 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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I have noticed this, when in the game, the Auxiliary cruiser Penguin has only one gun, but in the museum it has four, same with Auxiliary cruiser Komet which only has one gun. The second one shows the same ship but in game.
It would be nice if this could be fixed, because they serve as escort ships, and there are strangely a lot of this one ship. They also see wide service in the Mediterranean, and they are very vulnerable against a destroyer what doesn't have to maneuver to make it's shots. And for ships of this size, trying to change your direction to attack is almost suicide, because mod destroyers have about 3-5 cannons, they can make short work of Merchants and others ships very quickly. Once, I saw a German Type 34 destroyer take down an armed merchant in less that a minute. That was a C1B medium merchant, it was heading head on to the destroyer, before it could even turn to get it's stern facing gun to aim at the destroyer, it was already sinking, most merchants including Komet and Penguin have long turning times, this is usually their end, I exploit that fact with my deck gun, Merchants with a gun facing backwards you can carefully maneuver around it without it being able to get a shot on you. An example of the missing guns. Last edited by V13dweller; 01-04-13 at 12:58 AM. |
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#6 |
Willing Webfooted Beast
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^^^^^
Sadly, I don't know how to fix the problem. Damn ![]() ![]() ![]()
__________________
Historical TWoS Gameplay Guide: http://www.subsim.com/radioroom/showthread.php?p=2572620 Historical FotRSU Gameplay Guide: https://www.subsim.com/radioroom/sho....php?p=2713394 |
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#7 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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What a shame, but it is still not a bad mod, in most cases, the attacker of the convoy will attack the first ship it see's, so the other escorts will have a chance to move into position.
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