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Old 10-14-12, 04:07 PM   #1
Cybermat47
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Originally Posted by krysvonshnorke View Post
nice job
Thanks.
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Old 12-27-12, 01:50 AM   #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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Old 12-27-12, 01:53 AM   #3
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By the way, do the doors the guns hide behind open up when the ships is attacking? Or do they just clip?
They just clip. Also, in a test I did, they only had guns on one side, but they did maneuver to get a shot.
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Old 12-30-12, 02:27 AM   #4
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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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Old 12-30-12, 03:04 AM   #5
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^^^^^
Sadly, I don't know how to fix the problem.
Damn
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Old 12-30-12, 04:04 AM   #6
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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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Old 12-30-12, 10:31 AM   #7
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Quote:
Originally Posted by V13dweller View Post
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.
Quote:
Originally Posted by Cybermat47 View Post
^^^^^
Sadly, I don't know how to fix the problem.
Damn
Have you checked Start/End dates in NAMC_Penguin.eqp / NAMC_Komet.eqp?

Usually museum shows late war armament outfits, but in campaign/missions the current date is compared with equipments' dates, in order to determine which gun/equipment is fitted on each bone. This fact might account for the issue of some guns being shown in museum but not in game

For the sake of historical correctness it is also to be said that neither Pinguin nor Komet (nor any other WWII auxiliary cruiser/merchant raider, for that matter), was equipped with just 4 guns. This would have made them easy targets for planes and even for their own preys
Their actual outfits were:

HK Pinguin

Main Armament: 6 x 150 mm (5.9 in) SK L/45 guns
Secondary Armament: 1 x 75 mm gun, 2 x 37 mm (1x2) SK C/30 Flak guns, 4 x 20mm Flak guns
Torpedo Tubes: 2 x 53.3 cm (16 torpedoes)




HK Komet

Main Armament: 6 x 150 mm (5.9 in) SK L/45 guns
Secondary Armament: 1 x 60 mm gun, 2 x 37 mm (1x2) SK C/30 Flak guns, 4 x 20 mm Flak guns
Torpedo Tubes: 6 x 53.3 cm (24 torpedoes)



Most of the listed guns are already available in SH5. Ship models are probably lacking the bones required for attaching the missing guns, but adding new bones to GR2 units is no longer a problem with TDW's viewer/editor

Last edited by gap; 12-30-12 at 10:49 AM.
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