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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
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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#2 |
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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#3 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Quote:
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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#4 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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I have read up on the Penguin and the Komet before, I was just commenting that 1 gun is unacceptable, even though these ships were armed to the teeth in real life, but the four guns on the Penguin and two guns on the Komet would be acceptable, even though most Armed Merchant Cruisers of the era were carrying many more guns. In the stock SH5 the 'Rawalpindi' Armed merchant Cruiser has about 8 (?) single 20mm anti airguns and the 6 BL 6 inch Mk VII naval guns, making it just as dangerous as a destroyer if you were to be caught surfaced by one, making it a much more viable ships as an escort then the Komet or Penguin in game.
Even in real life the HMS 'Rawalpindi' had 8, not six of the 6 inch naval guns, and was also armed with 2, 3 inch QF12 pounder's as anti aircraft defense, not 8(?) single 20mm anti airguns. |
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#5 | |
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Quote:
![]() There's an excellent though not very popular mod, called Cerberus 62 Historical Ship Equipment, that partly fixes them. Nonetheless, by the time it was released little could be done for increasing the number of guns that could be fitted about units, or for changing the position of the existing bones. Despite the beta state of TDW's GR2 Editor/Viewer, by now we can perform the above mentioned tasks and much more ![]() |
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#6 | ||
Navy Seal
![]() Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
Downloads: 793
Uploads: 10
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![]() Quote:
Quote:
![]() I don't think so for at least 3 reasons: 1. as I said a while back, there were only 9 of these ships in service with Kriegsmarine, not exactly "a lot" considering their wide range of action; 2. their main task was not escorting friendly convoys, but rather taking advantage of their camoufflages and heavy armaments for harassing single enemy merchats; 3. they operated mainly in South Atlantic, South Pacific and Indian Ocean. In the Mediterranean they would have been easily pinned down and, what's more, I doubt they would have made it through Gibraltar safely. ![]() Italian destroyers and corvettes would have been a much more likely option for escorting axis shipping in the Mediterranean. If German auxiliary cruisers are used as escorts in Mare Nostrum and Battle of the Mediterranean, something is wrong with these campaigns... Trevally will have to deal with my complaints ![]() ![]() Last edited by gap; 12-30-12 at 12:41 PM. |
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#7 |
Willing Webfooted Beast
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^^^^^
gap, Ubisoft made this game. Are you expecting historical accuracy from them? ![]()
__________________
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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#8 |
Grey Wolf
![]() Join Date: Dec 2012
Location: Perth, Western Australia
Posts: 768
Downloads: 101
Uploads: 2
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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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#9 | |
Willing Webfooted Beast
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![]() Quote:
__________________
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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#10 |
Machinist's Mate
![]() Join Date: Jun 2012
Location: Lithuania
Posts: 126
Downloads: 154
Uploads: 0
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Great! Thank You.
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#11 |
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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