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Old 12-08-23, 09:39 AM   #1
VonDos
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radar Kriegsmarine - HSK 5 Pinguin auxiliary cruiser - 2023 edition

Hi everyone,

i'm glad to release this new mod; HSK Pinguin auxiliary cruiser - commerce raider



D\L link: https://www.subsim.com/radioroom/dow...o=file&id=6390







This is the twenty-first of a serie of units for Kriegsmarine, reworked in collaboration with flush deck.

Pack include a multiskin unit based on Pinguin auxiliary cruiser (sperrbrecher disguised as dutch troop transport, disguised as Kassos greek merchant, and disguised as a british merchant).



Based on SHV german auxiliary cruiser model, 3d reworked and updated using SHV model and parts and a lot of details (portholes, stairs, cables, lifeboats, glass windows\interiors, turning rangefinders...).





CREDITS

For this 2023 version:
Thanks to Ubisoft for original model;
Thanks to Stefan Thimme for help me with library!
Special thanks to flush deck for new fantastic textures, for ship and library also!
Thanks to Sphere, who give me permissions to include and modify his searchlights mod (please read original readme included).
Thanks also to Anvar1061 for some suggestions about those searchlights and about optimize .eqp files.
Thanks to Fifi for suggestions related with guns' reflections.

NOTE: In the library new version, there's a couple of reworked weapons based on another library where in the "author info" i can read the name "isinchievici"; i was unable to contact him. He has full credit for his work. If you, who are reading, are the author, please contact me if you want me to remove these guns, or if you want me to modify this disclaimer. I can only say thank you, for now.

--------------------------------------------------------------------------------


Don't use this unit for shareware mod.
If you want to include her in a freeware mod, just ask me;
if you've asked permission and i've not reply for more than 2 weeks, feel free to include her in your freeware mod, just give credits =)

Best regards,
Vd
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Old 12-08-23, 10:00 AM   #2
ReallyDedPoet
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Great work here as per usual
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Old 12-08-23, 01:31 PM   #3
Fifi
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Awesome model VonDos!
But… I think I will not add it to my NYGM, because unfortunately if we respect his historical travel, we have great chance to never see it…
Anyway looks very good

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Old 12-08-23, 04:16 PM   #4
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Old 12-08-23, 06:21 PM   #5
fitzcarraldo
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Awesome VonDos! Could I add it as "merchant", not scripted?

Many thanks for the work.

Fitzcarraldo
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Old 12-08-23, 07:15 PM   #6
VonDos
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Quote:
Originally Posted by ReallyDedPoet View Post
Great work here as per usual
Thank you so much!!

Quote:
Originally Posted by Fifi View Post
Awesome model VonDos!
But… I think I will not add it to my NYGM, because unfortunately if we respect his historical travel, we have great chance to never see it…
Anyway looks very good

Thank you for your kind words!! Sure, fell free to use or not her. In my installation, i've used her to replace the generic GeAuxCruiser. But you're absolutely right about Pinguin lifespan =)

Quote:
Originally Posted by Anvar1061 View Post
Thanks!

Quote:
Originally Posted by fitzcarraldo View Post
Awesome VonDos! Could I add it as "merchant", not scripted?

Many thanks for the work.

Fitzcarraldo
Thank you for your words!
As a type 13 unit, auxiliary cruiser, this ship is used by sh3 as a military unit, so script is required. You can use it as "merchant" civil ship, changing the unit type from 13 to 102, in her cfg file and into roster file too. The ship will be moved from Kriegsmarine to german merchant fleet.


Best regards everyone!!
Vd
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Old 12-09-23, 01:30 AM   #7
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Quote:
Originally Posted by VonDos View Post
You can use it as "merchant" civil ship, changing the unit type from 13 to 102, in her cfg file and into roster file too. The ship will be moved from Kriegsmarine to german merchant fleet.
Vd
Of course, and it’s probably what I will finally do
Way too nice model to be left over!

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Old 12-09-23, 01:44 AM   #8
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Exclamation

HSK_Pinguin.sns is missing...
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Old 12-09-23, 03:20 AM   #9
VonDos
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Quote:
Originally Posted by SquareSteelBar View Post
HSK_Pinguin.sns is missing...
Yep, i know.
It may seem strange, but there's a reason.
Pinguin had not particular sensors, so, the only one i could add could be:

[Sensor 1]
NodeName=O01
LinkName=AI_Visual

Who is the standard Visual sensor.

In the absence of such a sensor, however, if I'm not mistaken the ship will be incentivized not to fire first, and wait for prey, or enemy warships, to approach.
A sensible behavior, I think, for an auxiliary cruiser.

But, if you think that .sns is needed, please let me know

Best regards,
Vd
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Old 12-09-23, 05:51 AM   #10
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Quote:
Originally Posted by VonDos View Post
...But, if you think that .sns is needed, please let me know ...
I don't think so.
I just noticed the missing...
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Old 12-09-23, 03:24 PM   #11
fitzcarraldo
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Quote:
Originally Posted by VonDos View Post
Thank you so much!!




Thank you for your words!
As a type 13 unit, auxiliary cruiser, this ship is used by sh3 as a military unit, so script is required. You can use it as "merchant" civil ship, changing the unit type from 13 to 102, in her cfg file and into roster file too. The ship will be moved from Kriegsmarine to german merchant fleet.


Best regards everyone!!
Vd
Many thanks! I can script the ships in campaign, but I´m waiting the next iteration of NYGM by FiFi, so I prefer to add it scripted in the next version. Now I´ll add it as "merchant".

Best regards.

Fitzcarraldo
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Old 12-10-23, 03:39 AM   #12
VonDos
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Quote:
Originally Posted by fitzcarraldo View Post
Many thanks! I can script the ships in campaign, but I´m waiting the next iteration of NYGM by FiFi, so I prefer to add it scripted in the next version. Now I´ll add it as "merchant".

Best regards.

Fitzcarraldo
You're welcome!


@for everyone: as someone asked, me i reploaded the ship with a .sns file, including some sensors to use in late war, for use the ship as a "generic" auxiliary cruiser (so, beyond 1941 when pinguin was sunk).

If you're not interested in use her after her sunk date, you can also delete this .sns file (in order to incentive the ship to not attack first), or you can keep it, as you want (in this case, the ship will attack enemy ships first).
Your choice.

Best regards,
Vd
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Old 12-10-23, 04:16 AM   #13
iambecomelife
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Beautiful job .... though it's funny to call such a deadly vessel beautiful! Incredible how successful they were in real life, with one of them sinking a cruiser (Kormoran).

How did you get the sides to drop down when the ship opens fire? Did you set them up as dummy guns?
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Old 12-10-23, 08:16 AM   #14
VonDos
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Quote:
Originally Posted by iambecomelife View Post
Beautiful job .... though it's funny to call such a deadly vessel beautiful! Incredible how successful they were in real life, with one of them sinking a cruiser (Kormoran).
Thank you so much! Yep, i remember the end of the unlucky HMAS Sydney.




Quote:
Originally Posted by iambecomelife View Post
How did you get the sides to drop down when the ship opens fire? Did you set them up as dummy guns?
Actually, they're static in down position. I made some tests in order to make them open with Komet cruiser, but actually i can't manage to open them in syncro with guns activation.

Best regards,
Vd
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Old 12-10-23, 01:06 PM   #15
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I think I have an idea on how to do this, I will look into it (although it will take time!) If it works I will let you know.

I need a similar feature for my British WWI and WWII Q-Ships, which had fold-out sides for bomb throwers and 75mm guns.
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