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-   -   no gun crew slots (https://www.subsim.com/radioroom/showthread.php?t=255419)

smm 05-11-23 03:14 PM

no gun crew slots
 
Hi,


After I upgraded an aft slot to 20mm AAA cannon, my 3"50cal gun lost all its crew slots. I can still fire it, but reload takes aaaages..



I searched, but it doesn't look like any of the answers I found (missing crew positions in the definition file) is what's happened here.. Also, when I started a new career to have a look at the stock file, the boat had 4"50cal gun?


SH4 1.5 (Uboat missions) + FotRS ultimate 1.8, no other mods.


Any advice really appreciated, as S-class doesn't have a huge amount of torpedoes, so a reasonably reloading gun would be nice..


Cheers,
SMM

KaleunMarco 05-12-23 08:30 AM

Quote:

Originally Posted by smm (Post 2867384)
Hi,


After I upgraded an aft slot to 20mm AAA cannon, my 3"50cal gun lost all its crew slots. I can still fire it, but reload takes aaaages..



I searched, but it doesn't look like any of the answers I found (missing crew positions in the definition file) is what's happened here.. Also, when I started a new career to have a look at the stock file, the boat had 4"50cal gun?


SH4 1.5 (Uboat missions) + FotRS ultimate 1.8, no other mods.


Any advice really appreciated, as S-class doesn't have a huge amount of torpedoes, so a reasonably reloading gun would be nice..


Cheers,
SMM

Ssm*

This is a known problem and the fix may require you to edit one of game files. Are you adept at using Notepad?

1Patriotofmany 05-12-23 12:13 PM

Let the secret on out, I could probably use it sometime.:Kaleun_Applaud:

propbeanie 05-12-23 12:59 PM

In the FotRSU Support \HowTo folder is "NewColetrainsAndOthersDGfix.pdf" file, which has the procedure. If you have an S-Boat, the only gun is in Compartment 6. On any of the other boat classes, they are either Compartment 7 or Compartment 8, or both if you have a dual deck gun. There is not a combination in FotRSU for a 3.5" deck gun and a 20mm deck gun. Also, an S-Class does not have that. The S-Class only has a forward gun position, and at an early war re-fit does lose its 4.5" gun, and is given a 3.5" gun. Historically, the 4.5 inch guns went to the fleet boats, and the fleet boat's 3.5" guns went to the S-Class boats. Besides losing crew positions, under certain circumstances, can also lose a portion of the gun itself, which is pointed out in that pdf file. One of the files also mentions the proper procedure for attempting to change guns from that which is assigned. You must check your gun crew status after a change, and prior to exiting, else the definitely disappear. :salute:

1Patriotofmany 05-12-23 03:28 PM

Thanks once again Sir!

KaleunMarco 05-13-23 11:05 AM

Quote:

Originally Posted by 1Patriotofmany (Post 2867503)
Let the secret on out, I could probably use it sometime.:Kaleun_Applaud:

I was hoping PB would step into a reply as I am out of town and my notes are unavailable.

If you still have a problem after reading the fix, send me a pm and I will answer as soon as I return to my Subsim lab.

smm 05-15-23 02:42 AM

Quote:

Originally Posted by propbeanie (Post 2867514)
In the FotRSU Support \HowTo folder is "NewColetrainsAndOthersDGfix.pdf" file, ...:salute:


Thank you!
I have actually figured it out myself.
While part of the problem was the 3"x50 vs 4"50, but that didn't fix it all - there was an additional thing:


[UserPlayerUnit 1.FunctionalSubsystem 36]
ID=CrewDeckGun
NameDisplayable=Deck Gun
FunctionalType=CrewMembersGrouping
IDLinkFunctionalSubsystemSlots=CrewMemberSlot_DGun L1,0,CrewMemberSlot_DGunC1,0,CrewMemberSlot_DGunC2 ,0,CrewMemberSlot_DGunC3,0



This subsystem had a whiole lot of other crew member slots in the last entry. I have replaced it with the stock values (from a base save), and voila, crew slots are back!


S-35 can now go out, and captain can finally get back from reloading and aiming the gun..



-smm

propbeanie 05-15-23 08:48 AM

Oh wow... I have never seen one with the Functional Subsystem get messed-up... I'll make a note of that in our next release's documentation. Glad you are up and running with a cooperative gun crew once again!

smm 05-15-23 10:49 AM

Quote:

Originally Posted by propbeanie (Post 2867825)
Oh wow... I have never seen one with the Functional Subsystem get messed-up... I'll make a note of that in our next release's documentation. Glad you are up and running with a cooperative gun crew once again!


FYI, this is what was there originally:
[UserPlayerUnit 1.FunctionalSubsystem 36]
ID=CrewDeckGun
NameDisplayable=Deck Gun
FunctionalType=CrewMembersGrouping
IDLinkFunctionalSubsystemSlots=CrewMemberSlot_ADGu nL,0,CrewMemberSlot_ADGunC1,0,CrewMemberSlot_ADGun C2,0,CrewMemberSlot_ADGunC3,0,CrewMemberSlot_FDGun L,0,CrewMemberSlot_FDGunC1,0,CrewMemberSlot_FDGunC 2,0,CrewMemberSlot_FDGunC3,0



And as for cooperative gun crew - A few Japanese merchantmen are already ruing it.. (see next YT episode, probably out tomorrow).
-smm


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