SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > Silent Hunter III
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 02-06-07, 10:45 PM   #1
Vader 1
Engineer
 
Join Date: Jul 2002
Location: Canada
Posts: 202
Downloads: 0
Uploads: 0
Default Deck Gun Ammo ?

I took a look but could find any answers so I hope someone can help.

I run SH3, 1.4b patch, and NYGM 2.2.

I am using the deck gun to finish off small ships but can't seem to select AP rounds.
My weapons allotment show 40+ rounds but I can't seem to select them and the crew just use HE round.

Any thoughts

Vader
__________________
Never Forget!
Vader 1 is offline   Reply With Quote
Old 02-06-07, 10:55 PM   #2
Mush Martin
Eternal Patrol
 
Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
Default

Quote:
Originally Posted by Vader 1
I took a look but could find any answers so I hope someone can help.

I run SH3, 1.4b patch, and NYGM 2.2.

I am using the deck gun to finish off small ships but can't seem to select AP rounds.
My weapons allotment show 40+ rounds but I can't seem to select them and the crew just use HE round.

Any thoughts

Vader
I dont use NYGM have you done any other tweaking??
__________________
RIP Mush



Tutorial
Mush Martin is offline   Reply With Quote
Old 02-06-07, 11:04 PM   #3
DrMilton
Gunner
 
Join Date: Feb 2007
Location: Right in the middle of it...
Posts: 94
Downloads: 0
Uploads: 0
Default

You mean with the deck gun manned, you click on the AP icon bottom right and nothing happens? I can't say that I've seen that so far.
DrMilton is offline   Reply With Quote
Old 02-06-07, 11:57 PM   #4
Vader 1
Engineer
 
Join Date: Jul 2002
Location: Canada
Posts: 202
Downloads: 0
Uploads: 0
Default

No changes to files at all.

I went back and rechecked something..I was trying to load 20m AP rounds lol.

When I rechecked my weapons load out I saw the AP but didn't check it closely and missed the 20mm.....

How do I get AP rounds for the 88mm gun ?

Thanks in advance sorry for mixup
Vader
__________________
Never Forget!

Last edited by Vader 1; 02-07-07 at 12:36 AM.
Vader 1 is offline   Reply With Quote
Old 02-07-07, 04:22 AM   #5
jasonsagert
Torpedoman
 
Join Date: Mar 2006
Posts: 113
Downloads: 2
Uploads: 0
Default

I've found this same issue using the GWX mod as well. As I don't use my deck gun that much, I just let it go--but I only EVER have HE rounds for any deck gun (88 or 10.5). Maybe AP rounds for the deck gun isn't realistic?

J

Edit: My poor grammar.
jasonsagert is offline   Reply With Quote
Old 02-07-07, 04:49 AM   #6
Abd_von_Mumit
The Old Man
 
Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
Uploads: 4
Default

Thje rason for no choice of ammo would be probably the same as in GWX:
Quote:
Originally Posted by Kpt. Lehmann
In GWX... you get HE ammo only for your deck gun. Deep research indicates that the only type of ammo carried by the U-boats for the DG was HE. No starshells... No armor piercing.
Source: http://www.subsim.com/radioroom/showthread.php?t=102398

But if you wish to change your stored ammo, you could do it by modyfying file:
C:\Program Files\Ubisoft\SilentHunterIII\Data\Cfg\basic.cfg
and reediting the lines:
Code:
[AMMO_TYPE0];10.5cm SK C/32 
Idx=0 
Year=1939 
Month=1 
AP=40 
HE=80 
SS=0 
;AP=0 
;HE=110 
;SS=0 
Renown=0 

[AMMO_TYPE1];8.8cm SK C/35 
Idx=1 
Year=1939 
Month=1 
AP=0 
HE=240 
SS=0 
;AP=0 
;HE=220 
;SS=0 
Renown=0
Hints:
1. Keep the total number of 'cans' equal to that from before.
2. Keep the nuimber of shells in one 'can' equal to that from before.
3. Keep the number of shells of a kind in a number that is dividable by the number of shells that fit in one can (i.e. if there are 40 shells in 1 can, it's best to set them total as 40, 80, 120 or 160, not 90 nor 30).
__________________
Long, hard, wet and full of seamen. My precious.
SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring
My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch
Links: SH5 mods I use, FileFront, Manual plotting how-to
Abd_von_Mumit is offline   Reply With Quote
Old 02-07-07, 07:22 AM   #7
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 181,120
Downloads: 63
Uploads: 13


Default

AP is not realistic If you must change the amounts in the Basic Cfg file then don't forget to edit the 'Max Ammo Per Slot' amonts to match your earlier changes as well....just as a precaution
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!


GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim)
Jimbuna is offline   Reply With Quote
Old 02-07-07, 08:45 AM   #8
AVGWarhawk
Lucky Jack
 
AVGWarhawk's Avatar
 
Join Date: Jun 2005
Location: In a 1954 Buick.
Posts: 27,343
Downloads: 90
Uploads: 0


Default

The GWX mod takes out this ammo all together along with starshells. As stated above, the uboat had none. Including the AP. I forget who asked it but what would a U-boat need starshells for anyway? Gee Cappy, I cannot see the convoy, OK, fire off some starshells so we can see what's happening. Would'nt that be something with a few DD around....hello, we are over here but that is ok because we see you also

I like my HE with GWX. They are effective and the big boom gets Bernard excited.
__________________
“You're painfully alive in a drugged and dying culture.”
― Richard Yates, Revolutionary Road
AVGWarhawk is offline   Reply With Quote
Old 02-07-07, 10:44 AM   #9
Mush Martin
Eternal Patrol
 
Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
Default additonally

Quote:
Originally Posted by Vader 1
No changes to files at all.

I went back and rechecked something..I was trying to load 20m AP rounds lol.

When I rechecked my weapons load out I saw the AP but didn't check it closely and missed the 20mm.....

How do I get AP rounds for the 88mm gun ?

Thanks in advance sorry for mixup
Vader
Specifically for GWX the team disabled ammo availability in the menu as well
which is why you see no Icons when your in the gun screen in order
to make it avaialable you would have to make it available in menu cfg

will pm details after work/.
MM
__________________
RIP Mush



Tutorial
Mush Martin is offline   Reply With Quote
Old 02-07-07, 03:55 PM   #10
Mush Martin
Eternal Patrol
 
Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
Default

Quote:
Originally Posted by AVGWarhawk
The GWX mod takes out this ammo all together along with starshells. As stated above, the uboat had none. Including the AP. I forget who asked it but what would a U-boat need starshells for anyway? Gee Cappy, I cannot see the convoy, OK, fire off some starshells so we can see what's happening. Would'nt that be something with a few DD around....hello, we are over here but that is ok because we see you also

I like my HE with GWX. They are effective and the big boom gets Bernard excited.
There useful for Suface engagements at night against indidual ships.
__________________
RIP Mush



Tutorial
Mush Martin is offline   Reply With Quote
Old 02-07-07, 05:21 PM   #11
bigboywooly
Rear Admiral
 
Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
Uploads: 0
Default

Quote:
Originally Posted by Mush Martin
Quote:
Originally Posted by AVGWarhawk
The GWX mod takes out this ammo all together along with starshells. As stated above, the uboat had none. Including the AP. I forget who asked it but what would a U-boat need starshells for anyway? Gee Cappy, I cannot see the convoy, OK, fire off some starshells so we can see what's happening. Would'nt that be something with a few DD around....hello, we are over here but that is ok because we see you also

I like my HE with GWX. They are effective and the big boom gets Bernard excited.
There useful for Suface engagements at night against indidual ships.
Yeah maybe but as they didnt carry them you dont get them
Be like driving about in a Ucruiser
:rotfl:
__________________


My mediafire page http://www.mediafire.com/?11eoq19bq9r41
bigboywooly is offline   Reply With Quote
Old 02-07-07, 07:45 PM   #12
Mush Martin
Eternal Patrol
 
Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
Default I believe you are ridiculing me.

Quote:
Originally Posted by bigboywooly
Quote:
Originally Posted by Mush Martin
Quote:
Originally Posted by AVGWarhawk
The GWX mod takes out this ammo all together along with starshells. As stated above, the uboat had none. Including the AP. I forget who asked it but what would a U-boat need starshells for anyway? Gee Cappy, I cannot see the convoy, OK, fire off some starshells so we can see what's happening. Would'nt that be something with a few DD around....hello, we are over here but that is ok because we see you also

I like my HE with GWX. They are effective and the big boom gets Bernard excited.
There useful for Suface engagements at night against indidual ships.
Yeah maybe but as they didnt carry them you dont get them
Be like driving about in a Ucruiser
:rotfl:
I smack thee wiith a wet halibut. (SMACK)
mm
__________________
RIP Mush



Tutorial
Mush Martin is offline   Reply With Quote
Old 02-07-07, 11:16 PM   #13
Vader 1
Engineer
 
Join Date: Jul 2002
Location: Canada
Posts: 202
Downloads: 0
Uploads: 0
Default

Thanks gents for all the info and help.

I am an old SH2 sub driver from day one and while I have followed SH3 since day one it wasn't until only recently when I bought a new rig that I could actually play the game.

I enjoy a realistic game experience so I am all good with having no AP rounds.

Just a small followup ? the "Aim at hull" and "aim at water line" are basically useless commands as the HE round don't effect the hull but only the cargo,command structure etc...is this correct?

Thanks in advance
Vader
__________________
Never Forget!
Vader 1 is offline   Reply With Quote
Old 02-08-07, 04:08 AM   #14
Mush Martin
Eternal Patrol
 
Join Date: Dec 2006
Posts: 4,398
Downloads: 4
Uploads: 0
Default

Quote:
Originally Posted by Vader 1
Thanks gents for all the info and help.

I am an old SH2 sub driver from day one and while I have followed SH3 since day one it wasn't until only recently when I bought a new rig that I could actually play the game.

I enjoy a realistic game experience so I am all good with having no AP rounds.

Just a small followup ? the "Aim at hull" and "aim at water line" are basically useless commands as the HE round don't effect the hull but only the cargo,command structure etc...is this correct?

Thanks in advance
Vader
the general advice is that aim for waterline is the most effective means
of sinking.
MM
__________________
RIP Mush



Tutorial
Mush Martin is offline   Reply With Quote
Old 02-08-07, 05:37 AM   #15
Jimbuna
Chief of the Boat
 
Jimbuna's Avatar
 
Join Date: Feb 2006
Location: 250 metres below the surface
Posts: 181,120
Downloads: 63
Uploads: 13


Default

Quote:
Originally Posted by Vader 1
Thanks gents for all the info and help.

I am an old SH2 sub driver from day one and while I have followed SH3 since day one it wasn't until only recently when I bought a new rig that I could actually play the game.

I enjoy a realistic game experience so I am all good with having no AP rounds.

Just a small followup ? the "Aim at hull" and "aim at water line" are basically useless commands as the HE round don't effect the hull but only the cargo,command structure etc...is this correct?

Thanks in advance
Vader
Aim just below the waterline in various places along the hull to initiate flooding in numerous compartments. The ships sink due to 'flooding' now
__________________
Wise men speak because they have something to say; Fools because they have to say something.
Oh my God, not again!!


GWX3.0 Download Page - Donation/instant access to GWX (Help SubSim)
Jimbuna is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 04:16 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright © 1995- 2024 Subsim®
"Subsim" is a registered trademark, all rights reserved.