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Old 03-31-09, 07:52 AM   #1
Etienne
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Default Fore and aft deck guns

So I finally managed to get the Fore & Aft 5.25 deck gun upgrade, after glancing it once in the available upgrade list, now the question is... How do I use the after gun? I only have one crew showing up on the crew management screen, and I can't figure out how to switch deck guns.

Any tips?

Also, the hydrogen peroxide torpedoes : Worth it or not? Anybody ever manage to hit anything at that kind of range?
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Old 03-31-09, 08:43 AM   #2
DarkFish
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Your crewmembers will fire both the deck guns, though as far as I can remember one gun won't have 3d crewmembers. You can fire only one of the two guns manually.

As for the torpedoes, I don't even try hitting anything at that range. If I can't get withing like 2500m I usually won't even bother firing unless it's a really huge target.
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Old 03-31-09, 10:35 PM   #3
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only one of those DG can be manually manned... you can have it both manned by AI crew by editing some files in your savefiles...
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Old 03-31-09, 11:48 PM   #4
Etienne
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Quote:
Originally Posted by DarkFish View Post
As for the torpedoes, I don't even try hitting anything at that range. If I can't get withing like 2500m I usually won't even bother firing unless it's a really huge target.
I managed two simultaneous hits on a Takao at about 5600 yds with Mk 14 just last night. Took out a magazine, it was a spectacle to behold. The relevance of this to the thread? I like to brag.

So you guys are saying that if I hit fire at will, the crew will fire both guns? (I usually let them use the big guns while I man the 40mm) Can't wait to run into a single merchant.
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Old 04-01-09, 01:42 AM   #5
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Originally Posted by Etienne View Post
So you guys are saying that if I hit fire at will, the crew will fire both guns? (I usually let them use the big guns while I man the 40mm) Can't wait to run into a single merchant.
yep but it involves editing some files first...
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Old 04-01-09, 04:24 AM   #6
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Originally Posted by neosnk35 View Post
yep but it involves editing some files first...
Do you know which ones?
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Old 04-01-09, 04:39 AM   #7
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its in the activeuserplayerunits... i dont want to take credits for this.. ive just seen this somewhere here in the forums.. i just dont remember where.. but i remember how was it done

look for this line

UserPlayerUnit 1.Compartment 7.CrewMemberSlot<---compartment 7 is aft and compartment 8 is fore

it would look like this

[UserPlayerUnit 1.Compartment 7.CrewMemberSlotAdditionalRepository 1]
ID=CrewMemberSlot_DGunC1
NameDisplayable=Deck Gun Crew
Type=Crewman
IDLinkCrewMemberLoaded=NULL
WatchCrewMemberSlot3D=WM2@slot_M02
BattleStationsCrewMemberSlot3D=WM2@slot_M02
WatchAccessoriesForAdding3DObjects=NULL
WatchAccessoriesForSubtracting3DObjects=NULL
BattleAccessoriesForAdding3DObjects=NULL
BattleAccessoriesForSubtracting3DObjects=NULL

just remove what i have highlighted in red
and do it again in the next crewmember slot e.g. crewmemberslot 2

it depend what you should edit compartment 7 for aft compartment 8 for fore..

after this youll see 2 new crewslot for your DG...

dunno if this could be done in a patrol.. i always do this on port
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Old 04-01-09, 05:02 PM   #8
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Alright, I've done this and the deck gun now reloads at a normal rate, but I still don't see any extra slot... Do I need to copy the stuff regarding crew from compartment 7 to comp. 8?
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Old 04-01-09, 08:22 PM   #9
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Quote:
Originally Posted by neosnk35 View Post
only one of those DG can be manually manned... you can have it both manned by AI crew by editing some files in your savefiles...
The double deckguns on the Japanese J1M have crewmembers on both guns. So it doesn't have to be done in the saved games.

If you go to Weapons.upc (in the UPCData/UPCUnitData folder) and find the 5in25calUS, that is the gun that is used when you get two.
The gun has 0 for Leader slot, if you make it one you should have both deck guns manned by AI when you get the guns. If you look in the Balao's upc file, you will see the gun is manned by a Leader and a Crewman. But there are no leaders assigned to that gun. Why it even works with only one gun is beyond me. But that's how I fixed it. If the game ends up crashing you can blame me. . But it seems to work on the J1M.

[Weapon 7]
ID= 5in25calUS
NameDisplayable= 5"/25 Caliber Cannon
FunctionalType= WpCannon
WeaponInterval= 1944-01-15, 1945-12-01
WeaponSlotType= NULL
AmmoTypesAccepted= 5inHEUS, 5inAAUS
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 1
LeadersSlots=0 <----------- Change this to 1
WeaponCrewMembersSlots= 2

Edit: As stated above you can only man one of them, the other is AI only.

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Old 04-01-09, 11:59 PM   #10
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Originally Posted by Etienne View Post
Alright, I've done this and the deck gun now reloads at a normal rate, but I still don't see any extra slot... Do I need to copy the stuff regarding crew from compartment 7 to comp. 8?
nope dont copy the crew stuff.. or you would get clones of your crew(haha just joking)

in each of the deckgun compartment there is two slot for a crew

ex.
this the first slot for the fore deckgun(just switch "8" with "7" for aft)

[UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 1]

after you delete the "AdditionalRepository" just scrolldown a bit more then youll see the second slot

[UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 2]

delete the "AdditionalRepository" again,, don't delete the red ones

and do this only to the DG that you can manually fire, if you can't manually fire the aft deckgun but the AI is firing it then don't mess with it.. just the one that you can manually fire..

BTW where did you do it in port or in patrol?
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Old 04-02-09, 12:30 AM   #11
Etienne
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Quote:
Originally Posted by neosnk35 View Post
nope dont copy the crew stuff.. or you would get clones of your crew(haha just joking)

in each of the deckgun compartment there is two slot for a crew

ex.
this the first slot for the fore deckgun(just switch "8" with "7" for aft)

[UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 1]

after you delete the "AdditionalRepository" just scrolldown a bit more then youll see the second slot

[UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 2]

delete the "AdditionalRepository" again,, don't delete the red ones

and do this only to the DG that you can manually fire, if you can't manually fire the aft deckgun but the AI is firing it then don't mess with it.. just the one that you can manually fire..

BTW where did you do it in port or in patrol?
Yeah, that's what I did, on both compartment 7 and 8... And no luck so far. Did it in port, for what it's worth.
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Old 04-02-09, 01:44 AM   #12
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Quote:
Originally Posted by Etienne View Post
Yeah, that's what I did, on both compartment 7 and 8... And no luck so far. Did it in port, for what it's worth.
dont do it on both compartment, specially in the one that has already an AI crew.. do it only on the one that has no crew. okay ill try to search the original poster of this solution... ill try to look into it again maybe i can post screenies later
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Old 04-02-09, 02:27 AM   #13
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found it heres the link for the thread, just scroll over post #10
http://www.subsim.com/radioroom/showthread.php?t=121460

heres another helpfull thread
http://www.subsim.com/radioroom/show...highlight=deck
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Old 04-02-09, 03:44 AM   #14
Captain von Keldunk
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Fore and aft gun crews

Quote:
Originally Posted by peabody View Post
The double deckguns on the Japanese J1M have crewmembers on both guns. So it doesn't have to be done in the saved games.

If you go to Weapons.upc (in the UPCData/UPCUnitData folder) and find the 5in25calUS, that is the gun that is used when you get two.
The gun has 0 for Leader slot, if you make it one you should have both deck guns manned by AI when you get the guns. If you look in the Balao's upc file, you will see the gun is manned by a Leader and a Crewman. But there are no leaders assigned to that gun. Why it even works with only one gun is beyond me. But that's how I fixed it. If the game ends up crashing you can blame me. . But it seems to work on the J1M.

[Weapon 7]
ID= 5in25calUS
NameDisplayable= 5"/25 Caliber Cannon
FunctionalType= WpCannon
WeaponInterval= 1944-01-15, 1945-12-01
WeaponSlotType= NULL
AmmoTypesAccepted= 5inHEUS, 5inAAUS
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 1
LeadersSlots=0 <----------- Change this to 1
WeaponCrewMembersSlots= 2

Edit: As stated above you can only man one of them, the other is AI only.

Peabody
THX now my "Fall of the rising sun" narwhal has both fore and aft gun crews
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