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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Planesman
![]() Join Date: Oct 2006
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How do you operate twin 5" guns? Does the AI operate one while you aim another? I actually really like using the deck gun, so I'm definitely looking forward to this upgrade. I'm just curious about the functionality.
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#2 |
XO
![]() Join Date: Mar 2007
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I assume it'll be like the twin anti aircraft guns. One at a time.
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#3 |
Engineer
![]() Join Date: Nov 2004
Location: Pennsylvania, USA
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Your crew mans one and you (manually) fire the other one. Very effective and deadly.
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"You know, you might get surrounded." "We're paratroopers, Lieutenant. We're supposed to be surrounded." --Band of Brothers |
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#4 |
Pacific Aces Dev Team
![]() Join Date: Sep 2001
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Just make sure your gun loader is not nicknamed "Butterfingers" !!
JIM
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If you\'re not taking losses, you\'re not doing enough. RAdm. Kelly Turner, USN ********************************** www.fairtax.org |
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#5 | |
Engineer
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![]() Thanks for the info............. ![]() |
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#6 |
Engineer
![]() Join Date: Nov 2004
Location: Pennsylvania, USA
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Yes, for certain. This is how it is on my current (mid 45) patrol in the Balao.
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"You know, you might get surrounded." "We're paratroopers, Lieutenant. We're supposed to be surrounded." --Band of Brothers |
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#7 |
Grey Wolf
![]() Join Date: Mar 2005
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However, I've found no way to switch between guns as you can with the ack ack guns--I can only man the forward gun.
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#8 |
Bosun
![]() Join Date: Jan 2007
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I chose this set up but noticed it greatly slowed down the reload time of the gun I was shooting, so badly to the point when I returned to base I went back to the single 5" gun. Is that something everyone else is experiencing also?
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#9 |
Engineer
![]() Join Date: Nov 2004
Location: Pennsylvania, USA
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Reload times seem fine for me, and yes, you don't get to chose which gun you man.
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"You know, you might get surrounded." "We're paratroopers, Lieutenant. We're supposed to be surrounded." --Band of Brothers |
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#10 |
Seaman
![]() Join Date: Aug 2007
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I haven't gotten a chance to test in combat, but it seems to be good to go when I man the deck guns, so here's my input on this:
You CAN get both deck guns manned by AI, IF you are willing to do a little editing in your save game... I have that nasty bug that won't let you switch deck gun positions without losing all deck gun crew positions. ![]() I switched my crew to the Aft Gun Deck and it was working fine. I could do what you were talking about AirborneTD - I man Fore, AI mans Aft. But then I got to thinking:hmm:, "Shouldn't I be able to do this again, but make BOTH decks mannable by AI?" So I tried it - It SEEMS to have worked (again, not combat tested yet, but I hit man the deck gun and I look to see both guns manned)... Here's what I did: I'm going to assume you read Coletrains' instructions in the link I provided. They are a lot more detailed than mine, but not patricularly necessary for this fix. You have to do this while in port. Go into the ActiveUserPlayerUnits.upc file in your save folder, per the thread above. Back it up first! Find the gun deck that is not currently manned (Either Compartment 7(aft) or Compartment 8(fore)). You should see (substitute 7 for 8 if your fore gun deck is currently manned): Code:
[UserPlayerUnit 1.Compartment 8.CrewMemberSlotAdditionalRepository 1] Code:
[UserPlayerUnit 1.Compartment 8.CrewMemberSlot 1] Don't change anything else. Save. Load the game. You should see two gun decks, one with your original gun crew and one with two empty slots. Put some crew in the new slots and head out to sea. ![]() Now if only I could figure out how to make it let me choose which deck gun to man! |
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#11 | ||
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
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I think (dont usually use DGs, great for sampans and Engine Afts however) that you just have to tap f6 twice, this is usually how i switch quickly between ackack guns. With Regards, Krauter
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#12 |
Seaman
![]() Join Date: Aug 2007
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It's a known issue with the dual deck guns. You can tap the key all you want and you'll stay on whichever gun the game decided to tag you with (wherever you had your last single gun?). There are separate player stations for the AA guns, since you can mount different AA guns at each station. Since the dual deck gun upgrade is a single package, they don't seem to have created the option for separate player stations at each of the deck guns. This is just one more case of something UBI didn't quite finish, much like a lot of the other deck gun issues.
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#13 | |
Rear Admiral
![]() Join Date: Mar 2005
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#14 | |
Ocean Warrior
![]() Join Date: Aug 2007
Location: Montreal, Canada
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Dam
![]() With Regards, Krauter
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#15 |
Medic
![]() Join Date: Jun 2005
Location: Notts UK
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Guys,
Not sure if this is relevent but i just fiddled with the dates with regard to when you can get both the bow and stern deck guns and when i started a new game both the crew slots were there as one would expect so i filled em with good gunners, there goes interesting item 1... interesting item 2 is that in mid 44 i was scouting around and came across a few anchored ships in the pouring rain. I hit general quarters and set the deck guns to fire at will at the water line and then switched to external cam... i know i know slapped wrist for using external cam but i'm glad i did as i was amazed to see BOTH deck guns being used! now is this just me or did somebody make the AI take over both guns? or am i just a lucky git? Using TM 1.6.4 / ROW and a few slight tweaks to the files so i got both deck guns. Note... i did not alter the crew configurations file as mentioned above in a post by neumanf15 but only the availability dates of the bow and stern deck gun. and this is why i believe i have the AI control both. can somebody confirm this? ![]() |
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