View Full Version : Strange Deck Gun Problem
Nothing wrong with the deck gun but I seem to have two shells loaded. Fire one then fire two reload and off we go again, both VII and XI deck guns have this. Seems to be a little advantage. :shifty:
I would like to correct this is if someone points me towards the area of the CFG to sort this out.
GWX 1.03 / SH3C
azn_132
04-02-07, 04:38 PM
Maybe Bernard did it.
Webster
04-02-07, 06:33 PM
thats hitlers newest secret weapon, the double barrel deck gun.
Mush Martin
04-02-07, 07:08 PM
Nothing wrong with the deck gun but I seem to have two shells loaded. Fire one then fire two reload and off we go again, both VII and XI deck guns have this. Seems to be a little advantage. :shifty:
I would like to correct this is if someone points me towards the area of the CFG to sort this out.
GWX 1.03 / SH3C
Steed did you try out uberboot and take it down it sounds like it may
be some kind of leftover from my mod although it would be the first
case of such.
ubers guns are set to double salvo and this will effect all sub deckguns
in the game.
If you do want to fix it open mini tweaker sub guns rules and scroll to 105 at top and
reset magazine capacity to 1 and then scroll to bottom and do same for 88 and
your cured. but dont forget to save your changes.
MM
Steed did you try out uberboot and take it down it sounds like it may
be some kind of leftover from my mod although it would be the first
case of such.
ubers guns are set to double salvo and this will effect all sub deckguns
in the game.
If you do want to fix it open mini tweaker sub guns rules and scroll to 105 at top and
reset magazine capacity to 1 and then scroll to bottom and do same for 88 and
your cured. but dont forget to save your changes.
MM
I did but it caused a problem un-installed it and un-installed SH3 and did a fresh install. More info needed how to correct the problem would be helpful.
bigboywooly
04-03-07, 08:50 AM
Be easier if you could send him the file MM
Have noticed that on the rare odd occasion not everything added via JSGME is removed
danlisa
04-03-07, 08:57 AM
Have noticed that on the rare odd occasion not everything added via JSGME is removed
:o:o:o
JS isn't about is he.:shifty:
Run away.......:eek:
bigboywooly
04-03-07, 09:02 AM
Am waiting for a hot email any time
:rotfl:
Mush Martin
04-03-07, 01:00 PM
I can send him the mod well the one he had is still up on my FF
I have only ever had it leave behind an empty mission folder
and hes experienced enough to have uninstalled and reinstalled
correctly.
my best recomendation is the minitweak fix described above.
Procedure in detail is as follows
click on load tweak file
open Gunssub sim.rul
select 88mm_Udeckgun_highbody 105
(this should already be up when you open it.)
find the entry "clip size" and highlight it.
then on the right side of the tweaker is a blank field
called "New value" type the number 1 into this field
while "clip size" is highlited and hit save new value.
in the drop down menu at the top look for
88mm_Udeckgun_highbody at the bottom of
the drop down menu repeat the above procedure
and your done.
MM
Mush Martin
04-03-07, 01:03 PM
I can send him the mod well the one he had is still up on my FF
I have only ever had it leave behind an empty mission folder
and hes experienced enough to have uninstalled and reinstalled
correctly.
my best recomendation is the minitweak fix described above.
Procedure in detail is as follows
click on load tweak file
open Gunssub sim.rul
select 88mm_Udeckgun_highbody 105
(this should already be up when you open it.)
find the entry clip size and highlight it.
then on the right side of the tweaker is a blank field
called "New value" type the number 1 into this field
while "clip size is highlited and hit save new value.
in the drop down menu at the top look for
88mm_Udeckgun_highbody at the bottom of
the drop down menu repeat the above procedure
and your done.
MM
It is very very odd that his guns dat held the setting through uninstall
reinstall cycle, I am not able to concieve of a way that it would have
happened jsgme shouldnt have left it uncorrected unless you had it
set up with uber then ignored its presence put in another mod then
removed uber then subsequently removed the other mod under that
circumstance jsgme would percieve that the uber settings were
the original gwx settings it must be something like that because
as far as ive been able to determine JSGME works great as long
as you are careful about sequencing.
[edit] ooops quote edit , well there phonetically disimilar it must be
that the buttons were beside each other.
Steed I hope this helps a little Ill check back to see how it goes
still the guns dat shouldnt have survived uninstall reinstall cycle
im puzzled.
[edit] afterthought occurs to me your shells may have 40% more hitting power too.
I will locate the GWX original shell settings as well and let you know what they are
so you can verify if yours are correct or not the procedure is the same in mini tweak
as described above but uses two ruls for settings instead of one
shells sim rul & shells zone rul
however if one is correct when you check then the other will be and vice versa.
Ill get the shell settings and brb.
Cheers and don't forget to show me the full path to get from A to B as I don't want to cause a problem to the game.
By the way I did use JSGME.
Mush Martin
04-03-07, 01:30 PM
to verify if shells are corrcect open Shells zone rul in mini tweak
the first thing you see should be 105mm HE shell settings.
just use the first one here 105mmHE to check and see if its correct or not.
uber setting for
105mm HE shell // min ef = 10 max ef = 40 min radius = 5 max radius = 20
GWX setting for
105mm HE shell // min ef = 9 max ef = 30 min radius = 1.75 max radius = 3.5
assuming that the settings are wrong here is the rest of it. for GWX shells.
105mm AP shell // min ef = 3 max ef = 15 min radius = 3 max radius =15
88mm HE shell // min ef = 8 max ef = 25 min radius = 1.25 max = 3.5
88mm AP shell // min ef = 2 max ef = 12.5 min radius = 2 max radius = 12.5
GWX doesnt use AA shells and starshells were not altered by uber
it would be easier if you have a clean back up of your gwx data file to just
go to C:\Program Files\Ubisoft\SilentHunterIII\data\Library
and copy the four shells and guns files from your back up data file and replace the ones
in your game file with them a much easier and more intuitive procedure assuming you
have a clean back up if you do not then the mini tweak solution is all I have for you
except of course if necessary I will send clean guns and shell dats from gwx to save
you another reinstall.
Regards.
MM
[edit] ps shells sim rul stuff will not be altered in this case only shells zon rul.
danlisa
04-03-07, 01:33 PM
P.S. Don't forget to remove the backup created by Minitweaker.;)
Else, you'll be going around in circles.
Mush Martin
04-03-07, 01:42 PM
A Footnote Steed if I do understand it correctly
the way JSGME works is it looks at the file a mod
is replacing and makes a back up of it so that when
you deactivate the mod it can revert to original
however if my suspicion of your case is correct then
what happened is that a later mod created a seperate
back up imprinted with the uber settings
so the thing would follow this sequence
-Uber activation and left active but unplayed
-mystery mod activation
-uber deactivation whereby jsgme didnt detect potetntial conflict
(with longer wakes mod in after uber I get warnings from jsgme
to deactivate longer wakes first)
-mystery mod deactivation restoring by its back up the uber settings.
I dont know if its correct but its my only working hypothesis.
whether or not jsgme is required to warn or not in all circumstances
I do not know so I couldnt say if it is a failure of jsgme or for that
matter uber
to my mind sequencing is just a detail of modding often missed.
I dont think there is a better solution than when taking away a
mod from your game deactivate all the mods underneath it
and after the one your taking out is removed put back the
ones your keeping that came out
that should prevent any recurrence of this issue as long as your faithful
about it.
regards.
MM
Mush Martin
04-03-07, 01:42 PM
Thanks dan I forgot completely
Mush Martin
04-03-07, 01:45 PM
Have noticed that on the rare odd occasion not everything added via JSGME is removed
Sequencing in most or all cases Ill bet.
thefretmaster
04-03-07, 03:56 PM
didnt read through peoples answers so if already sorted no probs but make sure there are no files left over when you uninstalled. as far as i know when i have added stuff the uninstaller wont uninstall what it didnt put there in the first place leaving the extra files from mods
bigboywooly
04-03-07, 07:20 PM
Have noticed that on the rare odd occasion not everything added via JSGME is removed
Sequencing in most or all cases Ill bet.
Eh
Am playing with a 1.04 ship update in JSGME format
Adding in and out all the time while adding new ships etc
Anywho opened the mission ed to check another issue thread on here and hit with a barrage of " Engine message "
The unit class ******** from country ****** not found in the platforms library
And so on
Sure enough the Ship from Sea folder not there but all the roster cfg's were
No biggy if you know what you are looking for just thought it odd
Thanks Mush all sorted, as if you did not know. ;)
Mush Martin
04-04-07, 08:21 AM
Glad to have been able to be of some help in the correction
doubtful but if any further troubles do arise just let me know
Ill be glad to help resolve them. but your check last night
sounded like all clear to me so you should be fine now.
Regards
MM
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