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nvdrifter
04-09-07, 10:14 AM
**Released!** Super Guns v1.0 mod (previously Automatic Deck Guns mod v1.0)

Mod created by nvdrifter with TimeTraveller's Mini Tweaker utility


The story:

Recently, the US Naval Dept has developed secret, liquid-cooled automatic deck guns and nitrogen-cooled, high-speed AA/machine guns. Due to your exemplary service record, these super guns have been installed on your sub. You have been chosen to test these new super weapons in actual battle. Good luck.


What's new in this version (1.0):

-added high speed AA/machine 'gatlin' guns

-increased all shell clip amounts and storage amounts to 32,000

-doubled shell travel speed of all AA/machine gun shells

-shortened recoil time of deck guns. Will fire faster now

This mod give all guns 32,000 round magazine clips, making the deck guns fire like automatic weapons. The deck guns will now fire about 1,000 rounds per minute. All other smaller guns will now fire between 2,500 and 5,000 rounds per minute, like a gatlin gun. Total storage for each type of shell is now 32,000. This mod is for the Quake player in all of us. Have fun. ;)

**Shell damage amounts were not changed in this mod**


Download here: http://hosted.filefront.com/aragorn155/1928452

thyro
04-09-07, 10:20 AM
:rotfl:

uber bullet submachine gun :arrgh!:

nvdrifter
04-09-07, 10:23 AM
:rotfl:

uber bullet submachine gun :arrgh!:
Only one extra clip of each shell type in storage.. but they are big clips. :yep:

thyro
04-09-07, 10:25 AM
:rotfl:

uber bullet submachine gun :arrgh!:
Only one extra clip in storage. :lol:

Soon we will have a new mod for super extra clips :D

nvdrifter
04-09-07, 10:28 AM
:rotfl:

uber bullet submachine gun :arrgh!:
Only one extra clip in storage. :lol:
Soon we will have a new mod for super extra clips :D

Actually, about 32,000 sized clips is the max shell number the game allows. But it lasts a while.

nvdrifter
04-09-07, 10:29 AM
But I'm telling you, the high-speed machine guns shred fishing boats in a few seconds. :lol:

Spytrx
04-09-07, 05:28 PM
Holy smoke - will you look at that...

now I can write my name on the side of that destroyer :smug:

many thanks

CyberOps
04-09-07, 06:28 PM
was the flickering fixed in this version ?

Crosseye76
04-10-07, 01:27 AM
Epic. :rotfl: :rotfl: :rotfl: :rock:

JRT
04-10-07, 08:25 PM
http://i29.photobucket.com/albums/c264/CODY614/boomboom.jpg
HEHEHEHE......:up:
Nice!


Jeff

bookworm_020
04-10-07, 09:57 PM
Is that a heavy cruiser?????:o:o There is a preverse thrill in gunning a battleship to the bottom!

Ducimus
04-10-07, 10:37 PM
I can already tell this is one of those mods you load up for a single mission wearing a silly grin, and end up laughing your butt off for 10 mins afterwords :lol:

Grunt
04-12-07, 04:29 PM
Whoa...anyone give me some help installing and running this mod?

I have the JSGME file in the SH4 folder, but I cant get it to load the mod.

MaxT.dk
04-12-07, 05:05 PM
Whoa...anyone give me some help installing and running this mod?

I have the JSGME file in the SH4 folder, but I cant get it to load the mod.

Make sure you have those 8 files under X:\Ubisoft\Silent Hunter 4 Wolves of the Pacific\Mods\Super Guns v1.0\data\library\USSubParts folder...

http://img257.imageshack.us/img257/8946/lolpz5.png

KodiakPA
04-12-07, 05:06 PM
The only problem I've found with this is that it needs a burst mode or a serious recoil inhibitor. The crew seems to have trouble staying on target firing on full auto.

MaxT.dk
04-12-07, 05:29 PM
Yeah, the recoil time of deck guns should be bigger/longer, that's for sure... AAgun works fine tho' :) Gotta love seeing my crew shredding those japs into pieces before they even blink! :arrgh!:

Grunt
04-12-07, 08:25 PM
Ok, I got it to work, thanks for the assist!

Almost wet myself watching the deck gunners brutalize a heavy cruiser and half a dozen DD's.

Good stuff!

This may make SH4 playable till the 1.2 patch comes out.

kenkenfromhk
04-12-07, 09:02 PM
this patch doesn't work on v1.1

is there anyone know how to fit this ??

or

anyone know how to moditfy those file in v1.1 ???

thx :yep:

MaxT.dk
04-13-07, 11:04 AM
works just fine on SH4 v1.1 here :)

KodiakPA
04-13-07, 12:36 PM
I was having fun shredding last night. One TF full of Lt. Crus. and Destroyers and on large convoy. My comp crashed in the middle of the convoy. I was in map mode when it happened. Of course I didn't save my game before I hit the convoy.:damn:

MaxT.dk
04-14-07, 02:46 AM
Heh, sucky... :P
My game crashed once when I was in F11 mode, but F3 never crashed for me (hey, it's just 2D) :88)

fungophag
04-16-07, 07:40 AM
HiHo!

Nice idea in this mod. Skating around and bashing japs with super guns until the game is patched sufficently enough for normal gameplay.:rotfl:

Unfortunately, it doesn't work with patch 1.1 (german) on my PC. Followed the install instructions using the Jonesoft installer but when back in the campaign there is only the normal ammo loadout for everything that shoots and there's no increased rate of fire also.

Looked in the .sim files with an hex editor and the values are changed to 32000 ammo but the game seems to ignore these changes.

Any ideas what went wrong? Thanx a lot in advance for any helpful hints. :up:

cu
fungo

KodiakPA
04-16-07, 11:52 AM
That was the only time it crashed. I spent all of Sat. doing a patrol. 435000+ tonns sunk. My favorite moment was when I took on a task force with four BBs some heavy/light cruisers and destroyers. Of course I nerfed the explosive power of the AP and HE shells so I could take out the BBs. I love this mod!:up: :up:

I CAN'T wait for the 1.2 patch.

fungophag
04-16-07, 01:58 PM
HiHo again!

Reading about all the funny adventures with this cheat makes me quite jealous. :damn:

OK, only kidding. But honestly: Is there a problem with patch 1.1 and this cheat? IMHO I installed this MOD properly, but the changes in the .sim files are completely ignored by the game. This means: after installing the MOD I restarted the game and loaded the recent campaign at the starting point (Pearl Harbour). Control of deck gun and AA with F6/F7 showed the standard ammo load for both. To be sure that it's not only a matter of false display I fired all the AA ammo load and after 1200/600 rounds the fun was over.

Of course I'm using an original version of the game without any no-CD crack etc. and, more important, no other MODs installed.

When I have the original game with original patch 1.1 and properly installed MOD, then it's most unlikely that I'm the only guy around with the MOD not running.


So again: Anyone around here with some useful answers for me?

Any helpful remark is appreciated!

with regards
fungo

KodiakPA
04-16-07, 07:28 PM
Just a wild guess here. Look in your MODS folder in JSGME and make sure you have the correct file structure going on. I've found on a couple of mods they are not set up ready to go for JSGME. You should have a folder structure that says SuperGuns/Data/Library This may be where your problem is. My bet is when you open the Super Guns folder there is another Super Guns folder inside and that is where youur problem lies.

richoahu
04-17-07, 03:19 PM
LOL

this mod is crazy!

i put it in last night and went out on patrol.......

found a task force with 6 DD and 3 light cruisers plus assorted passenger carriers.

it was a slaughter! with some high seas helping me out i engaged them on the horizon and layed waste to the DD's in no time at all. had the LC's crippled and dead in the water, they didn't seem to want to sink so i tossed a couple of torps their way and finished them off.

on that patrol i sank about 98k tons, on the way back to port using time compression i accidentally ran aground outside the port but the admiral just scratched his head and gave me a new bigger sub!

heh, good fun!

Grunt
04-18-07, 01:00 AM
One thing SH4 has shown me, save early, save often.

This mod works with the 1.2 patch, for me at least.

Kudos to the modders again, as this one makes SH4 somewhat worth playing again.

fungophag
04-18-07, 04:38 AM
Greetings KodiakPA! (http://www.subsim.com/radioroom/member.php?u=218360)

Just a wild guess here. Look in your MODS folder in JSGME and make sure you have the correct file structure going on. I've found on a couple of mods they are not set up ready to go for JSGME. You should have a folder structure that says SuperGuns/Data/Library This may be where your problem is. My bet is when you open the Super Guns folder there is another Super Guns folder inside and that is where youur problem lies.

First let me thank you for spending some thoughts on my little problem. I checked for this and unfortunately the modded files go into the right folder. From this, the MOD should work but it doesn't. On the occasion of the patch 1.2 release I'll do a fresh install and try again to install the MOD with patch 1.2. I'll report here about the results but might take a little time since I was involved in a car accident with lots of things to do now.

with best regards
fungo

KodiakPA
04-18-07, 05:09 PM
Hmm, and you're using JSGME??

And its still not working?

Let me look at my files again. Usually it is just the file structure that is screwing it up. PM me and I'll see if I can help you at all.

fungophag
04-20-07, 07:59 AM
Hmm, and you're using JSGME??

And its still not working?

Let me look at my files again. Usually it is just the file structure that is screwing it up. PM me and I'll see if I can help you at all.

Greetings again, KodiakPA!

Meanwhile I did the big step: Deleting SH4 completely, reinstalling SH4, installing german voices patch, patch 1.01, patch 1.02, and JSGME into the game folder.

After doing a snapshot with JSGME I installed the Super Guns MOD with JSGME. Then, after starting a new career, the MOD is now working properly. AA shows 3200 ammo and deck gun has 32000 ammo.

Whatever problem existed with the MOD in version 1.01, it has gone in version 1.02.

The results of enemy contacts with this MOD are somewhere between hair-raising and hilarious. Transforming a japanese BB into a swiss cheese by deck gun fire surely is the wet dream of any submariner. :88)

Thanx again for trying to help me with my now solved problem. Difficult to say what went wrong with 1.01. The only obvious difference was, that I was hanging around in the submarine academy and producing some savegames before starting a career, while I started a career directly from main menu with a freshly installed 1.02.

regards
fungo

KodiakPA
04-20-07, 11:42 AM
Cool glad you got it fixed. If your interested in some tweeked shell files to increase your AP and HE hitting power let me know. I've had some pretty hair raising times with this mod and adding more hitting power really turned my deck gun into a SUPER GUN.

Baneslave
04-20-07, 01:53 PM
I would like to get files for those super shells, thank you. It is kinda stupid to shoot 3000 ap-shells to enemy battleship and only see lifeboats exploding...

fungophag
04-21-07, 08:50 AM
Cool glad you got it fixed. If your interested in some tweeked shell files to increase your AP and HE hitting power let me know. I've had some pretty hair raising times with this mod and adding more hitting power really turned my deck gun into a SUPER GUN.

Hi again, KodiakPA!

So, if you insist to shock people even more then let me be your compianion by supplying you with some sick ideas:

(1) "Gatling deck gun" plus super shells is IMHO too much overkill and chokes games speed also. Perhaps reducing rapid fire to single action (for deck gun only of course) with short reload time will be a good compromise. Super shells might be especially useful to knock out gun emplacements at the coast in order to do some undisturbed sightseeing in japanese main bases like Rabaul. An additional magnification stage in the gun optics would be also nice for this purpose.

(2) By tuning the submarine stats (increased battery liefetime, underwater speed, torpedo speed & range, more destructive powewr of torps etc.) one can also create a "modern submarine MOD". Nice for "what if" scenarios.

regards
fungo

ngcsubutterbar
04-21-07, 09:51 AM
if anyone has it, I would also love to get that file for editing damage values.

KodiakPA
04-21-07, 11:07 PM
Next time I'm on the computer with SHIV I'll post the file for my adjusted shell stregths. I want to make sure it's 1.2 compatible and I may tweek it a little more. The frame rates do slow down a little with the mod but I'v found that only happens for me when I am loking from the sail twords the gun. If I go to the external camera and head over to the reciving end the frames jump back up.

ngcsubutterbar
04-22-07, 11:37 AM
All I really want is to be able to tweak them myself. SO if you know what file I need to edit, if I 'can' edit it with text; that'd be great. If it needs a tweak file; then I can wait.

KodiakPA
04-23-07, 07:41 PM
It does need a tweak file but the tweak file is out there. It is Shells.zon

ngcsubutterbar
04-24-07, 05:38 PM
Maybe I tweaked my boat to much, but now my ship fires it's guns straight out, the AI shoots and the shells land 20 feet from my boat.

KodiakPA
04-26-07, 07:30 PM
Here is a link to the tweak file for the shells.zon file. This is what I used to bump up the damage for shells.

http://www.subsim.com/radioroom/showthread.php?t=111831&highlight=deck+tweak

TRIOMPHANT
05-02-07, 06:33 AM
hello

i might be dumb but for some reason i can t find the file to download in
http://hosted.filefront.com/aragorn155/1928452

any idea whats wrong?

Thx in a advance

VonBlade
05-02-07, 07:01 PM
Can someone reupload this one too please. Be good for a giggle :) It's nice to take your realism hat off for once and just go crazy.

Thank you.
VB

PS - to the poster above, they were all deleted by the author when he decided that he didn't wish to be involved in SH4 modding anymore. Shame.

TRIOMPHANT
05-02-07, 07:35 PM
ok thx for the answer ship mate

TRIOMPHANT
05-03-07, 04:42 AM
Well from what i see in the forum NVdrifter has stop making mods for SH4.

So if NVdrifter agrees ofc if some one could host em up that would be nice

Foxtrot
05-07-07, 04:11 AM
hi, I am unable to find the files

K1lted
05-07-07, 10:32 AM
As noted elsewhere, the original files are no longer there. Please can someone reupload so that we can try this mod.

Failing that, if you want to PM me, I will find somewhere to host it.

Thanks
Brian

kikn79
05-07-07, 05:08 PM
PM me with your email and I will send it to you. It's only a 9k file.

Chuck

GeoffBelding
05-08-07, 10:41 AM
Could you email the mod to me too please?

Cheers

Geoff

geoff.belding@btinternet.com

MaxT.dk
05-08-07, 04:15 PM
here you go:
http://www.sendspace.com/file/6wz1un

CaptainHaplo
05-08-07, 08:31 PM
For fun I have tried this out - had downloaded it a while back and never used it.... I havent laughed so hard in ages! almost half a million tons sunk in one patrol - on 100% at that. Stock shells are effective up to heavy cruiser size vessels. The guns can stop a Furatake, but you have to let it sit and pound for about 3 minutes before they sink - and thats ALOT of hits using this mod! I used torps to kill BB's and CV's - but EVERYTHING else dies by guns....

53 warships and 26 merchies sent to the bottom on one patrol. Thats ludicrous! At this point - the only thing dangerous to my sub are aircraft and a BB that might charge me outta a fogbank before I can get outta the way.

Its not how I normally play - but sometimes after a hard day at work - you just want to be destructive...

Lagger123987
05-09-07, 12:02 AM
I like this mod very much!!!!!!!!!!!!!! I love your mods nvdrifter!

TRIOMPHANT
05-09-07, 06:01 AM
WW2 boats with phalanx gatling guns


Nice work Nvdrifter

GeoffBelding
05-09-07, 06:12 AM
Thanks for the files!

I too had the standard ammo quantities, and the correct file structure, UNTIL I started a new career, and then I had the magic 32,000!

Hope that helps.

Cheers

Geoff

MaxT.dk
05-09-07, 04:05 PM
53 warships and 26 merchies sent to the bottom on one patrol. Thats ludicrous! At this point - the only thing dangerous to my sub are aircraft and a BB that might charge me outta a fogbank before I can get outta the way.

Its not how I normally play - but sometimes after a hard day at work - you just want to be destructive...

I got this mod plus I got another mod which makes Deck Gun to kill any ship with 1 hit. Also the Twin Guns (for the aircraft) are maxed too. I think only 4-5 planes out of 100 passed over my sub... The rest couldn't even blink with their eye before they were sent back to hell! :rotfl:

BeRetta
05-09-07, 09:29 PM
53 warships and 26 merchies sent to the bottom on one patrol. Thats ludicrous! At this point - the only thing dangerous to my sub are aircraft and a BB that might charge me outta a fogbank before I can get outta the way.

Its not how I normally play - but sometimes after a hard day at work - you just want to be destructive...
I got this mod plus I got another mod which makes Deck Gun to kill any ship with 1 hit. Also the Twin Guns (for the aircraft) are maxed too. I think only 4-5 planes out of 100 passed over my sub... The rest couldn't even blink with their eye before they were sent back to hell! :rotfl:

Tried the same thing and now after 2 reinstalls of SH4 (checking everywere so there is no leftovers from old install) the parameters controlling the strength of the deckgun is still there. Canīt get rid of them! I also changed blastradius to 3km so now Iīm always sinking my self. :damn:

ahmedsamo
05-19-07, 07:24 AM
sorry , but the file isn't there
can any one post it

MaxT.dk
05-19-07, 09:33 AM
Look 8 posts up :)

clayp
05-20-07, 11:22 AM
The link dosent seem to take me to the gun mod?

MaxT.dk
05-20-07, 11:27 AM
Look 10 posts up :)

clayp
05-20-07, 11:40 AM
Could you email the mod to me too please?

Cheers

Geoff

geoff.belding@btinternet.com

Me too pls....:) skalb@socal.rr.com

MaxT.dk
05-20-07, 11:54 AM
Are you people blind? :dead:

here you go:
http://www.sendspace.com/file/6wz1un

http://www.subsim.com/radioroom/showpost.php?p=528114&postcount=48

ahmedsamo
05-20-07, 03:43 PM
Are you people blind? :dead:

here you go:
http://www.sendspace.com/file/6wz1un

http://www.subsim.com/radioroom/showpost.php?p=528114&postcount=48

yes we blind but not dead and we sorry for that !!!
any way Thanks for the link :up:

clayp
05-20-07, 04:18 PM
Are you people blind? :dead:

here you go:
http://www.sendspace.com/file/6wz1un

http://www.subsim.com/radioroom/showpost.php?p=528114&postcount=48


Well I'm 67 yrs old with out of control diabeties,whats your excuse soony....:D

Sailor Steve
05-20-07, 04:52 PM
Are you people blind? :dead:

here you go:
http://www.sendspace.com/file/6wz1un

http://www.subsim.com/radioroom/showpost.php?p=528114&postcount=48


Well I'm 67 yrs old with out of control diabeties,whats your excuse soony....:D
You have ten years on me, old man; and mine is still under control. Other than that, I'm not so blind but pretty stupid sometimes.:rotfl:

VonBlade
05-20-07, 04:54 PM
Are you people blind? :dead:
It's probably that the link is buried in amongst the google ad bars and people don't look for it.

clayp
05-20-07, 05:12 PM
Are you people blind? :dead:

here you go:
http://www.sendspace.com/file/6wz1un

http://www.subsim.com/radioroom/showpost.php?p=528114&postcount=48


Well I'm 67 yrs old with out of control diabeties,whats your excuse soony....:D
You have ten years on me, old man; and mine is still under control. Other than that, I'm not so blind but pretty stupid sometimes.:rotfl:

:up: :rotfl:

catalan
05-20-07, 07:08 PM
This mod is fantastic!

However, this is my second day of using it and I am currently in the middle of a now defenseless convoy. When I shoot the deck gun with this mod, SH4 crashes after several minutes.

This only happened with this convoy since the installation of this mod. I've been playing for around 2 hours with this mod prior to meeting this convoy.

Does anyone know of the problem?

MaxT.dk
05-21-07, 07:13 AM
Too many ships in a close area with Super Guns Mod = crash. Same here. The power of the new hit is EXTREMELY high, it just vaporizes the ship from the sea with 1 hit.

Tip : Stay long away, about 4-5km is optimal as I've noticed.

Also I'm working on reworking this mod as I don't like the fact that it completely kills the enemy ship with 1 shot.

My ideal is about 4-5 hits for 1 big ship. And the ship shouldn't be vaporized, it should still have its structure intact (more or less).

felsig49
05-22-07, 12:14 AM
This sounds like a fun mod to while away some ships with, but whin I click on the link there is no file to down load. I go to: http://hosted.filefront.com/aragorn155/1928452 but don't see any file to down load?

MaxT.dk
05-22-07, 01:18 PM
Read the comments in this thread... I've reuploaded the mod at the new location

Captain Deckwash
05-24-07, 08:00 AM
**Released!** Super Guns v1.0 mod (previously Automatic Deck Guns mod v1.0)

Mod created by nvdrifter with TimeTraveller's Mini Tweaker utility


The story:

Recently, the US Naval Dept has developed secret, liquid-cooled automatic deck guns and nitrogen-cooled, high-speed AA/machine guns. Due to your exemplary service record, these super guns have been installed on your sub. You have been chosen to test these new super weapons in actual battle. Good luck.


What's new in this version (1.0):

-added high speed AA/machine 'gatlin' guns

-increased all shell clip amounts and storage amounts to 32,000

-doubled shell travel speed of all AA/machine gun shells

-shortened recoil time of deck guns. Will fire faster now

This mod give all guns 32,000 round magazine clips, making the deck guns fire like automatic weapons. The deck guns will now fire about 1,000 rounds per minute. All other smaller guns will now fire between 2,500 and 5,000 rounds per minute, like a gatlin gun. Total storage for each type of shell is now 32,000. This mod is for the Quake player in all of us. Have fun. ;)

**Shell damage amounts were not changed in this mod**


Download here: http://hosted.filefront.com/aragorn155/1928452




Say, I got a problem wit dis download site. Can't find de file???? :oops: It the mod anywhere else plez??? :oops:

MaxT.dk
05-24-07, 03:13 PM
read 1 post up man... c'mon, stop being lazy... :dead:

Webster
06-25-07, 08:31 PM
i thought it would be a good idea to have all the AA guns fire at the ships when no planes are there



EDIT : excuse the title lol, i was posting thread and got mixed up.

GeoffBelding
07-14-07, 07:12 AM
I have added the Super Guns to patch 1.3 and can report that they work as advertised!

Happy Trails

Geoff

Bluesub 6
07-14-07, 09:13 AM
Confirm!

Buzzyrama
07-16-07, 08:07 PM
Been to the link, don't see the file there for download.

CaptainKobuk
07-16-07, 08:41 PM
I've no idea how this MOD can be fun if it makes things very overpowered, but i respect the rights of those who choose whatever they think is fun to them.

I like to have a few perks. The exterior chase camera focused on my submarine is great fun to use when dodging Destroyers. Interesting thing is, it does not seem to give me anything close to 100% advantage. It still is very smart shooting to take care of business out of harms way. Depth charges can kill a campaign, if you play without reloading after you sink your sub. Which is how i play.

cheers

alunatic
07-31-07, 08:23 AM
Dose this work for v1.3?

Bluesub 6
07-31-07, 02:52 PM
See #73

amtank
08-02-07, 01:49 PM
I know good an well that I shouldn't ask this but when might we see some added power? I decided to sail right up to a Task Force and got basted out of the water by BBs.

Bando
08-02-07, 03:22 PM
What were you thinking?

Drnaline
09-23-07, 12:27 AM
Heah, the link doesn't work. (Kidding) I read through and actually found it before posting, LOL. Just thought i'd make a joke.

Drnaline
09-23-07, 05:15 PM
here you go:
http://www.sendspace.com/file/6wz1un I down loaded into an unzip file in "my received files". I try to upzip and it creats a file that starts with "data" not "super gun". Inside that is the library and the guns. When i tried to "extract here" it asked if i wanted to overwrite the modded guns, i tried it saying yes and no and still can get jsgme to recognise it? Am I missing something? I read through the whole thread and did see the file should read supergun/data/library but mine don't? I've just started using jsgme so i can't exclude that being a problem. I have loaded three other mods using this process and this was the only one that ended up doing something different. Diiferent meaning opening a read me in that same folder and putting the useable file some where else, any suggestions?
Could it be as simple as changing the name form data to super gun?

p.s. I have also downloaded "tigger maru" but have not run it on jsgme yet, anyone think this is why it is saying i already have a file with this name would i like to superceed it?

GeoffBelding
11-27-07, 04:10 PM
The super guns work fine with the latest patch.:D

Many Thanks again!

Cheers

Geoff

Landluber
03-11-08, 02:05 PM
Anybody tested this with 1.5 yet? just curious

hr9234
04-03-08, 03:46 AM
it's very useful,thx for sharing!:D
will you make new verison for u boat?

m60g
04-19-08, 05:10 PM
The Download is no longer present. Anyone have a site for it?

V.C. Sniper
04-19-08, 09:09 PM
Some1 should post a video of a yamato getting raped by a 1,000 RPM deck gun.

hr9234
04-21-08, 10:08 AM
Some1 should post a video of a yamato getting raped by a 1,000 RPM deck gun.
deck gun fire to CL up is unless,5" gun also

V.C. Sniper
04-21-08, 07:50 PM
Still..... it would be fun to see hundreds of 3", 4", 5" shells being hurled at the yamato.

Albert Trotter
04-22-08, 06:00 AM
Same here can't see any download location can sombody provide a new link please or email too bigbadrat09@yahoo.com thank's,also will this work with the add on v1.5?

W4lt3r
04-22-08, 06:03 AM
Bleh, i just edit my own guns on my Fubuki.. It's not that hard really to edit ammo amount and reload/recoil..
For Sub Deck guns see either USSubParts in Library folder, or GerSubparts in Library.

Then just adjust the gun you use on you'r boat to you'r liking.. I'd suggest making backup first though, because eventually you'll get bored of it ^^

My guns on fubu (6 barrels of 5"ers) fire at ever .5 second ^^ autoloaders :lol:

CaptainHaplo
04-22-08, 06:26 AM
Since the dl isn't available I will remake the bugger this weekend or before. Won't be too hard. NVD really stepped up and helped out the community with tweakfiles and such - this was before s3d - so its the least I can do as a tribute to his work. I will mirror his work - but it will be in the readme that this was his initial concept and effort, and that its redone only to continue to make it available to the community.

edit - ok the majority is done but I will need to test it - should go up tonight after I get home from work and get the kids settled.

CaptainHaplo
04-22-08, 08:19 PM
ok Superguns for 1.5UBM is up

http://www.mybloop.com/captainhaplo/SuperGuns_1.5.rar

enjoy and credit for it goes to NVD.

d5j55
05-10-08, 12:19 PM
does this work on v 1.5 and does it work on the pocket BB and all the other ships with AA guns??? but its still awsome! good job:up::up::up:

CaptainHaplo
05-10-08, 05:47 PM
It is made for 1.5 - but only modifies the guns that were mounted on the subs - I don't know what the modded surface boats used but they unless they are using the 3/4/5" guns then no wont.

joenosse
07-18-08, 09:47 PM
I can't find This Download Can Anyone Tell Me Where It Is, I Looked In Aragorn 115 I Sill Can't Find It. Thanks:damn:

Drnaline
07-19-08, 09:34 AM
Josie, look three posts up. Post 93. Captainhaplo's post has the link posted,
http://www.mybloop.com/captainhaplo/SuperGuns_1.5.rar try this.

Zen Master Caine
07-20-08, 08:12 AM
This mod was done as a tribute to the hard work NVD has given to the community, since the original mod is now no longer available.
Thank you, CaptainHaplo. That was a very nice thing for you to say. :yep: And thank you very much for updating my old mod and hosting it. :up:

a.k.a. nvdrifter

steinbeck
07-20-08, 01:06 PM
Went here but nothing posted there, no files or on the authors page............
http://hosted.filefront.com/aragorn155/1928452 nothing shown at all to d'l



steinbeck...:hmm:

Drnaline
07-20-08, 01:20 PM
That one no longer works. Try post 93 or my last post, this one superceeds all others i believe?

Went here but nothing posted there, no files or on the authors page............
http://hosted.filefront.com/aragorn155/1928452 nothing shown at all to d'l



steinbeck...:hmm:

hr9234
11-11-08, 10:24 AM
Josie, look three posts up. Post 93. Captainhaplo's post has the link posted,
http://www.mybloop.com/captainhaplo/SuperGuns_1.5.rar try this.
Drnaline,i tried to use your files, but .50 cal was no any change.
Can you help me?40mm AA gun can't shoot down H8K.:oops:

anyway,thx for your upload.it's very useful for me.=]

drazic
11-25-08, 11:55 AM
i'm sorry butt the link to the super guns d'ont work anymore ,
is there another solution?
(really wont them :sunny: )

Crockett
11-27-08, 07:34 PM
I'm interested about that too...

CaptainHaplo
11-28-08, 08:10 PM
I just checked it - the link is still up and valid.

To clarify - this does NOT mod your AA guns - this only changes your main deck gun capacity and rate of fire. I regret if there was some confusion - but this modifies only the 3"/4"/5" deck gun on American subs, as well as it does modify the 2 German deck guns as well.

And to NVD - your quite welcome - your work made me learn alot - and I thank you for it.

Crockett
11-29-08, 10:46 AM
Is this mod suppose to work on v 1.5? Doesn't work on my game.

CaptainHaplo
11-29-08, 04:36 PM
Crockett - yes it works with 1.5

If you would -give us your install procedure and we will try and see if we can help.

Crockett
11-30-08, 03:38 AM
Okay, I installed it with JSGME. I tried it on game and deck gun was normal in each boat. After that i made backups from files in data folder and overwrited the defaults with the files in superguns mod, the deck gun still normal. I have TM Overhaul 1.52 and PE4 installed. Does those affect on superguns mod?

Superguns mod is installed last.

Sandman_28054
11-30-08, 05:06 AM
Okay, I installed it with JSGME. I tried it on game and deck gun was normal in each boat. After that i made backups from files in data folder and overwrited the defaults with the files in superguns mod, the deck gun still normal. I have TM Overhaul 1.52 and PE4 installed. Does those affect on superguns mod?

Superguns mod is installed last.

one possible problem may be the PE4 mod.

This may create a conflict.

Try the JSGME and removing that Mod.

TMO already has its own enviroment program running.

I was going to d/l PE4 and use it myself and was warned against it.

See here (http://www.subsim.com/radioroom/showthread.php?t=144981).

Crockett
11-30-08, 07:24 AM
I'll try that. Thanks for advices.

CaptainHaplo
11-30-08, 10:41 AM
When you enable superguns, it should prompt you to overwrite files - specifically some .sim files. Are you getting that prompt? If not - then something is wrong with the file structure under your mods folder.

It should be when you open the MODS folder you see all your mods - superguns included. It should tree like this.

Superguns 1.5/Data/Library/USSubParts/*.sim AND
Superguns 1.5/Data/Library/GermanSubParts/*.sim

The most common error is people extract and have a double "Superguns 1.5" folder and then it won't work right. The key is the prompt for overwriting files.

If you get that - then just say yes - then start SH4 and test it. If it still fails to work, let me know.

Crockett
11-30-08, 12:27 PM
I did check everything like you said and it overwrited those etc. but still guns are normal.

CaptainHaplo
11-30-08, 12:30 PM
Hmmm - ok I got nothing here then - because it seems to work for everyone else. Sorry mate - wish I could be more help.

steinbeck
12-01-08, 08:36 AM
I just checked it - the link is still up and valid.

To clarify - this does NOT mod your AA guns - this only changes your main deck gun capacity and rate of fire. I regret if there was some confusion - but this modifies only the 3"/4"/5" deck gun on American subs, as well as it does modify the 2 German deck guns as well.

And to NVD - your quite welcome - your work made me learn alot - and I thank you for it.


There aren't any files there!! please show the link if there is one!!


steinbeck
from FileFront today 01 12 08:

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CaptainHaplo
12-02-08, 06:44 AM
http://www.mybloop.com/captainhaplo/SuperGuns_1.5_rar

I just checked it again just now - downloaded the file to my desktop and extracted it - its there. Unless people are going to the original link - the file is available.

drazic
12-17-08, 10:15 AM
the super guns v1.0 , can anyone tell me where i can download it?
everywhere i look it's expired :damn:

drazic
12-17-08, 10:22 AM
to get the super guns 1.5 to work, witch patch do i need ?
thx

0167
06-29-09, 06:26 PM
none of the links work... :(

Webster
06-29-09, 11:08 PM
i think you guys are S O L on this mod unless someone has it in their files and can upload it for you

Royale-Adio
03-13-10, 11:59 PM
This yo' lucky day folks 'cuz I got it!!!

RC51aaron
04-03-10, 02:20 PM
could you post the files or email to rc51aaron@yahoo.com

Woober
04-24-10, 02:37 PM
Would be nice if someone could mail me the file: woober@lyse.net

Saintjimmy50
04-19-11, 09:12 PM
could someone please email this mod to saintjimmy50@gmail.com :salute:

BillBam
04-19-11, 09:51 PM
Good idea not to put your email addy online in a post. Just request a link update from the author.

zameran
05-22-11, 02:19 PM
Hello boys,please give me a file to Email:zameran@mail.ru
P.S Im from Ukraine:D

deceptiboat
05-23-11, 01:20 AM
don't put your E-mail address in a post :timeout:

zameran
05-23-11, 05:26 AM
Maybe i stupid...but Why?:hmmm:

irish1958
05-23-11, 08:21 AM
Attracts spam big time.