View Full Version : Artillery training mission hosed?
badger_ken
12-19-09, 11:20 PM
Hi everybody,
I just got SH4 (yes, I'm kinda slow :)). I played SH3 to death, and I loves me my mods, so I'm not a total idiot. I had no problem with the first training mission, but on the second training mission (artillery training), things seem seriously bugged:
the sub starts under immediate attack, right at the very start. This wouldn't be so bad, but....
I can't fire any guns! When I go to the gun stations, both the AA and the deck guns report "no ammunition" - I see 0 shells in the display, when I hit space bar I get a "no ammunition" report. WTF? :x What am I missing? I scoured this forum and saw nobody else with this issue.
This is running SH1.5 Gold Edition, with these mods, installed in this order, using JSGME:
TriggerMaru_Overhaul_19
TMO19_Patch_081209
Eye Patch Pack
Sonar TargetFix2
TGT DIALS TO PK FIX
RSRDC_TMO_V502
thanks much for any advice.
badger_ken
12-19-09, 11:25 PM
oh, and just in case this matters - this is at 85% realism, everything but disabling the event/external cameras.
Laconic
12-19-09, 11:42 PM
oh, and just in case this matters - this is at 85% realism, everything but disabling the event/external cameras.
Click on the ammo types and see if one loads. They may read at 0 shells, but just try it, I think I remember having this issue as well.
badger_ken
12-20-09, 09:05 AM
Click on the ammo types and see if one loads. They may read at 0 shells, but just try it, I think I remember having this issue as well.
Thanks! :salute: Clicking on the "HE" works, the others are ignored (including the AA ammo for the AA gun, go figure). Holy non-obvious, batman. I still find it impossible to _win_ the scenario, but at least I can shoot the guns.
BTW, just a message in a bottle for anyone else who later comes across this - one thing that also caused me a lot of grief is that I've finally figured out that realism settings are ignored in the tutorials, even though it says "Realism: 85%" before I start. I spent a lot of time flailing in the 3rd mission (sink the cruiser) until I figured out that the manual targeting was _disabled_ - instead, just lock on, wait for the arrow to turn green, and fire, et voila.
Sailor Steve
12-20-09, 12:34 PM
Something I learned playing SH3 with GWX that might also apply here: Take the training missions before you load up that supermod!:sunny:
On the other hand I just loaded up the latest version of Ops Monsun, and so far the training is pretty cool.
Laconic
12-20-09, 02:20 PM
Thanks! :salute: Clicking on the "HE" works, the others are ignored (including the AA ammo for the AA gun, go figure). Holy non-obvious, batman. I still find it impossible to _win_ the scenario, but at least I can shoot the guns.
BTW, just a message in a bottle for anyone else who later comes across this - one thing that also caused me a lot of grief is that I've finally figured out that realism settings are ignored in the tutorials, even though it says "Realism: 85%" before I start. I spent a lot of time flailing in the 3rd mission (sink the cruiser) until I figured out that the manual targeting was _disabled_ - instead, just lock on, wait for the arrow to turn green, and fire, et voila.
Yeah, all the supermods (that I know of) nerf the deck gun to where it's not a practical weapon in and of itself. You can expend all of your ammo on a ship and still not kill it. It's mainly meant to be a finishing weapon to take out wounded targets and to use against small, unarmed merchants (read: junks).
Armistead
12-20-09, 02:34 PM
You don't need the eye patch with 1.9, probably would overwrite it and no harm, but he said he included it with 1.9
badger_ken
12-20-09, 09:32 PM
You don't need the eye patch with 1.9, probably would overwrite it and no harm, but he said he included it with 1.9
Thanks for letting me know, JSGME didn't complain, we'll see if anything untoward happens...
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