View Full Version : Deck gun ammo mod.
I know that the main ammo was HE rounds IIRC, but I know of a mod that makes AP, HE, and SB rounds available and from research some Kaleuns with clout managed to carry whatever rounds they wanted. Since its still early 1940 in my career air power is not really a threat, and merchants are not armed, so I prefer to sink as many as I can with shells (weather permitting) before having to resort to torpedoes and the flares would help at night. What is that mod called?
Three types of ammunition could be fired; armor piercing, high explosive and star burst (flare).
http://www.uboataces.com/tactics-deckgun.shtml
I know that the main ammo was HE rounds IIRC, but I know of a mod that makes AP, HE, and SB rounds available and from research some Kaleuns with clout managed to carry whatever rounds they wanted. Since its still early 1940 in my career air power is not really a threat, and merchants are not armed, so I prefer to sink as many as I can with shells (weather permitting) before having to resort to torpedoes and the flares would help at night. What is that mod called?
http://www.uboataces.com/tactics-deckgun.shtml
Hi U777. I don't know this mod, but if You like to have more ammo for 105mm or 88mm gun with all shells types [AP HE SB], You can do this also by yourself. CFG file and maybe "guns_sub sim" file must be modifed mate.:yep:
Found it but the section here:
;AP=40
;HE=160
;SS=40
AP=0
HE=220
SS=0
has me confused, do I add numbers to the bottom 3 or remove the ; from the top 3?
[AMMO_TYPE1];8.8cm SK C/35
Idx=1
Year=1939
Month=1
;AP=40
;HE=160
;SS=40
AP=0
HE=220
SS=0
Renown=0
desirableroasted
09-13-10, 06:19 PM
do I add numbers to the bottom 3 or remove the ; from the top 3?
You can try to change the values of the bottom three, as long as they add up to no more than 220. The top ;three are there to show you the pre-mod values.
IIRC, making the (total) value anything other than 220 causes in-game problems, even CTDs, but it's been ages since I have played around with these values.
And take what I have said with a big grain of salt; the ins and outs of the various mods may render what I say utterly worthless.
Thanks for your help, I'll give it a shot.
To change the total number of shells you can hold here's the lines you need to modify:
[SUBMARINE_AMMOLIMITS1] ;105mm
MaxAmmoPerSlot=400
[SUBMARINE_AMMOLIMITS2] ;88mm
MaxAmmoPerSlot=400
chrysanthos
08-26-11, 03:28 PM
is this working for surface ship mods too friends?
Missing Name
08-26-11, 06:19 PM
From my experiments, only modifying "basic.cfg" will give you the ammo but it will be unusable. I have no idea what other things need to be modified... I'm guessing the menu files, in order to make different shells selectable.
theroc44
08-26-11, 07:20 PM
i was thinking the same thing, i miss my SB rounds at night, pre-GWX days lol so far i havent seen any mods for replacing the rounds, and i hate making changes to a working campaign. Maybe someone with GWX and general SH3 experience could let us know which way is the safest.
Jimbuna
08-27-11, 05:52 AM
Using my Additional Ammo Mod for GWX as an example (250 deck gun rounds 10.5 and/or 8.8cm...and bear in mind only HE rounds are included with GWX):
http://www.gamefront.com/files/12858187/GWX3_0_Additional_Ammo_7z
There are TWO sets of values you must change...
[SUBMARINE_AMMOLIMITS1] ;105mm
MaxAmmoPerSlot=250
[SUBMARINE_AMMOLIMITS2] ;88mm
MaxAmmoPerSlot=250
[AMMO_TYPE0];10.5cm SK C/32
Idx=0
Year=1939
Month=1
;AP=40
;HE=250
;SS=20
AP=0
HE=250
SS=0
Renown=0
[AMMO_TYPE1];8.8cm SK C/35
Idx=1
Year=1939
Month=1
;AP=40
;HE=250
;SS=40
AP=0
HE=250
SS=0
Renown=0
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