View Full Version : Can't change ammo type for my flak gun ?
makiferol
10-05-13, 02:15 PM
I click on the HE ammo type but nothin happens, any idea about what i am doing wrong ?
FLAK has only one ammo type, at least early in the game. So you probably have 0 of them, which makes it sortof 'greyed out'. (not clickable)
makiferol
10-05-13, 02:22 PM
FLAK has only one ammo type, at least early in the game. So you probably have 0 of them, which makes it sortof 'greyed out'. (not clickable)
Ahhh i get it now. When i see them in the list i thought they were available. I am trying to get used to deck gun and flak now. Could i sink ships with AP ammos ?
With the deckgun, you can. It blows very nice holes in the ship .. aim at engine room or waterline with AP's ... great fun ;)
V13dweller
10-06-13, 01:23 AM
If you want I could make you a mod with different AA rounds if you want. :D
With AA rounds you really just get a nice explosion effect when it gets near an aircraft and not much else. :haha:
If you can make it fire deadly snowballs, that would be nice :p
V13dweller
10-06-13, 09:04 AM
The bullets are not visible, so I cannot change them to appear as snow balls. :haha:
I am not sure then even have a solid physical property.
FLAK has only one ammo type, at least early in the game. So you probably have 0 of them, which makes it sortof 'greyed out'. (not clickable)
Ahhh i get it now. When i see them in the list i thought they were available. I am trying to get used to deck gun and flak now. Could i sink ships with AP ammos ?
Reworked U-boat Guns (http://www.subsim.com/radioroom/showpost.php?p=2105743&postcount=397) introduces HE and SAP ammo for the 20 mm Flaks. Number of bullets per gun are also greatly increased, and (thans to Volodya's thorough calibration) our gunners will actually aim at their targets, as they should have done since SH5's release... but everything comes with a cost: gun's training/elevation have been made much more slow, and also rates of fire have been reduced for most guns. All of the above features are according to real specifications. Have you guys tried this mod? :)
With the deckgun, you can. It blows very nice holes in the ship .. aim at engine room or waterline with AP's ... great fun ;)
Actually stand off a bit with the AP and bring down cracking fire on the target approx. 3000 meters which is good for avoiding return fire; Once a big plume explosion goes up clos and finish with the HE.
As far as I could read from books and specialized websites, 88mm AP ordnance was the least used type of ammunition used aboard U-boats, and for a reason: U-boat targets were non-armored ships, whose hull could be pierced by HE shells. Due to their explosive charge, HE shells could cause a bigger damage, and they had a bigger blast radius. On the contrary, AP shells would have trespassed merchant's hull from side to side, without actually exploding in most cases. Part of the aforementioned facts are modelled in game. For all of the above, Reworked U-boat Guns has reduced the number of AP shells to a fraction of the stock loadout, replacing them with HE ammunition. IIRC the AP to HE proportion is now 3:1 :03:
I LOVE the deck gun and consider it the primary tonnage weapon of cost-effective tonnage accumulation for the precious eel wasters, Cimmarons and tough little Hog Islanders.
In my opinion, SH5 gives an eccessive role to the deck gun. I remember I could go around early in campaign, and amass an huge quantity of sunk tonnage without firing a single eel. Reworked U-boat Guns and sobers bad weather deck gun (http://www.subsim.com/radioroom/downloads.php?do=file&id=3521) (either of them: no need to install them both) make deck gun's handling gruesome (:O:), as it was in reality, and render it a much lesser accurate weapon, especially at long range and on stormy weather. If you decide to install those mods, say good bye to your exaggerated version of "happy times" :03:
The bullets are not visible, so I cannot change them to appear as snow balls. :haha:
I am not sure then even have a solid physical property.
You are partly correct: bullets have not 3d meshes; due to their speed they wouldn't be visible anyway, and they would burden our GPU with no reason. They are nonetheless treated as physical objects, and they can be assigned a particle generator (this is how tracer rounds are modelled in game). Moreover, they can be set as proximity fuzed rounds, with a second particle generator used for the explosion effect. We could therefore model ball ammunition, if only it was realistic aboard an U-boat. The upcoming versions of Reworked U-boat Guns will nonetheless make the best use of SH5's bullets for modelling different types of ammunition and tracers :up:
I am sorry guys if it looks like I am blatantly advertising my and Volodya's mod, but this is exactly what I am doing, as I feel that its "unofficial" release went unobserved somehow. The more feed back about it, the better the chances that I and Volodya will keep our work on it, releasing an "official" version.
P.S: Volodya, your marketing skills are close to zero :rolleyes: :D
volodya61
10-06-13, 04:40 PM
P.S: Volodya, your marketing skills are close to zero :rolleyes: :D
I didn't show/test my marketing skills there.. I was waiting your release of full version..
I didn't show/test my marketing skills there.. I was waiting your release of full version..
You are right, I blamed on you my own mistakes, but I am here to redeem myself :D
Let's see if people will enjoy the beta you have posted, and if they do (I am almost sure about it) an official release won't be late this time :up:
volodya61
10-06-13, 05:15 PM
Let's see if people will enjoy the beta you have posted, and if they do (I am almost sure about it) an official release won't be late this time :up:
There is too few people now in the forum for a full test..
There is too few people now in the forum for a full test..
Well, why don't you make an alpha release post on the Historical Guns Specs thread, with full detail on mod's features and usage. In the next weeks we will keep posting in the thread, to bear some attenction on it.
I can help you with the changelog and with the todo list, if you want, and I will update the first page with link to your new post. I think I have allready put a link to your other post of Fifi's thread, but it was lacking basic information and I think no one noticed it or took it seriously. :-?
volodya61
10-06-13, 05:43 PM
Well, why don't you make an alpha release post on the Historical Guns Specs thread, with full detail on mod's features and usage. In the next weeks we will keep posting in the thread, to bear some attenction on it.
Because I thought you'll release full version in a few days..
I can help you with the changelog and with the todo list, if you want, and I will update the first page with link to your new post. I think I have allready put a link to your other post of Fifi's thread, but it was lacking basic information and I think no one noticed it or took it seriously. :-?
OK, I'll do it.. maybe closer to the next weekend :hmmm:..
Because I thought you'll release full version in a few days..
I am happier if you do it: sometimes I think you worked on this mod more than I did.
Just don't take it as a lack of affection to our mod. Quite the reverse :salute:
volodya61
10-06-13, 05:57 PM
I am happier if you do it: sometimes I think you worked on this mod more than I did.
Just don't take it as a lack of affection to our mod. Quite the reverse :salute:
If you mean that I'll release full version it's hard to me.. there will need to handle text files, but my English is very far from ideal :shifty:..
If you mean that I'll release full version it's hard to me.. there will need to handle text files, but my English is very far from ideal :shifty:..
At this stage I think that some short release notes (as I and Rongel did for our respective patches) will be more than enough. By now your English is not much worse than mine, but I will nontheless help you with change and todo lists (for my part of job on the mod) :up:
Mikemike47
10-06-13, 07:48 PM
my English is very far from ideal :shifty:..
but I will nontheless help you with change and todo lists (for my part of job on the mod) :up:
Can I help? Too complicated since I do not not what is going on? An online translator is not sufficient enough?
V13dweller
10-07-13, 12:09 AM
I have been testing your mod since I was given testing rights by gap some time ago, it has been a pleasure to use.
I have been feeding the info back to gap if Volodya needs some of those results.
I was running Sobers bad weather deck gun ... and if you pay attention to when the bow of your ship pases the horizon, you can shoot fairly accurate at up to 3km ... imho. If needed I will try to produce a vid of that ... just make sure that you are in first zoom and can see your ship moving on the ocean, so you have a clue on how that gun is pointed when you press space :p
Also, you misquoted me there gap :p Altho I could've said it :p
Marketing guys: why your mod over sober's bad weather deck gun ? Whats the difference ? And I didnt touch it cuz it states 'incomplete' and I was having enough crashes as it was :p
Anything you advertise is well worth our knowing-THANKYOU:salute:
Can I help? Too complicated since I do not not what is going on? An online translator is not sufficient enough?
Thank you for your nice words and for your offer of assistance guys, they are much appreciated. :salute:
If you can help? Of course you can: by clicking on that download link and letting us know your impressions :)
I have been testing your mod since I was given testing rights by gap some time ago, it has been a pleasure to use.
I have been feeding the info back to gap if Volodya needs some of those results.
Yes, and your comments have given me more tha one clue :up:
I was running Sobers bad weather deck gun ... and if you pay attention to when the bow of your ship pases the horizon, you can shoot fairly accurate at up to 3km ... imho. If needed I will try to produce a vid of that ... just make sure that you are in first zoom and can see your ship moving on the ocean, so you have a clue on how that gun is pointed when you press space :p
I don't remember if Volodya has somehow adjusted my settings for the current version, but our mod used even harder deck gun settings that the one by sober, reducing traverse as well as elevation speed.
On a side note, I wish to note once more that Reworked U-boat Guns is the result of a thorough historical research (I and keysersoze referred to tens of different sources) and that our settings are not only based on our opinions on how SH5 gun handling should be, but also, if not exclusively, on historical specifications of their real counterparts, only slightly adjusted to fit within game limits. This is to say that if sober's mod and R.U-b.G have similar settings, this is almost a cohincidence. I say "almost" because, though having different premises, the two mods are based on the same facts. In any case, both of them are supposed to make gun's aiming more difficult, but not impossible indeed.
Sorry for the long aside :)
Also, you misquoted me there gap :p Altho I could've said it :p
ops... sorry, corrected :salute:
Marketing guys: why your mod over sober's bad weather deck gun ? Whats the difference ?
IIRC, sober's mod applies just to deck gun's elevation speed, or little more. R.U-b.G is a complete rework of all U-boat guns, aimed to make their specifications more historical accurate. Virtually no aspect of them is untouched. Changes include traverse/elevation speeds, cyclic and practical rates of fire, muzzle velocities, maximum ranges, ammo loadouts, etc. Moreover, our mod fixes AI crew's aiming, which was broken for most Flak guns. Due to their harder handling and to the randomization happening in game, they are still not 100% accurate, but I can guarantee you that by now our gunners will strive aiming at their designed targets, instead of shooting regularly below or above them. ;)
And I didnt touch it cuz it states 'incomplete' and I was having enough crashes as it was :p
Its being "incomplete" refers to the fact that on my HD there is a second version on the making, which will add many new cool features (new gun visual effects, customized sound loops for each gun, new German ordnance with customized specs and tracers, improved ammo selction/loading interface, maybe RSD-compatible improved gun damage model, plus some fixes).
Due to its simplicity, the present version won't cause any CTD, I can guarantee it, and for sure has lesser compatibility issue than the one I have on the making. :yep:
Replacing Sober's mod with yours NOW :)
Cant wait to test mah new gun ^^
volodya61
10-07-13, 09:38 AM
I don't remember if Volodya has somehow adjusted my settings for the current version, but our mod used even harder deck gun settings that the one by sober, reducing traverse as well as elevation speed.
No.. or almost no.. I just adjusted a little bit start/stop animation.. that's all..
Moreover, our mod fixes AI crew's aiming, which was broken for most Flak guns. Due to their harder handling and to the randomization happening in game, they are still not 100% accurate, but I can guarantee you that by now our gunners will strive aiming at their designed target, instead of shooting regularly below or above them. ;)
Perhaps you wanted to say all of the Flaks were broken :03:..
Due to its simplicity, the present version won't cause any CTD, I can guarantee it, and for sure has lesser compatibility issue than the one I have on the making. :yep:
For some reason our work is in my list of 'heavy' mods.. sometimes I got CTD on campaign start when tried to include it in some my lists :hmmm:..
Mikemike47
10-07-13, 10:10 AM
Thank you for your nice words and for your offer of assistance guys, they are much appreciated. :salute:
If you can help? Of course you can: by clicking on that download link and letting us know your impressions
I have integrated reworked U-boat guns into my mod list (http://www.subsim.com/radioroom/showpost.php?p=2123667&postcount=292). I can not tell if anything is wrong. What should I look for? I haven't looked for any faults. Need a little direction here unless my comments are sufficient. Probably been using it within a few days of seeing the download link posting.
No.. or almost no.. I just adjusted a little bit start/stop animation.. that's all..
I remember you telling me something on deck gun's traverse speed, but I am probably wrong :up:
Perhaps you wanted to say all of the Flaks were broken :03:..
In other words, yes. You for sure can say more than me in this respect :03:
For some reason our work is in my list of 'heavy' mods.. sometimes I got CTD on campaign start when tried to include it in some my lists :hmmm:..
That's strange. You have included only gun's sim files in the present version, don't you? I don't see how their changed settings could conflict with any other mod, or burden the game engine :hmmm:
Replacing Sober's mod with yours NOW :)
Cant wait to test mah new gun ^^
Thank you plj :yeah:
please see below...
I have integrated reworked U-boat guns into my mod list (http://www.subsim.com/radioroom/showpost.php?p=2123667&postcount=292). I can not tell if anything is wrong. What should I look for? I haven't looked for any faults. Need a little direction here unless my comments are sufficient. Probably been using it within a few days of seeing the download link posting.
Man the guns and tell us how do they "feel". Tell us if you manage shooting-down any aircraft using them, and how your plane killing ability compare to the one of your crew. Check if/how yours and AI's aiming accuracy is affected by various weather conditions (day/nigh, low/medium waves, etc). Tell us to which extent promotion points spent on gun crew will actually effect their performance. At some point I and Volodya worried about the fact that AI-manned guns could have become way too effective, rendering air attacks a lesser deadly threat than they historically were.
We are highly interested in your comments on how overall balanced you think our mod is. We don't expect you to carry on all the tests today or tomorrow. I would rather prefer that you base your remarks on a wide variety of gaming circumstances. All we are asking is: the next time(s) you meet a lonely merchant or spot an aircraft on the horizon, just click on the 'save' button before ordering crash dive, and cannon them down for us :arrgh!:
volodya61
10-07-13, 12:12 PM
I remember you telling me something on deck gun's traverse speed, but I am probably wrong :up:
No.. just animation intervals..
That's strange. You have included only gun's sim files in the present version, don't you? I don't see how their changed settings could conflict with any other mod, or burden the game engine :hmmm:
Yes that's strange.. and yes, there are only .sim files.. not less strange behavior of SubFlags mod that is in my 'heavy' list too..
PS: in a few days I'll reinstall my OS and will test all these mods again.. there is a small/micro chance that I messed up the library files when editing the last install.wim of my Win7.. because I got the same error when I tried to play Half-Life2 modded right now..
PPS: but CTD on campaign start with our mod I saw running WinXP also :hmmm:..
No.. just animation intervals..
Okay, my bad :88)
Yes that's strange.. and yes, there are only .sim files.. not less strange behavior of SubFlags mod that is in my 'heavy' list too..
:doh:
PS: in a few days I'll reinstall my OS and will test all these mods again.. there is a small/micro chance that I messed up the library files when editing the last install.wim of my Win7.. because I got the same error when I tried to play Half-Life2 modded right now..
PPS: but CTD on campaign start with our mod I saw running WinXP also :hmmm:..
Never had such a problem in historical mission. Did you notice anything like this when loading the campaign designed on purpose by Trevally, for your extensive gun tests? And also: is it a recurrent problem on your rig, or it only happens randomly and just on campaign load?
volodya61
10-07-13, 01:05 PM
Never had such a problem in historical mission.
As I am..
Did you notice anything like this when loading the campaign designed on purpose by Trevally, for your extensive gun tests? And also: is it a recurrent problem on your rig, or it only happens randomly and just on campaign load?
I didn't notice this in my tests because I used there not all my mods, much less..
When my list contains too many 'heavy' mods then I got CTD on campaign start loading.. even if the first campaign starts fine, then some other campaigns don't start using silentotto..
I didn't notice this in my tests because I used there not all my mods, much less..
When my list contains too many 'heavy' mods then I got CTD on campaign start loading.. even if the first campaign starts fine, then some other campaigns don't start using silentotto..
Okay, I see. This excludes that our reworked guns may contain any per se wrong settings. Could be a compatibility issue, but going by memory the one "big mods" which might conflict with our mod are IRAI and Equipment Upgrades Fix. Our sim files are based on them, and even if they weren't I don't see how they could cause a crash on campaign loading :hmm2:
volodya61
10-07-13, 01:47 PM
Okay, I see. This excludes that our reworked guns may contain any per se wrong settings. Could be a compatibility issue, but going by memory the one "big mods" which might conflict with our mod are IRAI and Equipment Upgrades Fix. Our sim files are based on them, and even if they weren't I don't see how they could cause a crash on campaign loading :hmm2:
It's SH5.. and it's beyond logic as I said yesterday..
I tested our mod with EUF and IRAI enabled of course.. all the 'main' mods were enabled.. but when I installed a lot others small mods I got CTD.. disable our mod and campaign starts fine.. out of logic.. :shifty:
I tested our mod with EUF and IRAI enabled of course.. all the 'main' mods were enabled.. but when I installed a lot others small mods I got CTD.. disable our mod and campaign starts fine.. out of logic.. :shifty:
Unrelated mods, I suppose... That is silly :haha:
I love the deckgun .. but it didnt get any harder to hit... you need to time when to fire, that's all :p
I love the deckgun .. but it didnt get any harder
For sure harder than stock, but not to the point of its fitting aboard pointless, indeed. Do you think it should be even harder?
to hit... you need to time when to fire, that's all :p
yes, but having to wait, especially on medium waves, will worsen fire rate. Have you tried ordering AI crew to man the gun, by the way?
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