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Bladekill1298
12-16-24, 11:25 PM
I've been working on a mod that implements the 8.8cm cannon for the type II but to no avail

Yes this is unrealistic, here's what I tried so far:

In the basic.cfg for [AO1] I swapped out the 20mm entry for the 88mm one (This swapped the model but registered the gun as destroyed ie unusuable)

I've swapped the labels for the guns around in GUN_SUB.dat (This gave me the same result as above)

I've tried to reclassify the 88mm in GUN_SUB.sim as type: AAgun (exchanged from "cannon")

I've tried to delete two crew nodes in the 88mm dat file (I did this thinking the gun would only need one crew member)

I've looked at older posts on subsim and none of them have a real solution

Any pointers to where/what I should manipulate, modify? With sophisticated mods such as Warship Mod there surely has to be a way to implement this.

Thanks.

mikolajcap21
12-16-24, 11:40 PM
test

Anvar1061
12-17-24, 01:57 AM
Type II submarines have never had a gun 88 installed. Why are you doing this?

Jeff-Groves
12-17-24, 04:57 PM
Don't matter Why he wants to do it. It's his install.

I'd say look at the Basic.cfg file
:03:

Mister_M
12-18-24, 04:12 AM
Maybe a Cannon type can't be placed on a cfg#A01_ node...

Try changing the node's name from "A01" to "M01" in data/Submariine/NSS_Uboat2D/NSS_Uboat2D.dat ... and in NSS_Uboat2D.eqp ... and in basic.cfg

Aktungbby
12-18-24, 10:47 AM
Type II submarines have never had a gun 88 installed. Why are you doing this?Precisely, the Type II (A,B,C &D) was never intended to surface and 'duke-it-out' with a surface target. Morover, the center of gravity for such a smaller craft with a slim crew and only 5 'eels' was such that the added weight of the type VII or VIX gun would seriously disrupt its stability under water, in addition to needing a 4 man crew just to man the weapon instead of attending to the vessel's operation at their critical 'general-quarters' battle posts.

Hooston
12-19-24, 04:14 AM
SH3 is in a difficult area between "game" and "simulation". The deck guns are on the "game" side... and are jolly good fun.

I believe the deck gun was not really capable of directly sinking anything other than the smallest merchants. The accuracy was too low and the shells were too small to make a sizeable hole at the waterline. I have read several accounts of small WW2 warships trying to finish off crippled ships with gunfire and failing miserably.
The main idea was to get the ship to stop under prize rules, scare the crew into abandoning ship or set the ship on fire (which would probably eventually sink it). These things are not well represented in the game.

Early war the 20mm flak on the type II could be useable in intimidating unarmed lone merchants. I think this is a thing in "uboat", but I'm not sure if it actually happened in real life!

La vache
12-20-24, 10:46 AM
https://i.ibb.co/p46dTkn/SH3-Img-13-3-2024-20-16-52-628.jpg (https://ibb.co/SVDBgZJ)


Harrharrharr

Anvar1061
12-20-24, 11:29 AM
https://i.ibb.co/p46dTkn/SH3-Img-13-3-2024-20-16-52-628.jpg (https://ibb.co/SVDBgZJ)


Harrharrharr

https://www.subsim.com/radioroom/images/smilies/Kaleun_Thumbs_Up-1.gif

Aktungbby
12-20-24, 12:03 PM
/\ that'll work! But ya gotta have wheel chocks for the U-boat's pitching and gun's recoil!:arrgh!:

Hooston
12-20-24, 08:10 PM
Totally unrealistic.



Have you thought how long it would take to get the gun limber down the hatch during a crash dive?


Not to mention the team of horses...