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View Full Version : Questions regarding crew compartments, enabling shell types, and the deck gun camera


mikolajcap21
01-29-25, 11:07 PM
Disclaimer: Some modifications being covered in this post do not confirm to realism or historical facts. This is known to us and our purpose is to create these mods to our liking so no need to make mention of it.

This post covers questions about 4 various sections.

The sections will be marked with numbers in the following order:

[1]-Addition of a deck gun compartment to subs without a deck gun & adding additional crew slots

[2]-Enabling and/or addition of shell types to AA-guns that do not originally have access to them

[3]-The location and manipulation of the files responsible for the deck gun's regular view camera and the zoomed in reticle

[4]-Adding something to the renown upgrades


[1]

Context: A friend of mine and I have recently figured out how to make the AA guns target ships. He did this by, in the GUNS_SUM.sim, adding an additional controller (wpn_Cannon), changing its Properties to type = Cannon and assigning a new ID for the controller for the respective gun. With this modification a gun now has two weapon controller files and can engage either aircraft or surface targets. What this does is adds a second turret that has its own ammo count that isn't effected by the player and both can't overlap each other when engaging in combat.

Problem: The AA-guns that have been now modified to fire at surface ships will only engage the target if the deck gun compartment is manned.

Demonstration of the modification and the problem occurring: https://imgur.com/a/YdDr85W

This of course does not pose as big as problem for subs that have both a deck gun and flak compartment but subs such as the type IIA and IID lack the the DG compartment for this mod to work.

Attempts Made: I have tried copy pasting the compartment from the basic.cfg of a type VII:

Comp9=9; DeckGun
Nb9=2
Subs90=DeckGun
DeckGun=24; E_DeckGun
TimeRecovery90=2

as an additional compartment for the Type IID. I set the NbComp to 10 from 9 to accommodate for the extra compartment and added the number entry for the deck gun; 62=24 under the Type IID's respective [SUBMARINE0] in the basic.cfg

This did not work but it might not possibly be working because even if a compartment did infact get added it's not reflected in the F7 screen.

Question: How would one go about adding a deck gun compartment to subs that do not have one?


[2]

Context: We are trying to add different shell types to the AA guns. My reason for it is that this needs to play a part of a WIP mod I am making that will be further discussed in [3].

Problem: Guns, the AA-guns in this case, that do not originally have an entry for a specific shell type in the Basic.cfg (for example the 20mm single only has AP=1500 and nothing else) will not allow for easy addition by simply adding it in the Basic.cfg.

Attempts Made: Added HE=1500 (number irrelevant) in [AMMO_TYPE8];2cm FK C/30 and also modified the menu_1024_768.ini file modifying the menu_1024_768.ini file to reenable the HE shell icon (for example). This did in fact brought back to the shell selection menu when manning the AA gun but it is faded out and not selectable. This was both attempted in stock and in OneAlex so it can be assumed that the same problem persists across all SH3 supermods.

Question: How would one go about adding different shell types to guns that did not originally have them? Is it via a continuation of this method we are trying to do it by or is a better method present?


[3]

Context: This is part is an element to a WIP mod that I am working on that implements the 88mm Deck Gun for the Type II submarine. I have posted about this mod in the past here and the way it works is by replacing the 3d model files and changing the .sim values of the 20mm Single AA Gun. I've had no luck with other methods but this one works because internally the game treats it as an AA gun but it looks, behaves, and functions like the 88.

Problem: The camera view and camera zoom for this modified 88 remain similar to the original 20mm's camera despite attempts at changing it.

Demonstration of the problem: https://imgur.com/a/SpYpL3a

If you are familiar with the deck gun you will know that regular camera is a lot farther and slight up compared to what is shown in the first image. And of course the zoomed in deck gun shows an aim reticle with a range setting where as in image 2 it is simply a zoomed in version of image 1.

Attempts Made: In the GUNS_SUB.dat I moved back the regular camera node of the 20mm gun to the same position as the 88's camera node but this did nothing. I also added a node and labeled it as (DMY_88mm_UDeck_Gun_High_ZoomCamera) the same as the node that is present on the 88mm. This also did nothing. Next I tried in NSS_Uboat2D.cam and changed around what the Camera is linked to. The only modification that changed something in the .cam file was Controller CamUserDataCfG > Properties CamUserDataCfg. In here I changed Camera = A01Gun into Camera = DeckGun. In game this did not change the normal view but it did change the zoom in. The reticle of the 88 was present upon zooming in but it unlinked from the gun and the sub itself and stayed frozen in place while the rest of the boat moved away.

Question: How would I go about implementing the deck gun's regular camera view and the zoom in view onto the 20mm AA gun? (Remember this is in reality a 20mm gun, an AA gun, being modified to look and behave like the 88). Where and what in the files controls the regular view and zoomed in reticle of the deck guns found on the other boats?


[4]

Context: My friend made a mod that makes use of an unused turret in the Warship Mod 3.0

Question: How to go about adding a custom entry for a custom equipment in the renown upgrades?


We intend to make these mods work on Stock, GWX, and OneAlex.

Thank You

Hebe Vollmaus
02-02-25, 10:30 AM
A Game is a game is a game.
SH3-games only realism is sitting infront of a monitor, hitting keys on a keyboard and move a mouse around.
Anything else has to do with the Gamers personality created with his/her braincells.

Good post. Good written and understandable.

But i have no good reason found to do what you like to attempt. To me it looks like the same as try to get a working Deckgun to XXI. As of today i have not seen that in a Mod.

An additional AA-gun is not needed to quickly sink a ship in-game; try modify the Shells used. My own install need around 3 HE-hits with the 88-gun to sink a tanker. It has been modified more like an Arcade-game - 140 ships (6 complete convoys and a TaskForce) in about 6 RT-houres yesterday with Deckgun only. :)
Also the Shells used for AA-guns in the game are only good for Cargos on Deck, or very small vessels. Not for greater ships. So you have to modify the used shells. Keep in mind, that some ememy ships use the same shells. For example the small speedboats use 20mm. You must be shure that the enemy can not use the same shells that you use, or your boat will be drownded very fast when you get under fire. Also you must realise that AI-Submarines may use the same shells as you use. When those german subs are added to convoys, they can qickly sink the whole convoy with those modified shells, when the convoy came into sensor-range. You may never get a chance to get near to the convoy-location to see the rest of the smokes of the sinkin ships will produce. Maybe you get a chance to see the sub(s) when you modify the speed of the out-camera to move as fast as possible to the location. So you must also be shure that AI-subs do not use the same shells es you use.

At least a additional AA-shell can be added to the "20mmVierling_High". I have AP (normal) and AA (added) running.

To my understanding of a Warship-mod another or a 4th Warschip - at the same time - is not needed, as you can only use one Warship at a time anyway. So re-create another Sub without a Deck/AA-gun makes no sense to me.

Good luck!