View Full Version : Ok, Deck Gun again. Here's a mod Idea.
The arguments of the Deck Gun loading time has been adressed multiple times. But I think I know how to handle a middle point for these two arguments saying it too slow (RuB) or too fast (VaN)
So I got this mod idea:
Is it possible to mod in order to remove the Deck gun after 1942?
This is taken from there:
http://uboat.net/technical/guns.htm
The end of the deck guns
After the massive anti-submarine build-up by the allies in 1942 and 1943 the deck guns were removed from almost all the boats in 1943 and 1944. A few commanders were allowed to retain them though, esp. the ones who commanded the boats in the Indian Ocean (the Monsun boats). But, in effect, from 1943 the deck gun was for the most boats a thing of the past.
I mean not only remove from the item purchase screen, but also from your actual uboat.
:hmm:
irish1958
03-08-06, 11:28 AM
The latest SH3 CMDR gives you this option
The latest SH3 CMDR gives you this option
Strange, I never had that option in my latest Cmdr.
Beside, I'm looking for inside the game, not via Commander.
VonHelsching
03-08-06, 05:56 PM
The latest SH3 CMDR gives you this option
Strange, I never had that option in my latest Cmdr.
Beside, I'm looking for inside the game, not via Commander.
Me neither. Where is this option? Does this option provide more underwater speed?
Der Teddy Bar
03-08-06, 06:29 PM
JonZ,
I think that you will find that the NYGM Tonnage War Mod, which includes ALL the previous NYGM Mods, in particular for this discussion, the NYGM Ship Damage Mod, have made the deck gun issues non existant.
From the NYGM Tonnage War Mod user manual...
As ships now ‘sink’, you will need to use the deck gun along and below the water line to make or assist a ship to sink. Hitting the foremost part of the bow, at its very highest point will never result in a ship sinking. As a matter of fact, while hitting the super structure etc may assist in the overall damage of the ship, that is assist in it sinking, it will add little and certainly never cause the ship to sink.
Hitting far above the water line on the side of the ships hull will also never result in a ship sinking. As such, you now have to use the deck gun in a realistic manner. The deck gun alone can sink all ships. It will however be very expensive to rely upon the deck gun alone. As was the case during WWII, the deck gun for the most part should be used to finish off a torpedoed ship.
As you must now hit at or below the water line, you are more often than not waiting for the right time to fire, this will normally exceed your reload time many times over.
Also, we have removed some of the deck guns auto stabilisation. It still has some auto correction, but this is more in line with having the gunner do it.
JonZ,
I think that you will find that the NYGM Tonnage War Mod, which includes ALL the previous NYGM Mods, in particular for this discussion, the NYGM Ship Damage Mod, have made the deck gun issues non existant.
From the NYGM Tonnage War Mod user manual...
As ships now ‘sink’, you will need to use the deck gun along and below the water line to make or assist a ship to sink. Hitting the foremost part of the bow, at its very highest point will never result in a ship sinking. As a matter of fact, while hitting the super structure etc may assist in the overall damage of the ship, that is assist in it sinking, it will add little and certainly never cause the ship to sink.
Hitting far above the water line on the side of the ships hull will also never result in a ship sinking. As such, you now have to use the deck gun in a realistic manner. The deck gun alone can sink all ships. It will however be very expensive to rely upon the deck gun alone. As was the case during WWII, the deck gun for the most part should be used to finish off a torpedoed ship.
As you must now hit at or below the water line, you are more often than not waiting for the right time to fire, this will normally exceed your reload time many times over.
Also, we have removed some of the deck guns auto stabilisation. It still has some auto correction, but this is more in line with having the gunner do it.
I already know what the Damage mod do Teddy and it is not my immediate plan install it. I am however interested to create a campaign scenario where the Deck Gun is decommissionned and removed from uBoats like it was in the war.
irish1958
03-08-06, 10:10 PM
To remove the deck gun in SH3CMDR clink on the U_Boat number. The option to remove the gun will come up.
Removal of the gun will not increase the speed of the boat in SH3. In real life it did a tad. Not until the XXI did it make any difference.
irish1958
To remove the deck gun in SH3CMDR clink on the U_Boat number. The option to remove the gun will come up.
Removal of the gun will not increase the speed of the boat in SH3. In real life it did a tad. Not until the XXI did it make any difference.
irish1958
I see.
Still, I need to do it the hard way ;)
I think I can remove it availability it prior to 1942 in the Basic.cfg
But a force remove after this date is hard to do.
Arbitarily taking away the deck gun is not something I would want to see.
Making it suicide to use one would be the best way to go. The whole reason they were being removed in the first place was that they no longer had any use.
VonHelsching
03-09-06, 12:31 AM
To remove the deck gun in SH3CMDR clink on the U_Boat number. The option to remove the gun will come up.
Removal of the gun will not increase the speed of the boat in SH3. In real life it did a tad. Not until the XXI did it make any difference.
irish1958
I see.
Still, I need to do it the hard way ;)
I think I can remove it availability it prior to 1942 in the Basic.cfg
But a force remove after this date is hard to do.
JonZ
Nice idea, but it might make even super-hardcore players to burst to tears, since all of us are "one of the few Kaleuns that were allowed to keep their DG" .
BUT...It could be RANDOMLY removed by SH3 Cdr. Still I don't know why you need this for. PM me if there is anything I can help.
Still I don't know why you need this for.
Historic accuracy. The Deck gun is indeed useless after 1942, every cargo ship has deck guns, and with IuB and RuB installed, those deck guns artillery are indestructible and can put you down faster than you do. It just a way to prevent players to even think about trying to confront an armed cargo with the DG.
The way I see it now, I believe I should just leave the deck gun on the sub as long the player don't change sub.
JScones
03-09-06, 02:40 AM
SH3Cmdr R2.4 allows you to totally remove the deck gun - click on the u-boat type link, select "Remove" then "Deck gun". If you change your mind, you can re-add it via the game - it's free!
Anyway, the feature was oft requested by the "realistic" players amongst us that simply wanted the ability to remove the deck gun like the real Captains could. I took mine off during mid-42 when every ship I saw on the surface fired back at me!
I don't see a problem with any mod "taking it away" by default from 1942 - it can always be manually selected by the Captain for free. To remove it from the default subtype, you need to set the M01_x values in Basic.cfg to -1. Not hard really. This won't work with existing careers though - you need to change the M01 value in the career "Careers_0.cfg" file.
However, SH3Cmdr is the easiest way for making this happen.
SH3Cmdr R2.4 allows you to totally remove the deck gun - click on the u-boat type link, select "Remove" then "Deck gun". If you change your mind, you can re-add it via the game - it's free!
Anyway, the feature was oft requested by the "realistic" players amongst us that simply wanted the ability to remove the deck gun like the real Captains could. I took mine off during mid-42 when every ship I saw on the surface fired back at me!
I don't see a problem with any mod "taking it away" by default from 1942 - it can always be manually selected by the Captain for free. To remove it from the default subtype, you need to set the M01_x values in Basic.cfg to -1. Not hard really. This won't work with existing careers though - you need to change the M01 value in the career "Careers_0.cfg" file.
However, SH3Cmdr is the easiest way for making this happen.
Alright, thanks :up:
Maybe it could be made some modified Uboat "types", which don't have deck guns, but goes with about +1 knots underwater?
andy_311
03-09-06, 07:38 PM
Me pesonnally would not give up the deck gun am on my 5th Career and never got rid of it and never will I don't have Rub or Iub why not remove the AA guns fire on a plane and they fly around like blazeing wrecks but never hit the drink?
JScones
03-10-06, 01:22 AM
Me pesonnally would not give up the deck gun am on my 5th Career and never got rid of it and never will I don't have Rub or Iub
As I said it was "oft requested by the "realistic" players amongst us". Those using RUb or IUB will note its ineffectiveness by 1942.
JScones
03-10-06, 04:27 AM
Maybe it could be made some modified Uboat "types", which don't have deck guns, but goes with about +1 knots underwater?
If someone could provide the true values for boats with and without deck guns I could increase those values as part of the removal process in SH3Cmdr. I've just believed that the benefit was so minor, the max underwater speed wasn't worth changing.
Maybe it could be made some modified Uboat "types", which don't have deck guns, but goes with about +1 knots underwater?
If someone could provide the true values for boats with and without deck guns I could increase those values as part of the removal process in SH3Cmdr. I've just believed that the benefit was so minor, the max underwater speed wasn't worth changing.
I'll buy that :yep:
A checkable option like realistic career Deck Gun :hmm:
I wouldn't get rid fof the deckgun either.... I like to take a chance and tempt fate every once in awhile. ;)
I would however like to see a mod for increasing the number of shells for the deckgun. I really only use the it if I'm out of torpedos and have the need to sink that last couple of damaged ships that are sitting there not moving, and won't sink. Ramming them sure doesn't work, as I've even tried that as a last resort. ;)
I've tried every which way to increase the number for AP and He to at least 20 over the stock game, but with no success. Yes I've read how before but it's not working for me.
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