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yobert
09-06-06, 01:21 PM
I have installed the GW mod and now i have only HE amo to the deck gun. Can i change the amo to AP somewhere?

bigboywooly
09-06-06, 01:35 PM
I have installed the GW mod and now i have only HE amo to the deck gun. Can i change the amo to AP somewhere?

You can in the basic.cfg C:\Program Files\Ubisoft\SilentHunterIII\data\Cfg

[AMMO_TYPE0];10.5cm SK C/32
Idx=0
Year=1939
Month=1
;AP=40
;HE=60
;SS=20
AP=0
HE=110
SS=20
Renown=0
[AMMO_TYPE1];8.8cm SK C/35
Idx=1
Year=1939
Month=1
;AP=40
;HE=160
;SS=40
AP=0
HE=220
SS=20
Renown=0

Add some shells to AP or remove the comment out ;

Uboats only carried HE shells

yobert
09-06-06, 01:45 PM
Ok thanks i will not chnage if they only used HE shells. Where is best to aim with HE shells?

Pants
09-06-06, 01:47 PM
Like with all shells, below the water line mate :)

SteamWake
09-06-06, 02:00 PM
From what I understand and Im sure someone will probably tell me wrong but the damage model for HE and AP rounds are basically the same.

Also historically speaking subs did not carry AP rounds for the deck gun.

BTW in case you havent noticed there a lot more rounds carried with the GW mod and for good reason. It takes a lot more rounds to sink a ship, and a LOT more time seeing as the reload time is longer as well.

I believe they plan to address this in the next update. Which is looking awsome btw.

GT182
09-06-06, 02:12 PM
I've tried to change the number of rounds for the deckgun on several occasions but after the change and I'm ingame, they are still the same stock number. Is there another cfg file that needs to be change to the same corresponding numbers of the change made? I've only tried to make the changes "In Base" and not during a patrol.

Is what you showed BBW needrd to be put in the cfg..... the whole thing you wrote or just the changes and not the sections starting with ;i n front of the original setting?

Patboot
09-06-06, 02:27 PM
Any change to the basic .cfg files are best done while "in base after/before mission".

Changing anything "on the fly" usually won't do anything, and often will cause the game to lock or crash.

The only exception I've seen is using the "Mini-tweaker" utility, and even that is suspect.

Best to make any changes while in port.

jaxa
09-06-06, 02:33 PM
Does uboat really have no AP ammo for deck gun?
It seems to me I've read somewhere that uboats had AP ammo (maybe Hitler's U-boat War ?).

bigboywooly
09-06-06, 02:34 PM
I've tried to change the number of rounds for the deckgun on several occasions but after the change and I'm ingame, they are still the same stock number. Is there another cfg file that needs to be change to the same corresponding numbers of the change made? I've only tried to make the changes "In Base" and not during a patrol.

Is what you showed BBW needrd to be put in the cfg..... the whole thing you wrote or just the changes and not the sections starting with ;i n front of the original setting?

The lines I posted are from the GW Basic.cfg

[AMMO_TYPE0];10.5cm SK C/32
Idx=0
Year=1939
Month=1
;AP=40
;HE=60
;SS=20
AP=0
HE=110
SS=20
Renown=0

[AMMO_TYPE1];8.8cm SK C/35
Idx=1
Year=1939
Month=1
;AP=40
;HE=160
;SS=40
AP=0
HE=220
SS=20
Renown=0

If you remove the yellow areas it will be the same as it was in the stock game

To increase the amount of shells above those is something else
You will need to increase the amount of ammo per slot

[SUBMARINE_AMMOLIMITS1] ;105mm
MaxAmmoPerSlot=110

[SUBMARINE_AMMOLIMITS2] ;88mm
MaxAmmoPerSlot=110

On the 88mm it has 110 per slot - 2 slots = 220 shells

If you increase it to 150 shells per slot you can change no of shells to 300

With GW the amount and type of shells carried are in accordance with much historic research
To sink a ship you need to aim for below the waterline and at different compartments so the ship will flood ( which is the way the NYGM designed damage model works ) and so sink rather than just explode

Hope that helps

Henry_pl
09-06-06, 05:14 PM
Does uboat really have no AP ammo for deck gun?
It seems to me I've read somewhere that uboats had AP ammo (maybe Hitler's U-boat War ?).

I may be wrong, but...

The idea of AP shell is to penetrate an armor and kill the crew inside...
...a TANK, not a ship :lol:

AP shell makes a hole not much bigger than the caliber of itself.
AP shell uses its cinetic energy to penetrate the armor.

Merchant ships didn't have armor, also their hull wasn't very thick- so high-energy shells were not that important.

High Explosive shell could do much more damage- imagine blowing a petard close to a sheet of cardboard.

bigboywooly
09-06-06, 05:22 PM
Does uboat really have no AP ammo for deck gun?
It seems to me I've read somewhere that uboats had AP ammo (maybe Hitler's U-boat War ?).

I may be wrong, but...

The idea of AP shell is to penetrate an armor and kill the crew inside...
...a TANK, not a ship :lol:

AP shell makes a hole not much bigger than the caliber of itself.
AP shell uses its cinetic energy to penetrate the armor.

Merchant ships didn't have armor, also their hull wasn't very thick- so high-energy shells were not that important.

High Explosive shell could do much more damage- imagine blowing a petard close to a sheet of cardboard.

No your not wrong
Only warships were armoured so no point to AP rounds
As someone mentioned there is not much ingame difference between the 2 shells anyway
They dont act as in RL

KeybdFlyer
09-06-06, 05:34 PM
I've tried to change the number of rounds for the deckgun on several occasions but after the change and I'm ingame, they are still the same stock number. Is there another cfg file that needs to be change to the same corresponding numbers of the change made? I've only tried to make the changes "In Base" and not during a patrol.

Is what you showed BBW needrd to be put in the cfg..... the whole thing you wrote or just the changes and not the sections starting with ;i n front of the original setting?
There's another thing that needs to be remembered whenever you feel the need to alter anything in BASIC.cfg. If you're using SH3 Commander, there will be a backup copy of the file in the folder !BACKUP of the SH3 Commander installation. When starting SH3, that file is "restored" to SH3 and will overwrite any changes you might have made to BASIC.cfg; so you should make your changes, make a backup of the SH3 Commander !BACKUP version (for safety's sake) and then copy your modified BASIC.cfg to SH3 Commander.

bookworm_020
09-06-06, 05:44 PM
Can I manualy change the reload times for the deck gun? and is it possible to cange the damage points for each of the rounds?

If someone could give instructions it would be great.

Thanks:up:

GT182
09-06-06, 06:17 PM
KeybdFlyer, that's it. Never thought about SHIII Commander restoring the files, thanks.

Anything I do to any file is done while "In Base". Same goes for mods. I've learnt my lesson with them, losing 4 campaignes from forgetting and installing while on patrol.

BBW, got it now, will retry.

Thanks guys

bigboywooly
09-06-06, 06:20 PM
Can I manualy change the reload times for the deck gun? and is it possible to cange the damage points for each of the rounds?

If someone could give instructions it would be great.

Thanks:up:

You can change reload times in SH3commander
Not sure where to do it without that

kylania
09-06-06, 06:24 PM
Given the way the NYGM damage mod works, I don't think that increasing your damage per round will do much at all for you. Since hits above the waterline do nothing to sink a ship, and hits below would already breach the compartments to begin flooding, so as I understand it more damage, or even repeated hits, to a particular compartment won't have much effect with regards to sinking quicker.

bigboywooly
09-06-06, 06:32 PM
Given the way the NYGM damage mod works, I don't think that increasing your damage per round will do much at all for you. Since hits above the waterline do nothing to sink a ship, and hits below would already breach the compartments to begin flooding, so as I understand it more damage, or even repeated hits, to a particular compartment won't have much effect with regards to sinking quicker.

Hits above the waterline would sink it with boosted shells
The NYGM damage mod among other things raises the hitpoint on ships which is why they sink more than blow up
Boosting shell damage would reduce the amount of hits needed to reduce those hitpoints to 0
But if all your going to do is boost the shells to nullify the increased hit points it makes no sense having the damage model in
May as well use stock shipping and damage IMHO

Steeltrap
09-06-06, 07:58 PM
Most freighters were sunk by single torp hits (not great transverse bulkheads, and not designed with having holes punched in them in mind - as opposed to a warship where that sort of damage is anticipated), so how 'realistic' is the modified damage model?

SkvyWvr
09-07-06, 06:57 AM
I've tried to change the number of rounds for the deckgun on several occasions but after the change and I'm ingame, they are still the same stock number. Is there another cfg file that needs to be change to the same corresponding numbers of the change made? I've only tried to make the changes "In Base" and not during a patrol.

Is what you showed BBW needrd to be put in the cfg..... the whole thing you wrote or just the changes and not the sections starting with ;i n front of the original setting?
There's another thing that needs to be remembered whenever you feel the need to alter anything in BASIC.cfg. If you're using SH3 Commander, there will be a backup copy of the file in the folder !BACKUP of the SH3 Commander installation. When starting SH3, that file is "restored" to SH3 and will overwrite any changes you might have made to BASIC.cfg; so you should make your changes, make a backup of the SH3 Commander !BACKUP version (for safety's sake) and then copy your modified BASIC.cfg to SH3 Commander.

Or....Rollback SH3 Commander, Make your changes, start hunting.

bigboywooly
09-07-06, 07:13 AM
Most freighters were sunk by single torp hits (not great transverse bulkheads, and not designed with having holes punched in them in mind - as opposed to a warship where that sort of damage is anticipated), so how 'realistic' is the modified damage model?

A lot more realistic than sinking a battleship with 1 torpedo or surfacing under a destroyer so it sinks or blowing a C3 up with half a dozen shells

And most freighters were not sunk by 1 torpedo or that would be the way the damage model worked
I take it you have some evidence of that ?
Cos I am pretty sure the NYGM team have plenty of evidence to the opposite or they wouldnt have gone in that direction

jaxa
09-07-06, 10:44 AM
Most freighters were sunk by single torp hits (not great transverse bulkheads, and not designed with having holes punched in them in mind - as opposed to a warship where that sort of damage is anticipated), so how 'realistic' is the modified damage model?

A lot more realistic than sinking a battleship with 1 torpedo or surfacing under a destroyer so it sinks or blowing a C3 up with half a dozen shells

And most freighters were not sunk by 1 torpedo or that would be the way the damage model worked
I take it you have some evidence of that ?
Cos I am pretty sure the NYGM team have plenty of evidence to the opposite or they wouldnt have gone in that direction

Most freighters rather not, but big part of them.

yobert
09-07-06, 02:08 PM
not sure about the dmg mod but it only took 15 min to sink royal oak with 3 torpedos i belive

SteamWake
09-07-06, 02:19 PM
Well there is such a thing as luck you know :smug:

bigboywooly
09-07-06, 03:22 PM
Nobody said its perfect which is why its being remodelled in GWX but IMHO still a lot more realistic than stock

yobert
09-07-06, 03:37 PM
Dont get me wrong i still like your mods all always use them best mods i have seen for any game so for made by private persons. But i hate when i have to fire 3 torppedos at a medium cargo ship. but its probely becuse i a newbie at this game so far. I will try yo fire and aim witout locking next time

KeybdFlyer
09-07-06, 03:58 PM
@yobert

I know the feeling, but it's just the way it goes sometimes. My two "worst" occasions were a Medium Tanker, in dock, that took 5 torp hits to sink and a Small Merchant that took two torps and all of my Gun Ammo to go down. It happens! Think of it as balancing out all the times where a Large Tanker or Light Cruiser goes up in smoke with just one hit, lol

bigboywooly
09-07-06, 04:16 PM
Dont get me wrong i still like your mods all always use them best mods i have seen for any game so for made by private persons. But i hate when i have to fire 3 torppedos at a medium cargo ship. but its probely becuse i a newbie at this game so far. I will try yo fire and aim witout locking next time

No worries
Yes the only real drawback with auto tdc is it puts all your torps dead amidships so there is no spread of damage
All comes with experiance :up:
we have all been there at one time or another
Glad you are enjoying GW :yep:

d@rk51d3
09-07-06, 05:41 PM
Or you could switch to "salvo", just make sure your spread isn't too wide or you may miss completely.

The only drawback is sometimes 1 torp does the job, and then you've wasted at least 1 other torpedo, if not more.:damn:

yobert
09-07-06, 05:44 PM
I have started to aim for the hull now and not detonate under the ship now. Ships go down alot faster now. Always thougt it was best to detonate under the ships guess i was wrong =)