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-   Silent Hunter III (https://www.subsim.com/radioroom/forumdisplay.php?f=182)
-   -   getting gunners to do something (https://www.subsim.com/radioroom/showthread.php?t=138776)

rls669 06-30-08 10:14 PM

Quote:

Originally Posted by Penelope_Grey
Thats too slow. Especially with a plane bearing down on you full speed ahead, firing a single shot from each gun does the same job and only once is required.

Too slow? I can hit f-f4-t-f4-g-f4 in less than a second. Don't even have to think about it anymore :p

Penelope_Grey 07-01-08 05:48 AM

Quote:

Originally Posted by Sailor Steve

That's probably because anytime the watch announces a plane I instictively reach for the 'C' key.:rotfl:

Just be careful of that instinct when you are still in dock! ROFL

aj906 07-01-08 07:42 AM

Many thanks for the help, though of course now I want to test it - there aint a plane in sight!

Might have something to do with being assigned DJ25 as a patrol grid - Casablanca!

First Rekjavik, now this - I'm starting to wish I'd never slept with Dönitz wife

nirwana 07-01-08 09:59 AM

Quote:

Originally Posted by aj906
and when I hit ESC, how can I reset the commands?

afaic noone answered to it yet

esc -> settings (1st line) -> reset to standard settings (below the gamesettings line)

havnt played the english version for a while but it should be a close translation to what i have in my localized version.

Wreford-Brown 07-04-08 06:09 PM

I've also found something odd with the flak gunners:

If I have an experienced and qualified Watch Officer, man the flak guns with ordinary sailors and the bar above the flak guns is full (mainly due to the WO), they still will not fire. If I man the flak guns myself they will not even move from the stowed position.

If I man the guns with a mixture of sailors and POs then the guns will fire (and I can man them myself).

I have therefore assumed that each flak gun requires a certain amount of experience to allow it to fire, and the extra experience of the POs compared to ordinary sailors tips the balance and allows them to fire (or be fired).

Has anyone else noticed this?

predavolk 07-04-08 06:27 PM

I just upgraded the heavy flak guns on my IXB to the quad 20 mount (Jan '43). Unfortunately, I can't access the light flak guns now, nor can I properly aim the quad. I just get to see "inside" one of the gunners. I can actually see his teeth- gross! Any suggestions? I've tried cycling the men on and off the station, hitting F11 multiple times, diving and resurfacing, etc. I haven't run into any air trouble (and generally dive if I do), but I'd naturally like to resolve this if possible.

GWX2.1, 16K mod, red contact line mod, and that's it I think.

Wreford-Brown 07-05-08 02:56 AM

Quote:

Originally Posted by predavolk
I just upgraded the heavy flak guns on my IXB to the quad 20 mount (Jan '43). Unfortunately, I can't access the light flak guns now, nor can I properly aim the quad. I just get to see "inside" one of the gunners. I can actually see his teeth- gross! Any suggestions? I've tried cycling the men on and off the station, hitting F11 multiple times, diving and resurfacing, etc. I haven't run into any air trouble (and generally dive if I do), but I'd naturally like to resolve this if possible.

GWX2.1, 16K mod, red contact line mod, and that's it I think.

What crewmen are you using to man the flak guns? Try changing some of the sailors for WOs (regardless of their qualifications) and see if it helps.


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