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-   -   Dual Cannon, Gun Ships !! (https://www.subsim.com/radioroom/showthread.php?t=114195)

Incandescent 05-08-07 12:23 AM

Dual Cannon, Gun Ships !!
 
I have an EXTREAMLY deadly Gar.
He is decked with dual 5-inch guns. The rear is manned by 2 men who totally control the second. They are tied into the radar system and human computers specially trainied in this warfare call out angles to the gunners.
The gunners then fire into nothing (on a cloudy/foggy day) and hear hits and explosions. Minutes later, all is quiet as they wait for their next round of prey to slip into their visual sight. Visual as the fog is highding them and their radar signal would give away their possition to the enemy. If that does not work, they sometimes simply wing it and hope for the best. Its not too hard really when you have 4 rounds every second going down range. Not just the only stand by round mind you, this GunShip shoots only Beta wepons, in particular a high explosive riding behind a shaped charge. The projective hits, mustles its way in and explodes. Entire bulk heads are shredded in seconds. This sub no longer carries torpeidoes, no room for those with all the deck gun ammo needed.

WHen the USS TailZap came upon a set of 4 carriers in a thrashing storm. they were able to hold position and wait until the carrier was a matter of yards away from the sub due to the heavy fog. Then...they lit up both cannons. THe carnage was brutal and desicive. All 4 Carriers sunk, each within a matter of minutes as each gun wittled away the waterline bulk work until the sea quickly rushed in and claimed another victum the the new Black Ops, Sub Based GunShip.

Pictures and movie to follow.

PS...has anyone else been able to score one of these Dual Cannon Ships?

Mush Martin 05-08-07 07:40 AM

I have made a few, mostly gato and balao.
but I havent bothered uppowering the guns
and shells yet just doing the groundwork for
later on the mounting and function.
M

Jace11 05-08-07 08:56 AM

Screenies???

Is it possible to control doth deck guns??

LZ_Baker 05-08-07 09:34 AM

From what I've read here you can only control the bow. The aft is controled by the AI.

Incandescent 05-08-07 11:51 AM

..
 
Does anyone know how I gained these 2 guns?
I assure you it was quite by accident for me.
I remember switching to viewing mode when I first started that campain and was SHOCKED to see 2 guns on my beast. I then made all the changes to turn it into a GunShip.
I do not use the rapid fire mod, everything is stock minus the rounds.
And those are my own tweek. They are only a tad stronger than the standard HE round.

I did notice something else, all the Destroyers, when they came within close range their machine guns began firing at me. Why does the Sub AI not do that aswell?
Also, why does the AI not fire at land guns?

Anyway, I am having a total blast with this GunShip...it is not easy either...takes all kinds of tactics to get within range and blast the enemy without getting yourself sunk in the proccess.

Its a whole new side to Sub Warefare, surface battles with the ability to escape and resurface and begin blasting again....

I will upload pictures this evening.

Also, I have a saved game in a terrible storm. Sitting just in front of a MAJOR battle group of 4 CARRIERS and 3 Yamamotos plus all the others escorts.

I have yet to be able to take very many without getting sunk. The very first time I did it, I took all 4 carriers down with the deck guns. It took a very long time.
I waited just infront of them. The first carrier came into view...litterally 100 yards off my left bow. I let him use his momentum to pass me and opened fire on his waterline. I opened up a GIANT gash the entire run of the ship at waterline. By the time I was past midlength, his bow was sinking into the depths. It was totally realistic as he had giant gashes in the side all the way down the length of the ship.
It still took quite some time for him to sink. As he was just going under, the second carrier appeared. I began doing the same to it...then the next and the next.
The Yamamoto's then showed up trying to ram me. It appears their radar is broken in 1.2 aswell. If you remain under 100 yards away from a main BS, they cannot fire at you...you are too close. I began opening up their hulls aswell...they took ONE HELL OF A POUNDING...I had to pace them as stay side by side to finally sink one of them...I must have gone through 10k rounds to sink a Yamo.

Was the funnest game of my life. As I said I have that game saved right before they appear if anyone would like to try it.

Laters.

MaxT.dk 05-08-07 04:13 PM

Quote:

Originally Posted by Incandescent
Was the funnest game of my life. As I said I have that game saved right before they appear if anyone would like to try it.

Laters.

I'd like to test it :) http://www.sendspace.com/ is the way to go :)

Incandescent 05-08-07 05:23 PM

What files do I need to send for a complete saved game?

CaptainHaplo 05-08-07 08:18 PM

Nice one! Actually I have a q - you mentioned altering the shells - I have looked everywhere I can think and cant find a tweakfile for modding the shells. Is the data in Shells (sim and zon) or in the weapon files themselves? I have the tweakfiles for the weapons - but dont see the data for shell damage = although it does give speed, etc.... Thanks!

Lagger123987 05-09-07 12:01 AM

How can you get two deck guns? Do I have to find a mod that have this?

Roadsweeper 05-09-07 03:04 AM

The twin deck guns is an upgreade that becomes available very late on in the war. Just find the upgrades config bit and change its availability date, and the dual guns should appear in the upgrades section. Theres several posts of how to do this a few weeks back, somewhere around the beginning of april.

With regards to not getting hit by the BS's at 100m, thats partly historically accurate. Certainly the main guns wouldnt be able to depress that low, probably the secondary batteries couldnt either... The only thing that might have been able to hit you that close is the AA weapons. Bear in mind that the BS's have quite high sides, and the main and secondary batteries wouldnt have had a negative depression angle, they are designed to hit things a long way away, not 100m :P

Incandescent 05-09-07 11:22 AM

The shell.zon file I found here...just do a search for it.

If anyone wants to try this saved game...let me know what files you need.
Also, I was reading last night here and saw a post about CTRL-N to turn off weather.

HOLY CRAP..it worked...the terrible storm suddenly becomes a clear, blue day...until I was pounded out of the ocean by the Yamo's that could now see me clearly :P

MaxT.dk 05-09-07 04:01 PM

X:\My Documents\SH4\data\cfg\SaveGames\xxxxxxxx

X = drive letter
xxxxxxxx = save game

Zip it, up it, we'll check it :)

Lagger123987 05-09-07 05:32 PM

Quote:

Originally Posted by Roadsweeper
The twin deck guns is an upgreade that becomes available very late on in the war. Just find the upgrades config bit and change its availability date, and the dual guns should appear in the upgrades section. Theres several posts of how to do this a few weeks back, somewhere around the beginning of april.

With regards to not getting hit by the BS's at 100m, thats partly historically accurate. Certainly the main guns wouldnt be able to depress that low, probably the secondary batteries couldnt either... The only thing that might have been able to hit you that close is the AA weapons. Bear in mind that the BS's have quite high sides, and the main and secondary batteries wouldnt have had a negative depression angle, they are designed to hit things a long way away, not 100m :P

Can this two deck guns mod can sink big ships too?

Incandescent 05-10-07 12:36 PM

LOL, did I not just explain I sank an entire Empire Task Force including 4 carriers and 2 heavy crusers only using deck guns!

Incandescent 05-10-07 02:19 PM

HELP...
 
I cannot for the life of me replicate the Dual Cannons again.
I have tried every model and year of SUB.

Can anyone shed some light on how it is done, I need to start a new career.

Thanks in advance.


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