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-   -   GWX: how can you reduce the power of the deckguns of mechant ships? (https://www.subsim.com/radioroom/showthread.php?t=127688)

MCM 12-26-07 04:31 AM

GWX: how can you reduce the power of the deckguns of mechant ships?
 
hi,

in my opinion the power and accuracy of the deckguns of merchant ships in GWX v2 is much to strong. how can i reduce the power and/or the accuracy of these deckguns?

THX
McM

irish1958 12-26-07 10:52 AM

In actual fact, the guns on the merchants were manned by regular navy crews, and could take down a sub with one hit. Stay away from them.

Wilcke 12-26-07 10:54 AM

Quote:

Originally Posted by irish1958
In actual fact, the guns on the merchants were manned by regular navy crews, and could take down a sub with one hit. Stay away from them.

Stay away from them......they are bad news!:nope:

MCM 12-26-07 11:01 AM

i know that :) but i read in a book, that especially in the beginning years of the war the weapons were old and poor and the crew was bad trained with the deckguns... thatīs why i want to reduce them. and itīs more fun of course :rock:

Mush Martin 12-26-07 11:27 AM

you would need to teach yourself how to use timetravellers
mini tweaker. to alter the guns dat.
M

MCM 12-26-07 11:34 AM

i know how to use the mini tweaker, but didnīt know the exact file name. now i have to figure out what numbers have to be changed in which direction :)

Mush Martin 12-26-07 11:39 AM

Well each allied ship has its own gun loadout and crew ai these all
effect how well or how powerful.

with mini tweak you can reduce hitting power reduce rate of fire
reduce range etc and can also likely increase there probability of
a miss as well.

you can reduce a ships ai in mission explorer but thats far to extensive
a process to be practicle as you cant do a ship type but must do individual
units more or less for each track in a mission or the campaign layers.

Also guns dat is ships allied and axis.
guns sub dat is your guns.

Jimbuna 12-26-07 11:48 AM

My father manned a 4" deck gun from the beginning of the conflict......It was an ancient relic from WWI and training consisted of a dozen or so practice shots.
He informs me that from mid 40 onwards, the British merchant marine were often helped by the addition of Royal Marine gunnery crews.
Be advised, U-boats seldom fought it out on the surface with armed merchants because of the potential of taking damage.
A heavy calibre machine gun round was more than capable of penetrating a U-boats pressure hull, nevermind a 3 or 4" shell.
Once penetrated, it ceased to be a 'submersible' http://www.psionguild.org/forums/ima...ies/pirate.gif

Kpt. Lehmann 12-26-07 12:12 PM

Quote:

Originally Posted by jimbuna
My father manned a 4" deck gun from the beginning of the conflict......It was an ancient relic from WWI and training consisted of a dozen or so practice shots.
He informs me that from mid 40 onwards, the British merchant marine were often helped by the addition of Royal Marine gunnery crews.
Be advised, U-boats seldom fought it out on the surface with armed merchants because of the potential of taking damage.
A heavy calibre machine gun round was more than capable of penetrating a U-boats pressure hull, nevermind a 3 or 4" shell.
Once penetrated, it ceased to be a 'submersible' http://www.psionguild.org/forums/ima...ies/pirate.gif

Not only that, but merchant ships make for a far more stable firing platform... much more steady on the surface... making their fire more accurate than a U-boat's own fire.

Sailor Steve 12-26-07 12:56 PM

Quote:

Originally Posted by MCM
...but i read in a book...

As with the internet, anyone can write anything in a book. It would help if you could remember which book, and exactly what was said, and whether he cited references.

The deck gun was usually used for very small targets, or to finish off a ship which had already been abandoned by the crew. The real problem was that submarines were in even more danger than the game allows; in real life it would only take one penetration of the pressure hull, and the submarine was suddenly a very poor surface ship, unable to dive and very vulnerable.

Kpt. Lehmann 12-26-07 01:09 PM

Quote:

Originally Posted by Sailor Steve
Quote:

Originally Posted by MCM
...but i read in a book...

As with the internet, anyone can write anything in a book. It would help if you could remember which book, and exactly what was said, and whether he cited references.

The deck gun was usually used for very small targets, or to finish off a ship which had already been abandoned by the crew. The real problem was that submarines were in even more danger than the game allows; in real life it would only take one penetration of the pressure hull, and the submarine was suddenly a very poor surface ship, unable to dive and very vulnerable.

So technically... what we should do... is INCREASE the merchie deck gun damage ptential.:lol:

Teehee.:arrgh!:

MCM 12-26-07 01:40 PM

ok i understand! and if u tell us how to do this, i know for myself to turn it the other way round with the numbers ;)

Hartmann 12-26-07 02:27 PM

One tactic is surface very close to the ship and fire in black point range with AA machinegun to the ship . it could destroy the gun and other equipment with devasting effects.:88)

Jimbuna 12-26-07 03:24 PM

Quote:

Originally Posted by Kpt. Lehmann
Quote:

Originally Posted by Sailor Steve
Quote:

Originally Posted by MCM
...but i read in a book...

As with the internet, anyone can write anything in a book. It would help if you could remember which book, and exactly what was said, and whether he cited references.

The deck gun was usually used for very small targets, or to finish off a ship which had already been abandoned by the crew. The real problem was that submarines were in even more danger than the game allows; in real life it would only take one penetration of the pressure hull, and the submarine was suddenly a very poor surface ship, unable to dive and very vulnerable.

So technically... what we should do... is INCREASE the merchie deck gun damage ptential.:lol:

Teehee.:arrgh!:

Careful mate.....we don't want to plant the seeds for a uber merchant mod http://www.psionguild.org/forums/ima...lies/wacko.gif
http://www.psionguild.org/forums/ima...ies/scream.gif

danurve 12-26-07 04:03 PM

Take 1 large merchant with a forward gun.
Take 1 remaining TII and your best shot.

Result = 1 damaged and slow but well armed pissed off merchant blasting away at you. In calm seas this can be an issue. This happened to me just the other day 1.03 mid `41 out of Vigo (Bessel).
So, I got in behind the sucker and finished it off with the deck-gun.


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