SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   Silent Hunter III (https://www.subsim.com/radioroom/forumdisplay.php?f=182)
-   -   Star Shells (https://www.subsim.com/radioroom/showthread.php?t=153537)

John O 07-07-09 05:07 PM

Star Shells
 
I know its not realistic, but I enjoyed the use of Star Shells in the stock game. Any way to add them to the locker in GWX Gold? Have been able to add them in the past but the gun would not load them. Any Ideas?

Madox58 07-07-09 06:00 PM

In the Guns_Sub.sim
all SS and AP shell amounts are set to 0
You need to change that setting
then change the loadout settings in the basic.cfg

Hartmann 07-09-09 10:29 AM

Not realistic ¿¿ :hmmm:

i used this ammo to identify ships in the night before firing, or after :yep:

i think that is very useful have at least 5 rounds

John O 07-09-09 11:04 AM

Thanks
 
Thanks, My sentiment exactly. I'll make the change.

Sailor Steve 07-09-09 12:39 PM

Well, let's talk about "realistic" for a second. I was the main mover behind getting starshells and AP removed from the game, and it was based on my reading of Naval Weapons of World War Two. Just recently it has been pointed out that the captured U-570 carried some of both. It has also been noted that prisoners giving details of their boats mentioned them, as does the ocassional kaleun's report.

So now you have the guy (me) who most strongly insisted that they didn't carry them saying "Well, maybe - just maybe - I was wrong". So it may very well be "realistic" after all.

Brag 07-09-09 12:55 PM

Quote:

Originally Posted by Sailor Steve (Post 1131488)
Well, let's talk about "realistic" for a second. I was the main mover behind getting starshells and AP removed from the game, and it was based on my reading of Naval Weapons of World War Two. Just recently it has been pointed out that the captured U-570 carried some of both. It has also been noted that prisoners giving details of their boats mentioned them, as does the ocassional kaleun's report.

So now you have the guy (me) who most strongly insisted that they didn't carry them saying "Well, maybe - just maybe - I was wrong". So it may very well be "realistic" after all.

Steve,
Your confession has been noted. It is my pleasure to inform you that you have just won the Subsim True Confessions prize of the year--One whole week vacation with Bernard!

John O 07-09-09 04:29 PM

Quote:

Originally Posted by privateer (Post 1130469)
In the Guns_Sub.sim
all SS and AP shell amounts are set to 0
You need to change that setting
then change the loadout settings in the basic.cfg

Opps, tried to find the files you mention without any luck. Using a GWX 3.0 Gold install. Where is the "Guns_Sub.sim file and how do I change a .sim file? Can find the basic.cfg file and can change using a word editor.

Any help appreciated. Would love to add a few SS to the locker.

John O 07-12-09 11:12 AM

Star Shells in GWX?
 
Hey Hartman, Sailor Steve, Privateer, is it possible to add Star Shell in GWX 3.0? I can edit the Basic config ammo locker loadout but what other files need edit to load a few star shells? They are a good asset early in the war when most merchants were not armed. Judiscious use enable sighting and identifying merchants on dark nights.

Again, any help is appreciated!

dcb 07-12-09 12:07 PM

AFAIK, in order to make them clickable in the deck gun screen, one must also edit the menu1024 file, entries from G38 downwards, else they'll appear in the ammo screen, but not in the DG, or you won't be able to select them by clicking. Additionally the maxammo settings in the en-menu file must be edited, so that to bring it in line with the new total loadout of shells.
Plus, IIRC, the shells.dat file of GWX makes starshells ineffective, because they are set to explode at very long range, where nobody can distinguish the flag, so the exploding range should be brought closer (some 1500-2000 meters).

John O 07-12-09 05:57 PM

Quote:

Originally Posted by dcb (Post 1132893)
AFAIK, in order to make them clickable in the deck gun screen, one must also edit the menu1024 file, entries from G38 downwards, else they'll appear in the ammo screen, but not in the DG, or you won't be able to select them by clicking. Additionally the maxammo settings in the en-menu file must be edited, so that to bring it in line with the new total loadout of shells.
Plus, IIRC, the shells.dat file of GWX makes starshells ineffective, because they are set to explode at very long range, where nobody can distinguish the flag, so the exploding range should be brought closer (some 1500-2000 meters).

Thanks DCB. That's a lot of editing. Since it is a game and should be enjoyable, think they should have a mod that one could load via JSGME if one wanted to load a few star shells. Believe it was the Captains choice regarding his weapon loadout. Anybody have any other ideas of loading Star shells in GWX?

Sailor Steve 07-14-09 11:59 AM

Any mod that edits the Menu.ini will affect any other mod that does the same. If all you're using is GWX then it can be done, but for someone to create such a mod for you would require that it be tailored to your exact setup.

Quote:

think they should have a mod that one could load via JSGME if one wanted to load a few star shells
Anyone who does it for you will have to do the editing, same as you. Better to learn it yourself. You should see what I had to go through to use the 'Simfeeling 6-Dials' Mod. And I still haven't gotten the new 'Kiel Bridges' mods to work. Crashed my whole game, and now I'm reloading it for the gazillionth time.

Contact 07-14-09 12:08 PM

Quote:

Originally Posted by John O (Post 1130456)
I know its not realistic, but I enjoyed the use of Star Shells in the stock game. Any way to add them to the locker in GWX Gold? Have been able to add them in the past but the gun would not load them. Any Ideas?


Why did you say it's unrealistic meanwhile in other thread (http://www.uboat.net/allies/merchants/ships/1689.html) you gave facts that they were used indeed. :hmmm:

Contact 07-14-09 12:22 PM

Quote:

Originally Posted by Sailor Steve (Post 1131488)
Well, let's talk about "realistic" for a second. I was the main mover behind getting starshells and AP removed from the game, and it was based on my reading of Naval Weapons of World War Two. Just recently it has been pointed out that the captured U-570 carried some of both. It has also been noted that prisoners giving details of their boats mentioned them, as does the ocassional kaleun's report.

So now you have the guy (me) who most strongly insisted that they didn't carry them saying "Well, maybe - just maybe - I was wrong". So it may very well be "realistic" after all.

So you screwed up then :O: And made me believe star shells does not exsisted on u-boats! That's another proof you can't make conclusions from reading only ONE book. Now it's your duty to be so kind and find the way how to get them back in one small mod :damn:

Sailor Steve 07-14-09 12:37 PM

Quote:

Originally Posted by Contact (Post 1134024)
Why did you say it's unrealistic meanwhile in other thread (http://www.uboat.net/allies/merchants/ships/1689.html) you gave facts that they were used indeed. :hmmm:

His other thread is much newer.

Quote:

So you screwed up then :O: And made me believe star shells does not exsisted on u-boats! That's another proof you can't make conclusions from reading only ONE book. Now it's your duty to be so kind and find the way how to get them back in one small mod :damn:
Me? Screw up? Won't be the first time, by a long shot. And it doesn't even really say that; it just hints at it. On the other hand, so much of my time is taken up by my Ship Names Mod research I don't even get to play anymore! So it's not my duty. You make the mod, and we can all share it.:D

Contact 07-14-09 12:46 PM

Quote:

Originally Posted by Sailor Steve (Post 1134051)
His other thread is much newer.


Me? Screw up? Won't be the first time, by a long shot. And it doesn't even really say that; it just hints at it. On the other hand, so much of my time is taken up by my Ship Names Mod research I don't even get to play anymore! So it's not my duty. You make the mod, and we can all share it.:D

Noooo it's not like that :) you should feel responsible for this mistake of yours, since you just confessed of making influance that star shells has to dissapear from GWX with your disinformative talks, so now it's your job to fix this as well as start telling true things to people :)


All times are GMT -5. The time now is 12:58 AM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.