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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?
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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 |
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 |
Thanks
Thanks, My sentiment exactly. I'll make the change.
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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. |
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Any help appreciated. Would love to add a few SS to the locker. |
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! |
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). |
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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.
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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: |
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