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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Stowaway
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[REL] Automatic Deck Guns v1.0
**Released!!** Automatic Deck Guns v1.0
Mod created by nvdrifter with TimeTraveller's Mini Tweaker utility The story: Recently, the US Naval Dept has developed secret, high powered, automatic deck guns. You are one of the few lucky commanders to have one of these super deck guns installed on your sub. Good luck. This mod gives all sub deck guns 1000 round magazine clips, making them fire like automatic weapons. The deck guns will now fire about 1,000 rounds per minute. All deck guns can now fire AA, AP, HE, and Star Shells. Total storage for each shell type is 20,000. This mod is for the Quake player in all of us. Have fun. ![]() **I dedicate this mod to all the rivet counters** :p Download here: http://hosted.filefront.com/aragorn155/1928452 Last edited by nvdrifter; 04-08-07 at 12:03 AM. |
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#2 |
Navy Dude
![]() Join Date: Mar 2007
Location: College Station, Texas
Posts: 173
Downloads: 0
Uploads: 0
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The Japs didn't even see it coming :rotfl:
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__________________
![]() ![]() In Memory of the USS Triton (SS-201) - May We Never Forget Those On Eternal Patrol |
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#3 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: ~About 60' below
Posts: 1,150
Downloads: 7
Uploads: 0
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You are a sick puppy
![]() Skeet Shoot'n Fishing Boats eh? The funny thing is, I was just "Saturday night special" tinkering with your Deck and AA Tweak file.txt having alot of fun with the results. Since we've all chased that lone ship for hours... Torpedos?! We don't need no stinkin' Torpedos! Cheers! |
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#4 | |
Stowaway
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#5 |
Ace of the Deep
![]() Join Date: Apr 2007
Location: ~About 60' below
Posts: 1,150
Downloads: 7
Uploads: 0
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:hmm: Hmmmm (scratches chin)...
me thinks that might have been done... |
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#6 |
Nub
![]() Join Date: Apr 2007
Posts: 4
Downloads: 2
Uploads: 0
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just installed the mod will do another post when iv tried it out will tell you what i think of it good work anyway
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#7 |
Watch
![]() Join Date: Mar 2007
Posts: 22
Downloads: 0
Uploads: 0
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A pretty cool mod...rip those Japs to shreds! Is there anyway to have more ammo because it goes pretty quickly?
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#9 |
Frogman
![]() Join Date: Mar 2007
Location: six feet under
Posts: 301
Downloads: 21
Uploads: 0
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Cool
![]() Im curious, how did you get starshells to work? I tried and could not get them to show up, but then Im just a beginner here with modding. Cheers |
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#10 | |
Stowaway
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#11 | |
Stowaway
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#12 |
Frogman
![]() Join Date: Mar 2007
Location: six feet under
Posts: 301
Downloads: 21
Uploads: 0
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Hmm, I must be doing something wrong, I used the tweaker to give a cannon starshell ammo and then in game tried to select the starshells to load and they just were not there...(I remember with SH3 it was fun to light up the night sky)...I looked in the ammunition.upc and starshells do not show as an ammo type but there is a flare for the decoy launcher?
If starshell ammo is still in the game I would like to know how to enable it. Cheers ![]() |
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#13 |
Helmsman
![]() Join Date: Apr 2007
Location: The Netherlands
Posts: 106
Downloads: 56
Uploads: 0
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could this be made compatible with the improved ammo mod ?
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#14 |
Frogman
![]() Join Date: Mar 2007
Location: six feet under
Posts: 301
Downloads: 21
Uploads: 0
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They are two totally different things
![]() Cheers |
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#15 |
Helmsman
![]() Join Date: Apr 2007
Location: The Netherlands
Posts: 106
Downloads: 56
Uploads: 0
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well i know they are different but would it be possible to make them compatible with each other ? Or form some kickass mod out of both of them or something ?
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