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#1 |
Loader
![]() Join Date: Sep 2014
Posts: 90
Downloads: 39
Uploads: 0
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I'm working on a way to make flak guns act as cannons so that they can fire at ships similar to how the ai does. Currently my issue is that in order to have them be used they have to have a crew on a deckgun but most of the subs don't have a deckgun so theres no way to use this feature. The fix for this would be to add a compartment and crew slot to be able to use this or change how the game behaves.
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#2 |
CTD - it's not just a job
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If you are talking about what I think you're talking about, you have to find the AA gun you want to change, open the dat file that holds it, and open the sim file, which is what controls it. Find the parent ID of the gun, and search for that in the sim file, which will point you at the controller for the gun:
![]() Then select the node just below that in the sim file, and find the gun type setting. Select it, and note the drop-down at the bottom of the window. Make your choice there: ![]() One thing to remember about most things Silent Hunter though, is that the game is full of "either / or" choices. If you make the AA gun a deck gun and man it with an gun crew and you are then jumped by an airplane, your gun crew will ignore the plane... It is, after all, a deck gun, and not an AA gun... Why they can't use the same logic as the ships in the game use, I dunno, but it is what it is... btw - there is a "Save to new mod" choice in S3D. Be sure and use that, just-in-case things go awry... ![]()
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#3 |
Loader
![]() Join Date: Sep 2014
Posts: 90
Downloads: 39
Uploads: 0
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I already did all this lol the issue still persists that a crewmate on the deckgun needs to be there in order for it to target as a cannon. I don't know how to make that happen on anything aside from the IXD2, IXB, and VIIB
Last edited by Bladekill1298; 01-28-25 at 08:28 PM. |
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