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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
A-ganger
![]() Join Date: Feb 2006
Location: Sweden
Posts: 77
Downloads: 2
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I have installed the GW mod and now i have only HE amo to the deck gun. Can i change the amo to AP somewhere?
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#2 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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![]() Quote:
[AMMO_TYPE0];10.5cm SK C/32 Idx=0 Year=1939 Month=1 ;AP=40 ;HE=60 ;SS=20 AP=0 HE=110 SS=20 Renown=0 [AMMO_TYPE1];8.8cm SK C/35 Idx=1 Year=1939 Month=1 ;AP=40 ;HE=160 ;SS=40 AP=0 HE=220 SS=20 Renown=0 Add some shells to AP or remove the comment out ; Uboats only carried HE shells |
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#3 |
A-ganger
![]() Join Date: Feb 2006
Location: Sweden
Posts: 77
Downloads: 2
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Ok thanks i will not chnage if they only used HE shells. Where is best to aim with HE shells?
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#4 |
Grey Wolf
![]() Join Date: Apr 2005
Location: Somewhere in the Atlantic
Posts: 849
Downloads: 25
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Like with all shells, below the water line mate
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#5 |
Rear Admiral
![]() Join Date: Mar 2005
Posts: 13,224
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From what I understand and Im sure someone will probably tell me wrong but the damage model for HE and AP rounds are basically the same.
Also historically speaking subs did not carry AP rounds for the deck gun. BTW in case you havent noticed there a lot more rounds carried with the GW mod and for good reason. It takes a lot more rounds to sink a ship, and a LOT more time seeing as the reload time is longer as well. I believe they plan to address this in the next update. Which is looking awsome btw. |
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#6 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
Downloads: 658
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I've tried to change the number of rounds for the deckgun on several occasions but after the change and I'm ingame, they are still the same stock number. Is there another cfg file that needs to be change to the same corresponding numbers of the change made? I've only tried to make the changes "In Base" and not during a patrol.
Is what you showed BBW needrd to be put in the cfg..... the whole thing you wrote or just the changes and not the sections starting with ;i n front of the original setting?
__________________
Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#7 |
Engineer
![]() Join Date: Jun 2005
Posts: 212
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Any change to the basic .cfg files are best done while "in base after/before mission".
Changing anything "on the fly" usually won't do anything, and often will cause the game to lock or crash. The only exception I've seen is using the "Mini-tweaker" utility, and even that is suspect. Best to make any changes while in port. |
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#8 |
The Old Man
![]() Join Date: Mar 2005
Location: Poland
Posts: 1,501
Downloads: 418
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Does uboat really have no AP ammo for deck gun?
It seems to me I've read somewhere that uboats had AP ammo (maybe Hitler's U-boat War ?). |
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#9 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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![]() Quote:
[AMMO_TYPE0];10.5cm SK C/32 Idx=0 Year=1939 Month=1 ;AP=40 ;HE=60 ;SS=20 AP=0 HE=110 SS=20 Renown=0 [AMMO_TYPE1];8.8cm SK C/35 Idx=1 Year=1939 Month=1 ;AP=40 ;HE=160 ;SS=40 AP=0 HE=220 SS=20 Renown=0 If you remove the yellow areas it will be the same as it was in the stock game To increase the amount of shells above those is something else You will need to increase the amount of ammo per slot [SUBMARINE_AMMOLIMITS1] ;105mm MaxAmmoPerSlot=110 [SUBMARINE_AMMOLIMITS2] ;88mm MaxAmmoPerSlot=110 On the 88mm it has 110 per slot - 2 slots = 220 shells If you increase it to 150 shells per slot you can change no of shells to 300 With GW the amount and type of shells carried are in accordance with much historic research To sink a ship you need to aim for below the waterline and at different compartments so the ship will flood ( which is the way the NYGM designed damage model works ) and so sink rather than just explode Hope that helps |
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#10 | |
Seaman
![]() Join Date: Sep 2006
Location: Cracow, Poland
Posts: 33
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![]() Quote:
The idea of AP shell is to penetrate an armor and kill the crew inside... ...a TANK, not a ship ![]() AP shell makes a hole not much bigger than the caliber of itself. AP shell uses its cinetic energy to penetrate the armor. Merchant ships didn't have armor, also their hull wasn't very thick- so high-energy shells were not that important. High Explosive shell could do much more damage- imagine blowing a petard close to a sheet of cardboard. |
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#11 | ||
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Only warships were armoured so no point to AP rounds As someone mentioned there is not much ingame difference between the 2 shells anyway They dont act as in RL |
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#12 | |
中国水兵
![]() Join Date: May 2006
Posts: 272
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#13 |
Navy Seal
![]() Join Date: Aug 2005
Location: Sinking ships off the Australian coast
Posts: 5,966
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Can I manualy change the reload times for the deck gun? and is it possible to cange the damage points for each of the rounds?
If someone could give instructions it would be great. Thanks ![]() |
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#14 |
Ocean Warrior
![]() Join Date: May 2005
Location: New Castle of Delaware
Posts: 3,231
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KeybdFlyer, that's it. Never thought about SHIII Commander restoring the files, thanks.
Anything I do to any file is done while "In Base". Same goes for mods. I've learnt my lesson with them, losing 4 campaignes from forgetting and installing while on patrol. BBW, got it now, will retry. Thanks guys
__________________
Gary No Borders, No Language, No Culture =s No Country I'm a Deplorable, and proud of it. |
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#15 | |
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Not sure where to do it without that |
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