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#1 |
Sparky
![]() Join Date: Apr 2007
Location: San Francisco area
Posts: 155
Downloads: 135
Uploads: 0
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My flak gunner had been performing admirably. Then, in port, I created another flak gunner, making two of them in the crew in anticipation of getting a 2 flak gun configuration later on.
On the following patrol, however, the flak gunner, regardless of which one manned the station, refused to address the plane threat; just sat there. I tried alternating manning the station myself & then going back to the bridge several times, but this didn't remedy the problem. Also fired a few rounds while I was there to no effect. Does this sound like a problem some of you have experienced; ie: when having more flak gunners than there are flak guns, would shut down the flak gun function? Any advise before I ditch the extra flak gunner when next in port? Thanks.. |
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#2 |
Commander
![]() Join Date: Mar 2010
Posts: 462
Downloads: 53
Uploads: 7
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the way to positively assure all the flak stations fire is to toggle between each one and the bridge. Hit F4, then the first flak station, then F4 again and the next flak station, etc, until you've gone to each one.
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#3 |
Sparky
![]() Join Date: Apr 2007
Location: San Francisco area
Posts: 155
Downloads: 135
Uploads: 0
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schlechter pfennig; thanks..
Interesting; I only have one flak gun, and I've been going back and forth from F4 to the Flak Gun key at F11, but have not tried the same tactic with F4 and the Main flak key (F). Will try. If doesn't work, I'll try the switch between F4 and the other two secondary flak keys (T & G) also, along with F. Hope I don't have to go through this dance every time a plane shows up. If none of the above works out, I'll ditch the extra flak gunner & see what happens. |
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#4 |
Lieutenant
![]() Join Date: Jun 2010
Location: Germany
Posts: 269
Downloads: 3
Uploads: 1
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That is an old one. Look here:
http://www.subsim.com/radioroom/show...23&postcount=7 or http://www.subsim.com/radioroom/show...15&postcount=7 It has nothing to do with the number of youre recruited gunners. Only that you use the guns before. And if you do this, you have to leave them with the special Key-procedure. Yes, this is a Game-Bug. Or do not use the Flak-guns yourself and let the Gunners make its job. Greetings. |
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#5 |
Sparky
![]() Join Date: Apr 2007
Location: San Francisco area
Posts: 155
Downloads: 135
Uploads: 0
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Thanks, both of you. The site's search function is a little less than stellar.
I tried using the binoculars on approaching aircraft & hitting the spacebar when the crosshair connects. When I did, I heard the AA firing away. Thanks to your help, if & when the problem re-occurs, I've got all the workaround bits and pieces to try & remedy it. |
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#6 |
The Lone Wolf
Join Date: May 2006
Location: Bellville, TX 77418
Posts: 711
Downloads: 315
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My logic opinion is that you only need them guns if you can not dive. U-boats were not meant to be fighting aircraft. When they contact one , they normally crash dive immediately, and change course once submerged.
![]() But for target practice, I guess you need them. ![]()
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"The Lone Wolf"] https://steelsharksforum.proboards.com/ “Keep your eyes on the stars, and your feet on the ground.” . |
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#7 |
Sparky
![]() Join Date: Apr 2007
Location: San Francisco area
Posts: 155
Downloads: 135
Uploads: 0
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True; if they had any sense at all, they would've crash dived.. to do otherwise would've been borderline suicidal.
In my case, however, to be perfectly honest, it's boredom that drives me to bring up the flak gunner; finally, a little excitement. I've been lucky so far; the pilot's accuracy can be described as throwing stones at a moving target blindfolded. Out of 30-40 air attacks, I got nailed only once. Craving excitement can be tempered though; patrolling a grid like BF13 can make one a bit weary of the never-ending air attacks.. |
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