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Old 04-12-07, 05:29 PM   #16
MaxT.dk
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Yeah, the recoil time of deck guns should be bigger/longer, that's for sure... AAgun works fine tho' Gotta love seeing my crew shredding those japs into pieces before they even blink!
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Old 04-12-07, 08:25 PM   #17
Grunt
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Ok, I got it to work, thanks for the assist!

Almost wet myself watching the deck gunners brutalize a heavy cruiser and half a dozen DD's.

Good stuff!

This may make SH4 playable till the 1.2 patch comes out.
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Old 04-12-07, 09:02 PM   #18
kenkenfromhk
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Doesn't work

this patch doesn't work on v1.1

is there anyone know how to fit this ??

or

anyone know how to moditfy those file in v1.1 ???

thx
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Old 04-13-07, 11:04 AM   #19
MaxT.dk
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works just fine on SH4 v1.1 here
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Old 04-13-07, 12:36 PM   #20
KodiakPA
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I was having fun shredding last night. One TF full of Lt. Crus. and Destroyers and on large convoy. My comp crashed in the middle of the convoy. I was in map mode when it happened. Of course I didn't save my game before I hit the convoy.
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Old 04-14-07, 02:46 AM   #21
MaxT.dk
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Heh, sucky... :P
My game crashed once when I was in F11 mode, but F3 never crashed for me (hey, it's just 2D)
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Old 04-16-07, 07:40 AM   #22
fungophag
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Default Not working with patch 1.1?!

HiHo!

Nice idea in this mod. Skating around and bashing japs with super guns until the game is patched sufficently enough for normal gameplay.:rotfl:

Unfortunately, it doesn't work with patch 1.1 (german) on my PC. Followed the install instructions using the Jonesoft installer but when back in the campaign there is only the normal ammo loadout for everything that shoots and there's no increased rate of fire also.

Looked in the .sim files with an hex editor and the values are changed to 32000 ammo but the game seems to ignore these changes.

Any ideas what went wrong? Thanx a lot in advance for any helpful hints.

cu
fungo
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Old 04-16-07, 11:52 AM   #23
KodiakPA
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That was the only time it crashed. I spent all of Sat. doing a patrol. 435000+ tonns sunk. My favorite moment was when I took on a task force with four BBs some heavy/light cruisers and destroyers. Of course I nerfed the explosive power of the AP and HE shells so I could take out the BBs. I love this mod!

I CAN'T wait for the 1.2 patch.
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Old 04-16-07, 01:58 PM   #24
fungophag
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HiHo again!

Reading about all the funny adventures with this cheat makes me quite jealous.

OK, only kidding. But honestly: Is there a problem with patch 1.1 and this cheat? IMHO I installed this MOD properly, but the changes in the .sim files are completely ignored by the game. This means: after installing the MOD I restarted the game and loaded the recent campaign at the starting point (Pearl Harbour). Control of deck gun and AA with F6/F7 showed the standard ammo load for both. To be sure that it's not only a matter of false display I fired all the AA ammo load and after 1200/600 rounds the fun was over.

Of course I'm using an original version of the game without any no-CD crack etc. and, more important, no other MODs installed.

When I have the original game with original patch 1.1 and properly installed MOD, then it's most unlikely that I'm the only guy around with the MOD not running.


So again: Anyone around here with some useful answers for me?

Any helpful remark is appreciated!

with regards
fungo
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Old 04-16-07, 07:28 PM   #25
KodiakPA
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Just a wild guess here. Look in your MODS folder in JSGME and make sure you have the correct file structure going on. I've found on a couple of mods they are not set up ready to go for JSGME. You should have a folder structure that says SuperGuns/Data/Library This may be where your problem is. My bet is when you open the Super Guns folder there is another Super Guns folder inside and that is where youur problem lies.
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Old 04-17-07, 03:19 PM   #26
richoahu
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LOL

this mod is crazy!

i put it in last night and went out on patrol.......

found a task force with 6 DD and 3 light cruisers plus assorted passenger carriers.

it was a slaughter! with some high seas helping me out i engaged them on the horizon and layed waste to the DD's in no time at all. had the LC's crippled and dead in the water, they didn't seem to want to sink so i tossed a couple of torps their way and finished them off.

on that patrol i sank about 98k tons, on the way back to port using time compression i accidentally ran aground outside the port but the admiral just scratched his head and gave me a new bigger sub!

heh, good fun!
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Old 04-18-07, 01:00 AM   #27
Grunt
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One thing SH4 has shown me, save early, save often.

This mod works with the 1.2 patch, for me at least.

Kudos to the modders again, as this one makes SH4 somewhat worth playing again.
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Old 04-18-07, 04:38 AM   #28
fungophag
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Greetings KodiakPA!

Quote:
Originally Posted by KodiakPA
Just a wild guess here. Look in your MODS folder in JSGME and make sure you have the correct file structure going on. I've found on a couple of mods they are not set up ready to go for JSGME. You should have a folder structure that says SuperGuns/Data/Library This may be where your problem is. My bet is when you open the Super Guns folder there is another Super Guns folder inside and that is where youur problem lies.
First let me thank you for spending some thoughts on my little problem. I checked for this and unfortunately the modded files go into the right folder. From this, the MOD should work but it doesn't. On the occasion of the patch 1.2 release I'll do a fresh install and try again to install the MOD with patch 1.2. I'll report here about the results but might take a little time since I was involved in a car accident with lots of things to do now.

with best regards
fungo
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Old 04-18-07, 05:09 PM   #29
KodiakPA
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Hmm, and you're using JSGME??

And its still not working?

Let me look at my files again. Usually it is just the file structure that is screwing it up. PM me and I'll see if I can help you at all.
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Old 04-20-07, 07:59 AM   #30
fungophag
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Quote:
Originally Posted by KodiakPA
Hmm, and you're using JSGME??

And its still not working?

Let me look at my files again. Usually it is just the file structure that is screwing it up. PM me and I'll see if I can help you at all.
Greetings again, KodiakPA!

Meanwhile I did the big step: Deleting SH4 completely, reinstalling SH4, installing german voices patch, patch 1.01, patch 1.02, and JSGME into the game folder.

After doing a snapshot with JSGME I installed the Super Guns MOD with JSGME. Then, after starting a new career, the MOD is now working properly. AA shows 3200 ammo and deck gun has 32000 ammo.

Whatever problem existed with the MOD in version 1.01, it has gone in version 1.02.

The results of enemy contacts with this MOD are somewhere between hair-raising and hilarious. Transforming a japanese BB into a swiss cheese by deck gun fire surely is the wet dream of any submariner.

Thanx again for trying to help me with my now solved problem. Difficult to say what went wrong with 1.01. The only obvious difference was, that I was hanging around in the submarine academy and producing some savegames before starting a career, while I started a career directly from main menu with a freshly installed 1.02.

regards
fungo
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