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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Weps
![]() Join Date: Oct 2008
Location: Veria, Greece
Posts: 365
Downloads: 44
Uploads: 0
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For my flak guns!
I have the Flaksomething, 20mm double barelled guns. The reload times though are something like 10mins each mag... So my only way to stand against planes is Bernard and my deck gun! ![]() |
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#2 |
Samurai Navy
![]() Join Date: Aug 2008
Location: on the Atlantic Ocean
Posts: 559
Downloads: 10
Uploads: 0
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I am willing to bet there is a PC issue and not the sim. Why? I try not to engage the RAF on purpose but if I do I am at flank speed, have two gunners with experience, awards and rank, a top gunner at the helm. I suppose this helps the reload.
On my present patrol I knocked down 12 (yep 12) RAF using hard to port, flank speed as they commit. My gunners take them oncoming and at egress. If I have a hornet's nest, I then dive before they circle back. If it is 2-3 I will take them on only if I hit and damage them on their first run so they are less effective. Anyway, I am guessing it is your RAM not the sim. Or the effectiveness, rank or perhaps not using gunners who are top notched and experienced. I am sure others will weigh in. ![]() |
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#3 |
Eternal Patrol
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I agree. There's nothing in the game or in any mods that I can think of that would have that effect.
__________________
“Never do anything you can't take back.” —Rocky Russo |
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#4 |
Ace of the Deep
![]() Join Date: Aug 2008
Location: West Virginia
Posts: 1,207
Downloads: 14
Uploads: 0
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Got the same problem.
![]() I almost suspect that there is a mod conflict somewhere. |
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#5 |
Machinist's Mate
![]() Join Date: Jul 2008
Location: Adelaide, Australia
Posts: 128
Downloads: 23
Uploads: 0
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A totally wild guess here....Are you using SH3 Commander? If so, is it possible that you mistakenly set the reload time to 10 minutes?
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#6 |
Eternal Patrol
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SH3 Commander can't affect the flak guns, only the deck guns.
__________________
“Never do anything you can't take back.” —Rocky Russo |
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