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Old 03-29-11, 06:17 AM   #1
marcel1980
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Default Deck Gun

Hi there!
anyone else noticed that bringing down a ship with deck gun is very fast? Im not sure about the loading times of the gun, but it seems pretty fast. Is there a mod fixing this? Im playing with magnum opus.

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Old 03-29-11, 07:31 AM   #2
TheDarkWraith
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Originally Posted by marcel1980 View Post
Hi there!
anyone else noticed that bringing down a ship with deck gun is very fast? Im not sure about the loading times of the gun, but it seems pretty fast. Is there a mod fixing this? Im playing with magnum opus.

try the latest version of my FX_Update mod.
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Old 03-29-11, 07:48 AM   #3
marcel1980
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Originally Posted by TheDarkWraith View Post
try the latest version of my FX_Update mod.
Looks great iv seen only pictures so far, is there a detailed description whats been updated?
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Old 03-29-11, 07:55 AM   #4
TheDarkWraith
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Originally Posted by marcel1980 View Post
Looks great iv seen only pictures so far, is there a detailed description whats been updated?
http://www.subsim.com/radioroom/show...67&postcount=1
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Old 03-29-11, 04:18 PM   #5
marcel1980
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Im trying to install the FX update, however i get a conflict window that Magnum opus already altering some of the files. Are fx update and opus cooperating together or how should i install it corectly? thx!
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Old 03-29-11, 04:20 PM   #6
stoianm
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Originally Posted by marcel1980 View Post
Im trying to install the FX update, however i get a conflict window that Magnum opus already altering some of the files. Are fx update and opus cooperating together or how should i install it corectly? thx!
http://www.subsim.com/radioroom/show...&postcount=245
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Old 03-29-11, 05:44 PM   #7
Webster
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Originally Posted by marcel1980 View Post
Im trying to install the FX update, however i get a conflict window that Magnum opus already altering some of the files. Are fx update and opus cooperating together or how should i install it corectly? thx!
thats not unusuall at all, most updates change files that have already been changed by the original mod so the mod conflict warning is not as much a warning as it is just a notification that you are overwriting files that were previously changed.

itthe conflict warnings are just so you can avoid making unwanted changes to other mods since doing so may mess up how they work.

in almost every case i can say if its a modder who made the update for his own mod then you want to overwrite the files since that is most likely the wole point of the update in the first place.
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Old 03-29-11, 05:57 PM   #8
CaptainMattJ.
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to be honest, if i were you i would enjoy it. Cause i guarantee that later in the campaign, you wont be using your deck gun......at ALL. past maybe....... 1942 i used my deck gun ONCE to sink a small freighter that had been struck and fell behind from a convoy, one of the .0001% of ships that DIDNT have a deck gun. Trust me, id take the opportunity. Besides, to sink a cimmaron tanker (very common) you hve to expend maybe 30-40 shells of HE to sink it.

think of it this way. a 3.46 Inch shell, fired from a couple hundred meters/ one or two kilometers hits a ship. A merchant has zero armor. These shells are powerful considering that a merchant has no armor and it fairly often had some sort of ammo or fuel that could easily blow up. not to mention its own fuel and engine.
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Old 03-29-11, 06:15 PM   #9
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think of it this way. a 3.46 Inch shell, fired from a couple hundred meters/ one or two kilometers hits a ship. A merchant has zero armor. These shells are powerful considering that a merchant has no armor and it fairly often had some sort of ammo or fuel that could easily blow up. not to mention its own fuel and engine.
But those same merchants sometimes went back home after having a torpedo with a 280kg warhead on their guts. I think ships are to easy to sink by deck guns in the game. One thing is disable it, another entirely is to send a 7k ton mamonth to the botton (tankers excluded ).
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Old 03-29-11, 06:34 PM   #10
CaptainMattJ.
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But those same merchants sometimes went back home after having a torpedo with a 280kg warhead on their guts. I think ships are to easy to sink by deck guns in the game. One thing is disable it, another entirely is to send a 7k ton mamonth to the botton (tankers excluded ).
True. but the torpedo couldnt just do away with bulkheads. The deck gun had alot of shells. One torpedo could flood the compartments it hit, but the rest would be unaffected. A deck gun shell often aided in the sinking of a damaged ship because it allowed more accurate shots right into the bulkhead.

The deck gun can be fired ANYWHERE, including the engine. The main reason why deck guns in reality were SOMETIMES more efficient, because they were alot more pinpoint and less likely to be a dud. So the deck gun could punch throuh and blow up their tanks almost assuredly if they know where it is, but a torpedo could just straight up miss the ship entirely, or bounce off it.

It may take quite a bit to sink a ship with 3.46 inch shells, but if you know the compartments and have critical thinking skills, you can make deck gun shells count without the risk of wasting a perfectly good EXTREMLY expensive 280kg warhead.
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Old 03-29-11, 06:57 PM   #11
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Originally Posted by CaptainMattJ. View Post
It may take quite a bit to sink a ship with 3.46 inch shells, but if you know the compartments and have critical thinking skills, you can make deck gun shells count without the risk of wasting a perfectly good EXTREMLY expensive 280kg warhead.
Indeed. IIRC most of laPerière kills were by shelling. Don´t know the stats but I guess U-Boats needed a lot of shells and plenty of time to sink a ship on average. I´ll post if I found something.
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Old 03-29-11, 07:38 PM   #12
TheDarkWraith
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Quote:
Originally Posted by Jaguar View Post
But those same merchants sometimes went back home after having a torpedo with a 280kg warhead on their guts. I think ships are to easy to sink by deck guns in the game. One thing is disable it, another entirely is to send a 7k ton mamonth to the botton (tankers excluded ).
The latest version of my FX_Update mod addresses this deck gun problem. It takes more shells to do damage/flooding to ships now
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Old 03-29-11, 09:41 PM   #13
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Originally Posted by TheDarkWraith View Post
The latest version of my FX_Update mod addresses this deck gun problem. It takes more shells to do damage/flooding to ships now
Just experienced this! Excelent improvement .
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Old 03-30-11, 02:29 AM   #14
marcel1980
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Originally Posted by CaptainMattJ. View Post
to be honest, if i were you i would enjoy it. Cause i guarantee that later in the campaign, you wont be using your deck gun......at ALL. past maybe....... 1942 i used my deck gun ONCE to sink a small freighter that had been struck and fell behind from a convoy, one of the .0001% of ships that DIDNT have a deck gun. Trust me, id take the opportunity. Besides, to sink a cimmaron tanker (very common) you hve to expend maybe 30-40 shells of HE to sink it.

think of it this way. a 3.46 Inch shell, fired from a couple hundred meters/ one or two kilometers hits a ship. A merchant has zero armor. These shells are powerful considering that a merchant has no armor and it fairly often had some sort of ammo or fuel that could easily blow up. not to mention its own fuel and engine.
I do enjoy it a lot i was adressing more the fire rate which is quite fast in my opinion it took longer for a crew to load and aim even in perfect weather. The effects of the shell are surely as hell as you described it. Ship had no armor etc. Today i will try the FX mod
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Old 03-30-11, 03:57 AM   #15
marcel1980
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Maybe a dumb question but are these mods that you currently use? I know that Magnum opus fixes and alters a lot of things and these other mods are enhancing it further? THx!
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