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Old 09-06-06, 01:21 PM   #1
yobert
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Default Deck gun

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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Old 09-06-06, 01:35 PM   #2
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Quote:
Originally Posted by yobert
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?
You can in the basic.cfg C:\Program Files\Ubisoft\SilentHunterIII\data\Cfg

[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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Old 09-06-06, 01:45 PM   #3
yobert
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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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Old 09-06-06, 01:47 PM   #4
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Like with all shells, below the water line mate
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Old 09-06-06, 02:00 PM   #5
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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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Old 09-06-06, 02:12 PM   #6
GT182
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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?
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Old 09-06-06, 02:27 PM   #7
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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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Old 09-06-06, 02:33 PM   #8
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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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Old 09-06-06, 02:34 PM   #9
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Quote:
Originally Posted by GT182
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?
The lines I posted are from the GW Basic.cfg

[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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Old 09-06-06, 05:14 PM   #10
Henry_pl
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Quote:
Originally Posted by jaxa
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 ?).
I may be wrong, but...

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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Old 09-06-06, 05:22 PM   #11
bigboywooly
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Quote:
Originally Posted by Henry_pl
Quote:
Originally Posted by jaxa
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 ?).
I may be wrong, but...

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.
No your not wrong
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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Old 09-06-06, 05:34 PM   #12
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Quote:
Originally Posted by GT182
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?
There's another thing that needs to be remembered whenever you feel the need to alter anything in BASIC.cfg. If you're using SH3 Commander, there will be a backup copy of the file in the folder !BACKUP of the SH3 Commander installation. When starting SH3, that file is "restored" to SH3 and will overwrite any changes you might have made to BASIC.cfg; so you should make your changes, make a backup of the SH3 Commander !BACKUP version (for safety's sake) and then copy your modified BASIC.cfg to SH3 Commander.
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Old 09-06-06, 05:44 PM   #13
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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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Old 09-06-06, 06:17 PM   #14
GT182
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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
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Old 09-06-06, 06:20 PM   #15
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Quote:
Originally Posted by bookworm_020
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
You can change reload times in SH3commander
Not sure where to do it without that
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