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Old 04-10-10, 07:00 PM   #31
Jimbuna
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I've heard this before somewhere

Grey Wolves....STAND DOWN!!!
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Old 04-11-10, 10:01 AM   #32
kryton
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GOGO GADGET TORPEDO.....
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Def for Cheating for SH3
Cheating = Giving all ships 1HP so all you have to do to any Ship is hit them with your Flak gun
====================
KILLEM ALL LET GOD SORTEM OUT!!!
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Old 04-11-10, 09:06 PM   #33
frau kaleun
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Quote:
Originally Posted by sergei View Post
Looks like there is.
It's an edit of the basic cfg.

About three quarters of the way down, there is a block that'll look like this

[AMMO_TYPE1];8.8cm SK C/35
Idx=1
Year=1939
Month=1
;AP=40
;HE=160
;SS=40
AP=0
HE=220
SS=0
Renown=0


I would say change AP=0 to AP=1.
Can it be that easy?

Tried it - my basic.cfg is edited for GWX Additional Ammo, so the "Ammo Type" settings for the deck guns looked like this:

Idx=1
Year=1939
Month=1
;AP=40
;HE=160
;SS=40
AP=0
HE=250
SS=0
Renown=0

I changed the AP from 0 to 1, and the HE from 250 to 249 (since the max rounds allowed is set at 250 further down in the file).

When I went out on my current patrol I checked in the weapons management screen and it shows that we have 1 AP shell and 249 HE on board for a total of 250.

Haven't had occasion to use the gun yet, so I don't know if it will "fix" the auto-loading when manned issue, but I think the chances are good if the only thing causing it was the absence of AP ammo.

I figure it's not "cheating" since they almost never hit anything with the first shot anyway.
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Old 04-12-10, 07:22 AM   #34
Jimbuna
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Quote:
Originally Posted by frau kaleun View Post
Tried it - my basic.cfg is edited for GWX Additional Ammo, so the "Ammo Type" settings for the deck guns looked like this:

Idx=1
Year=1939
Month=1
;AP=40
;HE=160
;SS=40
AP=0
HE=250
SS=0
Renown=0

I changed the AP from 0 to 1, and the HE from 250 to 249 (since the max rounds allowed is set at 250 further down in the file).

When I went out on my current patrol I checked in the weapons management screen and it shows that we have 1 AP shell and 249 HE on board for a total of 250.

Haven't had occasion to use the gun yet, so I don't know if it will "fix" the auto-loading when manned issue, but I think the chances are good if the only thing causing it was the absence of AP ammo.

I figure it's not "cheating" since they almost never hit anything with the first shot anyway.
Further up the CFG you'll find a section making reference to:

[SUBMARINE_AMMOLIMITS1] ;105mm
MaxAmmoPerSlot=250

The above example is for the 105mm....simply change the number (within reason) and you can up the numbers of each.
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Old 04-12-10, 08:08 AM   #35
frau kaleun
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Quote:
Originally Posted by jimbuna View Post
Further up the CFG you'll find a section making reference to:

[SUBMARINE_AMMOLIMITS1] ;105mm
MaxAmmoPerSlot=250

The above example is for the 105mm....simply change the number (within reason) and you can up the numbers of each.
I thumb my nose at your "reason."

[SUBMARINE_AMMOLIMITS1] ;105mm
MaxAmmoPerSlot=9001

"Alles klar, 1WO?"
"Jawohl, Herr Kaleun. The ship is fully armed and provisioned."
"What kind of eels did they give us this time?"
"Only steamers, Herr Kaleun."
"Well, that's a relief. And what've we got for the deck gun?"
"We managed to scrounge up one armor-piercing round, the rest is the usual ammo."
"And the total loadout?"




Actually once I saw that all the Add'l Ammo mod did was change a couple numbers in the basic.cfg, I kinda figured I could change them again to give myself even more... but I've only run out of deck gun ammo once, and that was one patrol where I ran into several lone merchants on the way home and decided to see if I could sink 'em with what I still had left. Ended up finishing the last couple off with the flak gun and never did run out of ammo for that. So 250/3000 seems plenty.
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