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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Sea Lord
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#2 |
Ocean Warrior
![]() Join Date: May 2012
Location: In the sea, on land and above
Posts: 3,486
Downloads: 878
Uploads: 0
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#3 |
Ocean Warrior
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![]() Nothing like that in my 3.2 version. ![]()
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#4 |
Sonar Guy
![]() Join Date: Apr 2005
Location: Middlebury, VT, USA
Posts: 378
Downloads: 165
Uploads: 2
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You may not be finding it because the SH3 Commander solution doesn't actually solve the same issue. This is why I didn't post it here in particular.
The issue with using Commander is, when you go with stock settings, you will always have to conduct your first mission with a deck gun. The deck gun removal option is not actually available until after your first mission is complete. So if you start a new career after 1942, you will have to run a mission. Only after you return to base can you remove the deck gun. So using SH3 Commander is not an equivalent solution to any of the others posted in this thread. |
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#5 | |
Ocean Warrior
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Thanks ! I wonder what other hidden features Commander has that I don't know about....
__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#6 |
Expert Shipsinker
Join Date: Feb 2007
Location: Baltimore,Md./ CA45
Posts: 919
Downloads: 360
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I'm with you John. I didn't know that either. Of course I just found out about the "R" button for randomizing patrol grids, about a week ago. Been play'n many years and still learning some basic stuff.
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#7 | |
Ocean Warrior
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__________________
"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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