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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Engineer
![]() Join Date: Jul 2002
Location: Canada
Posts: 202
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No changes to files at all.
I went back and rechecked something..I was trying to load 20m AP rounds lol. When I rechecked my weapons load out I saw the AP but didn't check it closely and missed the 20mm..... How do I get AP rounds for the 88mm gun ? Thanks in advance sorry for mixup Vader
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Never Forget! Last edited by Vader 1; 02-07-07 at 12:36 AM. |
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#2 |
Torpedoman
![]() Join Date: Mar 2006
Posts: 113
Downloads: 2
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I've found this same issue using the GWX mod as well. As I don't use my deck gun that much, I just let it go--but I only EVER have HE rounds for any deck gun (88 or 10.5). Maybe AP rounds for the deck gun isn't realistic?
J Edit: My poor grammar. |
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#3 | |
The Old Man
![]() Join Date: Jan 2007
Location: Warszawa, Polska
Posts: 1,453
Downloads: 46
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Thje rason for no choice of ammo would be probably the same as in GWX:
Quote:
But if you wish to change your stored ammo, you could do it by modyfying file: C:\Program Files\Ubisoft\SilentHunterIII\Data\Cfg\basic.cfg and reediting the lines: Code:
[AMMO_TYPE0];10.5cm SK C/32 Idx=0 Year=1939 Month=1 AP=40 HE=80 SS=0 ;AP=0 ;HE=110 ;SS=0 Renown=0 [AMMO_TYPE1];8.8cm SK C/35 Idx=1 Year=1939 Month=1 AP=0 HE=240 SS=0 ;AP=0 ;HE=220 ;SS=0 Renown=0 1. Keep the total number of 'cans' equal to that from before. 2. Keep the nuimber of shells in one 'can' equal to that from before. 3. Keep the number of shells of a kind in a number that is dividable by the number of shells that fit in one can (i.e. if there are 40 shells in 1 can, it's best to set them total as 40, 80, 120 or 160, not 90 nor 30).
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Long, hard, wet and full of seamen. My precious. SH3+GWX+OLC — sunk x4, retired x2; SH5+TDW — still exploring My SH5 mods: EQuaTool - Elite Quality Map Tools, Patrol Routine Scripts, No Logo Intro Menu_Animation, Less Annoying Stopwatch Links: SH5 mods I use, FileFront, Manual plotting how-to |
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#4 |
Chief of the Boat
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AP is not realistic
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#5 |
Lucky Jack
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The GWX mod takes out this ammo all together along with starshells. As stated above, the uboat had none. Including the AP. I forget who asked it but what would a U-boat need starshells for anyway? Gee Cappy, I cannot see the convoy, OK, fire off some starshells so we can see what's happening. Would'nt that be something with a few DD around....hello, we are over here but that is ok because we see you also
![]() I like my HE with GWX. They are effective and the big boom gets Bernard excited.
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“You're painfully alive in a drugged and dying culture.” ― Richard Yates, Revolutionary Road |
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#6 | |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
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#7 | ||
Rear Admiral
![]() Join Date: Apr 2006
Location: Swindon, England
Posts: 10,151
Downloads: 35
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Be like driving about in a Ucruiser :rotfl: |
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#8 | |
Eternal Patrol
![]() Join Date: Dec 2006
Posts: 4,398
Downloads: 4
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which is why you see no Icons when your in the gun screen in order to make it avaialable you would have to make it available in menu cfg will pm details after work/. MM |
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#9 | |
Swabbie
![]() Join Date: Dec 2021
Posts: 5
Downloads: 12
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I'm not using GWX but have the same problem because of ahnenerbe widegui (ref to the problem: https://www.subsim.com/radioroom/sho...215433&page=34 if you read along the next 10 posts or so) in that thread no one has an answer, but I suspect the same thing has been done for the widegui to be compatible with all those mega mods that do away with AP and SS shells, the only problem is for those of us that don't use the mega mods and have a very limit amount of HE shells and have AP and SS shells onboard that we can not use. I wish Mush had just replied to this thread with how to enable it via menu cfg but seen as he only PM'ed it, does anyone else know how to get them back in the UI? To clarify, AP and SS shells are onboard my boat (only using wide GUI and SH commander mods), just can't select them as their UI elements are missing from the deck gun view. Sorry again to being back this old thread but thank you for any help you can give. |
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#10 |
Gefallen Engel U-666
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ravenzahadoom!
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"Only two things are infinite; The Universe and human squirrelyness?!! |
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#11 |
Ocean Warrior
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I can't look in detail right now, but in the stock game the relevant menu entries start at G38 I3. Searching the menu.ini file for the shells will give you all you need to know.
If you know what you're doing these entries can easily be added to any gui, though with a widescreen gui, one would have to change it's position entries to fit the widescreen gui. Be careful if you don't know how to work with the menu.ini file as screwing it up will cause the game to not load, etc.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#12 | |
Swabbie
![]() Join Date: Dec 2021
Posts: 5
Downloads: 12
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Damn, I have no idea how these files work, not much of a modder. I am good at following instructions though which is how I usually manually mod games by using past examples. I wonder if that's too much to ask? Think of it this way, it might help 100's of people in the future ![]() |
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#13 |
Ocean Warrior
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I'd be glad to but as I can't run that gui I wouldn't be able to test it and going back and forth without myself being able to test it first would be a huge mess, especially when trying to get the positions correct.
But in a very general nutshell, here's what to do. Jump in, the waters fine. ![]() 1. Make a backup of your existing menu.ini file. Only work with that copy. 2. Copy the shells info. you're wanting from a menu.ini that has it in it. I.e., stock. An easy search of the file will find what you need. 3. Paste that info. at the end of the relevant section of the file. In this case from my earlier glance at the file, the G38 section may be where to look. But via your search of the file, double check this. There is another way to add info. to the file but use this way for now. 4. Now renumber the entries you put into the file. I.e. if the last number of the last existing entry in G38 is G38 I10, the first entry you put in would be G38 I11. Each new entry you put in gets the next number in sequence. Make sure this is right or the game won't load. 5. If not present in your install, add the relevant .tga files to it. Their name and location would be in the file entries you copied from the file you're using to work with. 6. Note the Position line in the entries. You will need to adjust these to fit where you want the icons to show in the gui. 7. When done, save the file and make a JSGME mod folder to install it with. Do not simply copy/paste any files over the existing ones unless you enjoy re-installing the game. At one time there was a guide to working with the menu.ini file somewhere. Maybe try a google for it.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() Last edited by John Pancoast; 12-26-21 at 11:01 PM. |
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