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#1 |
Sea Lord
![]() Join Date: Feb 2007
Location: UK
Posts: 1,893
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Ok there is a bit of a bug within the AA guns... for some reason when you have a conning tower with multiple gun emplacement sometimes only one will fire... The only way to cure this is to cycle through each gun emplacement using F11 and fire a single bullet.
So say you have a IX/3 conning tower. Pressing F11 takes you straight to the heavy flak... fire a shot... then press F11 go to the light gun, fire a shot and then F11 again to go to the next light gun, fire a shot... then F4 to go to the bridge view. After doing this... your gunners should theoretically start to rake the skies with gunfire. Or it could be what nirwana has posted. If the plane is too far out of range the gunners won't shoot, if your guns are set to fire at short range, they won't fire at a plane that looks like a speck in the sky. Also pay attention to the ammo count. U-Boat AA gunnery is not the most reliable science... and you will go through ammo like a Cadillac goes through fuel. Make sure the Watch Officer is set to fire at will or else... no shooting... lol Also... check that your gunners are under orders to shoot at ALL types of aircraft... If you are being attacked by bombers and your flak men are under orders to shoot only fighters... they won't shoot back. Also on the subject of orders, check what they are under orders to shoot, any target, or closing targets only. In any case, I don't know what version of SH3 you are playing... but in any version... even in stock... when harassed by aircraft, diving is your best option... particularly with the realism type mods ![]() |
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#2 |
Loader
![]() Join Date: Jun 2008
Location: Poland
Posts: 89
Downloads: 16
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I'll chime in in support of this theory, just the other day my flak specialist missed a goddamn Catalina with his twin 20mm guns. And the clips ended just as it closed in. Took one bomb aft of the tower (the dark area), funny enough the damage was minimal.
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#3 |
Sea Lord
![]() Join Date: Feb 2007
Location: UK
Posts: 1,893
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You got very lucky! I'm guessing it was the Stern Quarters that took the worst of that... had the bomb landed a little further back, you may have found one, or both of your diesel engines out of commission. Believe me... I know!
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#4 |
Helmsman
![]() Join Date: Mar 2008
Posts: 107
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many thanks for the info, but just two questions:
how do I give the "fire at will" command and when I hit ESC, how can I reset the commands? ![]() |
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#5 |
Loader
![]() Join Date: Jun 2008
Location: Poland
Posts: 89
Downloads: 16
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Penelope, it was lucky. The quarters were empty as the crew were on damage control duty (I tend to leave them there in enemy waters).
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#6 | |
Eternal Patrol
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And I'm not laughing - I've been known to be outsmarted by the ocassional door.
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“Never do anything you can't take back.” —Rocky Russo |
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#7 |
Ocean Warrior
![]() Join Date: Jul 2007
Location: High Peak, Derbyshire
Posts: 2,851
Downloads: 33
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I've had this happen to me on several patrols, where my flak gunner would just stand there and not shoot at incoming aircraft
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#8 |
The Old Man
![]() Join Date: Nov 2002
Location: Syracuse, NY
Posts: 1,481
Downloads: 22
Uploads: 3
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Sleeping Gunner Bug
I have found the only practical way to avoid this is cycle through from the bridge to the gunner back to the bridge to the next gunner back to the bridge ect. F4 - T - F4 - G - F4 ect. At least twice to be sure.
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#9 | |
Sonar Guy
![]() Join Date: Jun 2008
Posts: 380
Downloads: 17
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esc -> settings (1st line) -> reset to standard settings (below the gamesettings line) havnt played the english version for a while but it should be a close translation to what i have in my localized version. |
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#10 |
Sea Lord
![]() Join Date: Nov 2007
Location: In sight of Stonehenge
Posts: 1,750
Downloads: 51
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I've also found something odd with the flak gunners:
If I have an experienced and qualified Watch Officer, man the flak guns with ordinary sailors and the bar above the flak guns is full (mainly due to the WO), they still will not fire. If I man the flak guns myself they will not even move from the stowed position. If I man the guns with a mixture of sailors and POs then the guns will fire (and I can man them myself). I have therefore assumed that each flak gun requires a certain amount of experience to allow it to fire, and the extra experience of the POs compared to ordinary sailors tips the balance and allows them to fire (or be fired). Has anyone else noticed this?
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#11 |
Weps
![]() Join Date: Feb 2008
Posts: 369
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I just upgraded the heavy flak guns on my IXB to the quad 20 mount (Jan '43). Unfortunately, I can't access the light flak guns now, nor can I properly aim the quad. I just get to see "inside" one of the gunners. I can actually see his teeth- gross! Any suggestions? I've tried cycling the men on and off the station, hitting F11 multiple times, diving and resurfacing, etc. I haven't run into any air trouble (and generally dive if I do), but I'd naturally like to resolve this if possible.
GWX2.1, 16K mod, red contact line mod, and that's it I think. |
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