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Old 03-22-10, 03:59 AM   #16
DrJones
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Default Guns and Flaks

I just worked a little with the command.cfg file.

Now You are able do let the deck gun and the flak fire.

And You can give them Orders how to Fire.

Attention!!!

This command.cfg File belongs to the Stormy DBSM Mod 1.1.

In the Zipped File there is a discritption in a Text File.

Discritption for Keyboard
Flak

CTRL F Fire Free
CTRL G Hold Fire
CTRL A Short Distance
CTRL S Middle Distance
CTRL D Long Distance
CTRL V Aim on Fighters
CTRL B Aim on Bombers
CTRL Q Aim Any
CTRL W Aim approaching Target
CTRL E Aim Any Target

Deck Gun
CTRL H Fire Free
CTRL J Hold Fire
CTRL K Short Distance
CTRL L Middle Distance
CTRL Z Aim on Hull
CTRL U Aim on Bridge
CTRL I Aim on Wepons
CTRL O Aim on Waterline

Feel free to test it.

Download Link

http://www.mediafire.com/file/oi4tme...ommand Mod.zip

Last edited by DrJones; 03-22-10 at 06:49 AM. Reason: News
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Old 03-22-10, 07:06 AM   #17
Fattysbox
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To the above post: this is interesting, I'm going to have to check it out!


"It's going to take a LOT of shells to sink a Queen Elizabeth."

Um yeah. After an HOUR of shelling and running out of ammo I decided to call it in.
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Old 03-22-10, 09:47 AM   #18
SteamWake
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On the topic of merchants firing upon you I made an interesting observation last night.

I was attacking a large merchant and fired two torpedoes at it while at periscope depth. Both struck but wasent enough evidently they can immediatly stop flooding and ignore fire... but thats another topic.

I dedided to surface and finish her with the deck gun. We popped up and actually had enough morale for the wo to order the deck gun manned, I then 'mark' the target and they begin firing away.

There was no return fire so I started sailing closer. I noted we were outside of the magic grey circle. We continued closing the distance when suddenly their guns open up. Uhhhhh all back full center rudder... A quick check of the map we were now within the magical grey circle.

The conditions were low visibility, night time with fog. The ships magic grey circle was quite small indeed maybe 1,000 yards. As we backed away at some point their fire just stopped.

So I'm assuming that the issue is that you can see and fire from a much greater range than that of the merchants. If you close that range they will fire upon you.
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Old 03-22-10, 10:36 AM   #19
SabreHawk
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Well yeah Steam, thats always been the case with Uboats. They are nearly invisible at night, and we can certainly see a merchant at a much further distance than they can see us.
And it certainly stands to reason that they cant shoot what they cant see. A waste of amutition.
And nothing magic about the circle, its just the range that they can see at given the current conditions. Even SH3 had that, it just wasnt gray shaded and you had to be zoomed in to a certain point to see it, as well as the ASDIC range and pattern on DDs the same way.

In SH3 I'd have WO man the gun and then hit hold fire, and then not order the firing till we were within 3000m or less. Cause from further away the guys missed too often, and again was a waste of ammo.
And of course, if we couldnt see them at all ya cant even target them much less shoot at them.
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Old 03-22-10, 10:43 AM   #20
SteamWake
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I call them magic circle because in real life you would not have any idea as to what their actual visual range would be nor could you zoom a map to find out

Anyhow the whole point of my post was to illustrate why sometimes a ship does not fire upon you.. they simply cant 'see' you.

I'm not sure what the aircrats excuse is.
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Old 03-22-10, 11:41 AM   #21
SabreHawk
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Quote:
Originally Posted by SteamWake View Post
I'm not sure what the aircrats excuse is.
Yeah now thats a good one, I've had on this first patrol many, many aircraft sightings yet none have attacked and fly right by and not even so much as flip me the bird.
So much so that I've even manged to break my old habit in SH3 of automaticly crash diving anytime I hear "Aircraft spotted". Cause I knew that if the watch spotted any, that the aircraft was already on his attack run.
As I know that the AA guns were only installed for those times when diving cannot be accomplished, for whatever reason.

The best defense a Uboat has against aircraft is to dive and get out of sight, and dont even think of surfacing till you know they aren't coming around for another pass, or aren't just circling just outside your visual range in the vent your brave enough to resurface right away.
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Old 03-22-10, 02:50 PM   #22
darklighter
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Just hit the surface the boat button to get them to un-man the gun. There is a few seconds of lag where a few extra shells go down range.
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Old 03-22-10, 03:00 PM   #23
SteamWake
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Quote:
Originally Posted by darklighter View Post
Just hit the surface the boat button to get them to un-man the gun. There is a few seconds of lag where a few extra shells go down range.
Huh... sure thats logical.. I'll have to try that.

Hey ever 'forget' the gun was manned while sneaking up on a convoy when all of a sudden they let loose? Not very stealthy

If you get the crew morale mod alot of these issues can be eliminated as they will actually follow orders.
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Old 03-22-10, 03:03 PM   #24
SabreHawk
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Quote:
Originally Posted by darklighter View Post
Just hit the surface the boat button to get them to un-man the gun. There is a few seconds of lag where a few extra shells go down range.
Yep, though it might not be the right way it should happen it does work and every time too.
Yep a lotta strange and funny things like that in SH5 no doubt, and we can only hope that patch 2 fixes them.
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