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Old 04-22-07, 11:56 AM   #1186
fredbass
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Quote:
Originally Posted by Snakeeyes
DO you know that after playing for an entire year I have NEVER seen a Luftwaffe attack after calling in reports? NEVER!
I have in the Med.
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Old 04-22-07, 03:01 PM   #1187
Snakeeyes
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Quote:
Originally Posted by melnibonian
Quote:
Originally Posted by Snakeeyes
DO you know that after playing for an entire year I have NEVER seen a Luftwaffe attack after calling in reports? NEVER!
You need to be close to Luftwaffe bases to see the air support. Usually if you are close to the French or Norwigean coast and you report a target Luftwaffe Bombers will turn up.
I know gentlemen. I always check the map to see if I am in range for the right year before getting on the horn and calling. Even though transmitting does not mean you are attacked in SHIII I still act like it does.

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Old 04-23-07, 06:58 AM   #1188
sniggles
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Default Bring back Starburst and AP shells for Deck Gun - Any help guys?

Hi,

Just wondering if anyone knows if it would be possible to tweak some CFG files to bring back the Starburst and AP shells for the Deck Gun.

I have found the Deck Gun Ammo section in the ' Basic.cfg ' file and set SS and AP shells to 100 for both caliber of guns but they still don't show up in game.

Must be a bit more to it then just adjusting this file.

Appreciate any help or advice.
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Old 04-23-07, 07:11 AM   #1189
danlisa
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Quote:
Originally Posted by sniggles
Hi,

Just wondering if anyone knows if it would be possible to tweak some CFG files to bring back the Starburst and AP shells for the Deck Gun.

I have found the Deck Gun Ammo section in the ' Basic.cfg ' file and set SS and AP shells to 100 for both caliber of guns but they still don't show up in game.

Must be a bit more to it then just adjusting this file.

Appreciate any help or advice.
Hi mate, it's not historically correct but if you must have a look at my replies in this post - http://www.subsim.com/radioroom/showthread.php?t=112602
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Old 04-23-07, 08:14 AM   #1190
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There is a separate/additional value you need to adjust also.....something like 'no. of shells per slot' (its in the same cfg file)


Edit: Didn't click on the link
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Old 04-23-07, 08:16 AM   #1191
sniggles
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Thanks for the quick reply danlisa,

However - tried changing the ammo and slot amounts etc in the ' basic.cfg ' file but AP and SS shells still do not appear.

Must be some changes hard wired in a DAT file i can't get at.

Anyone have any ideas?
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Old 04-23-07, 08:23 AM   #1192
sniggles
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Hers what i have in my ' basic.cfg ' file;


[SUBMARINE_AMMOLIMITS1] ;105mm
MaxAmmoPerSlot=600
[SUBMARINE_AMMOLIMITS2] ;88mm
MaxAmmoPerSlot=600

and

[AMMO_TYPE0];10.5cm SK C/32
Idx=0
Year=1939
Month=1
AP=500
HE=500
SS=200
Renown=0

[AMMO_TYPE1];8.8cm SK C/35
Idx=1
Year=1939
Month=1
AP=500
HE=500
SS=200
Renown=0


I know the amounts i am using are unrealistic but i love using the deck gun.

I don't know why they aren't showing up in game - done everything okay i think!
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Old 04-23-07, 08:26 AM   #1193
bruschi sauro
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Quote:
Originally Posted by fredbass
Quote:
Originally Posted by Snakeeyes
DO you know that after playing for an entire year I have NEVER seen a Luftwaffe attack after calling in reports? NEVER!
I have in the Med.
I have near the coast of France... I remeber two Condor vs a lone small cargo .
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Old 04-23-07, 08:30 AM   #1194
danlisa
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Quote:
Originally Posted by sniggles
Thanks for the quick reply danlisa,

However - tried changing the ammo and slot amounts etc in the ' basic.cfg ' file but AP and SS shells still do not appear.

Must be some changes hard wired in a DAT file i can't get at.

Anyone have any ideas?
Nope, there's nothing hard wired at all. It can all be done in the cfg. Go back to the thread above as Smokintep managed to do it with the details I posted. Just FYI there are two blocks to edit and there are (IIRC) 'commented out' ";" entries to try too.

Edit - here are the changes....

Quote:
IIRC there are two changes needed

[SUBMARINE_AMMOLIMITS1] ;105mm
MaxAmmoPerSlot=110
[SUBMARINE_AMMOLIMITS2] ;88mm
MaxAmmoPerSlot=110

and

[AMMO_TYPE0];10.5cm SK C/32
Idx=0
Year=1939
Month=1
;AP=40
;HE=60
;SS=20
AP=0
HE=110
SS=0
Renown=0

[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

As you can see from the yellow text the amount of shells corresponds with the amount each slot can hol

IIRC there is one slot on the IX ( 105mm ) and 2 on the VII ( 88mm ) so 2x110 = 220 for the VII

If you up the maxammoperslot to say 200 you should be able to have 200 HE on the IX and 400 on the VII

Been a long time since I played with the basic.cfg but I think thats all you need to do
If you want to make sure that this cfg change works only use the lines that start with ; these are the original values. The lines that follow are added by the mod, delete them & remove the ; from the other lines. These changes may not take affect until you start a new patrol.

REMEMBER, BACKUP YOUR FILES.
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Old 04-23-07, 01:20 PM   #1195
Akinesis
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Ahoy,

Just a quicky (I hope!). After being very disappointed with SH4 I have gone back to playing SH3, but have decided to spice it up a tad and add a few minor changes (I'm gonna wait for GWX to bring out their expansion before I play SH4 again - you guys rock ).

I'm trying to install one Fubar's fabulous sub skins, but can't do it. The 'Texture' folder is empty (I remember from ages ago that this happens for reason when installing the GWX Expansion), but is there a way for the game to recognise my new sub texture? This is the only problem that is stopping me from starting a new career - I refuse to get underway until I have my new skin, dammit!!!
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Old 04-23-07, 05:50 PM   #1196
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This isn't really a GWX-thing.

If you want a safe and easy way to install skins, then use JSGME (JoneSoftGenericModEnabler).
Fubar's skins are JSGME-ready.
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Old 04-24-07, 04:26 AM   #1197
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Quote:
Originally Posted by Akinesis
Ahoy,

Just a quicky (I hope!). After being very disappointed with SH4 I have gone back to playing SH3, but have decided to spice it up a tad and add a few minor changes (I'm gonna wait for GWX to bring out their expansion before I play SH4 again - you guys rock ).

I'm trying to install one Fubar's fabulous sub skins, but can't do it. The 'Texture' folder is empty (I remember from ages ago that this happens for reason when installing the GWX Expansion), but is there a way for the game to recognise my new sub texture? This is the only problem that is stopping me from starting a new career - I refuse to get underway until I have my new skin, dammit!!!
Here's a link to Fubars sub skins
http://hosted.filefront.com/fubar45
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Old 04-24-07, 08:45 AM   #1198
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Default Hi to all re GWX 4

Hi to all I have been out of action for a while. PC went belly up in a big way, but now have new mother board, Ram and Wow Whacko vid card. Unfortunately I had to scrub my hard drive so I have to start all over again.

I had to reinstall SH3 and now I'm looking for all the riight bits and bobs to put back in. I just noticed there is talk of GWX 4, is this correct, and if it is will it include the amazing mechant skins pack by IAMBECOMELIFE and will it include the open hatches and raised radar and radio direction finder mods?

Regards

Rascal
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Old 04-24-07, 08:52 AM   #1199
danlisa
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Quote:
Originally Posted by rascal101
I just noticed there is talk of GWX 4, is this correct, and if it is will it include the amazing mechant skins pack by IAMBECOMELIFE and will it include the open hatches and raised radar and radio direction finder mods?
That's GWX 1.04.

The current version is 1.03 and it already contains the raised radar & radio detection mod.

GWX 1.03 has an optional date related skin pack which is a beautiful addition at 1.6GB () and is vastly improved over previous releases.

Welcome back to the high seas.
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Old 04-24-07, 10:03 AM   #1200
Akinesis
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Quote:
Originally Posted by Paajtor
This isn't really a GWX-thing.

If you want a safe and easy way to install skins, then use JSGME (JoneSoftGenericModEnabler).
Fubar's skins are JSGME-ready.
I fixed it. I was using JSGME, but the labelling file was double up on each skin pack. I removed the download file from the duplicate folder and placed it into MODS and now it works. Fantastic, I can now get underway... once I get the open-hatch mod working

Thanks for the help
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