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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Lucky Jack
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Nothing wrong with the deck gun but I seem to have two shells loaded. Fire one then fire two reload and off we go again, both VII and XI deck guns have this. Seems to be a little advantage.
![]() I would like to correct this is if someone points me towards the area of the CFG to sort this out. GWX 1.03 / SH3C
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#2 |
Grey Wolf
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Maybe Bernard did it.
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#3 |
Stowaway
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thats hitlers newest secret weapon, the double barrel deck gun.
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#4 | |
Eternal Patrol
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![]() Quote:
be some kind of leftover from my mod although it would be the first case of such. ubers guns are set to double salvo and this will effect all sub deckguns in the game. If you do want to fix it open mini tweaker sub guns rules and scroll to 105 at top and reset magazine capacity to 1 and then scroll to bottom and do same for 88 and your cured. but dont forget to save your changes. MM |
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#5 | |
Lucky Jack
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Dr Who rest in peace 1963-2017. ![]() To borrow Davros saying...I NAME YOU CHIBNALL THE DESTROYER OF DR WHO YOU KILLED IT! ![]() |
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#6 |
Rear Admiral
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Be easier if you could send him the file MM
Have noticed that on the rare odd occasion not everything added via JSGME is removed |
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#7 | |
Navy Seal
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![]() ![]() ![]() JS isn't about is he. ![]() Run away....... ![]()
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#8 |
Rear Admiral
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Am waiting for a hot email any time
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#9 |
Eternal Patrol
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I can send him the mod well the one he had is still up on my FF
I have only ever had it leave behind an empty mission folder and hes experienced enough to have uninstalled and reinstalled correctly. my best recomendation is the minitweak fix described above. Procedure in detail is as follows click on load tweak file open Gunssub sim.rul select 88mm_Udeckgun_highbody 105 (this should already be up when you open it.) find the entry "clip size" and highlight it. then on the right side of the tweaker is a blank field called "New value" type the number 1 into this field while "clip size" is highlited and hit save new value. in the drop down menu at the top look for 88mm_Udeckgun_highbody at the bottom of the drop down menu repeat the above procedure and your done. MM |
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#10 | |
Eternal Patrol
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reinstall cycle, I am not able to concieve of a way that it would have happened jsgme shouldnt have left it uncorrected unless you had it set up with uber then ignored its presence put in another mod then removed uber then subsequently removed the other mod under that circumstance jsgme would percieve that the uber settings were the original gwx settings it must be something like that because as far as ive been able to determine JSGME works great as long as you are careful about sequencing. [edit] ooops quote edit , well there phonetically disimilar it must be that the buttons were beside each other. Steed I hope this helps a little Ill check back to see how it goes still the guns dat shouldnt have survived uninstall reinstall cycle im puzzled. [edit] afterthought occurs to me your shells may have 40% more hitting power too. I will locate the GWX original shell settings as well and let you know what they are so you can verify if yours are correct or not the procedure is the same in mini tweak as described above but uses two ruls for settings instead of one shells sim rul & shells zone rul however if one is correct when you check then the other will be and vice versa. Ill get the shell settings and brb. |
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#11 |
Lucky Jack
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Cheers and don't forget to show me the full path to get from A to B as I don't want to cause a problem to the game.
By the way I did use JSGME.
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Dr Who rest in peace 1963-2017. ![]() To borrow Davros saying...I NAME YOU CHIBNALL THE DESTROYER OF DR WHO YOU KILLED IT! ![]() |
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#12 |
Eternal Patrol
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to verify if shells are corrcect open Shells zone rul in mini tweak
the first thing you see should be 105mm HE shell settings. just use the first one here 105mmHE to check and see if its correct or not. uber setting for 105mm HE shell // min ef = 10 max ef = 40 min radius = 5 max radius = 20 GWX setting for 105mm HE shell // min ef = 9 max ef = 30 min radius = 1.75 max radius = 3.5 assuming that the settings are wrong here is the rest of it. for GWX shells. 105mm AP shell // min ef = 3 max ef = 15 min radius = 3 max radius =15 88mm HE shell // min ef = 8 max ef = 25 min radius = 1.25 max = 3.5 88mm AP shell // min ef = 2 max ef = 12.5 min radius = 2 max radius = 12.5 GWX doesnt use AA shells and starshells were not altered by uber it would be easier if you have a clean back up of your gwx data file to just go to C:\Program Files\Ubisoft\SilentHunterIII\data\Library and copy the four shells and guns files from your back up data file and replace the ones in your game file with them a much easier and more intuitive procedure assuming you have a clean back up if you do not then the mini tweak solution is all I have for you except of course if necessary I will send clean guns and shell dats from gwx to save you another reinstall. Regards. MM [edit] ps shells sim rul stuff will not be altered in this case only shells zon rul. |
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#13 |
Navy Seal
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P.S. Don't forget to remove the backup created by Minitweaker.
![]() Else, you'll be going around in circles.
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#14 |
Eternal Patrol
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A Footnote Steed if I do understand it correctly
the way JSGME works is it looks at the file a mod is replacing and makes a back up of it so that when you deactivate the mod it can revert to original however if my suspicion of your case is correct then what happened is that a later mod created a seperate back up imprinted with the uber settings so the thing would follow this sequence -Uber activation and left active but unplayed -mystery mod activation -uber deactivation whereby jsgme didnt detect potetntial conflict (with longer wakes mod in after uber I get warnings from jsgme to deactivate longer wakes first) -mystery mod deactivation restoring by its back up the uber settings. I dont know if its correct but its my only working hypothesis. whether or not jsgme is required to warn or not in all circumstances I do not know so I couldnt say if it is a failure of jsgme or for that matter uber to my mind sequencing is just a detail of modding often missed. I dont think there is a better solution than when taking away a mod from your game deactivate all the mods underneath it and after the one your taking out is removed put back the ones your keeping that came out that should prevent any recurrence of this issue as long as your faithful about it. regards. MM |
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