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Old 07-11-08, 10:57 AM   #1
predavolk
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Default Flak Gun Question and Problem

The newer, bigger, conning towers- do they change your diving speed? I'm thinking of upgrading my IXB, but I won't do it if it slows my diving speed. The extra flak might be nice if I ever get caught in an area to shallow to crash dive (thinking Bay of Biscay in parts) or if I end up fighting a patrol boat on the surface (a quad 20mm should chew it up almost instantly!).

Also, I still can't get my light flak to work with my new quad 20. All I get is the inside animation of the dude in the quad 20, which makes it useless for aiming too. I have tried cycling different crew, including my two flak specialists and another NCO, with no luck. This bug has followed me through three cruises now, and it's getting to the point where I'm considering ditching the thing. No matter how much "allied aircrews respect it", it's useless if I can't use it! And no matter what I try, I can't switch to the primary flak station from the secondary (or 2nd?) flak station. Even without anyone manning the guns (e.g., when the watch crew is on deck). So it's a gun bug, not a crew bug.
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Old 07-12-08, 08:27 PM   #2
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I'm not sure if the new conning towers would decrease dive-speed. I think the frontal surface of the U-boat would determine how hydro-dynamic the thing is (thus affecting the dive-speed, or submerged speed)

Does the conning tower actually gets bigger? I thought there was just an extra section for AA placed at the rear of it.
If so, I do not think it would decrease dive-speed (if that's programmed in GWX at all).

On the other way, extra AA means extra weight, which will get you down quicker
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Old 07-12-08, 08:34 PM   #3
Mush Martin
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In shIII I dont believe purchasing a new tower effects your divetime.
but different models of the same basic boat do. ie VIIB v. VIIC etc.


Re: Flak issue.

Have you tried manning the flak gun squeezing off a round and giving back to your crew ?
to unjam it so to speak.

have you tried making sure the orders are set right for flak crew?
ie. if set to appoaching aircraft only a plane thats really close but
flying away wont get shot at.

have you used your binocs to designate the target from the bridge?
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Last edited by Mush Martin; 07-13-08 at 06:20 AM.
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Old 07-13-08, 11:01 AM   #4
predavolk
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Quote:
Originally Posted by Mush Martin
In shIII I dont believe purchasing a new tower effects your divetime.
but different models of the same basic boat do. ie VIIB v. VIIC etc.


Re: Flak issue.
Hae you tried manning the flak gun squeezing off a round and giving back to your crew ?
to unjam it so to speak.

have you tried making sure the orders are set right for flak crew?
ie. if set to appoaching aircraft only a plane thats really close but
flying away wont get shot at.

have you used your binocs to designate the target from the bridge?
Yes, I have tried firing the returning it. Nothing, I can't switch to the second gun, nor can I get "out of the inside" of my gunner. It's like a wall-bug in a 1st person shooter. I haven't seen if it affects their performance vs. an airplane, because at 100% realism in GWX, I'm loathe to take on any airplanes! Mostly, I want to make sure that I can man it in case I have to take on a patrol or torpedo boat on the surface (not my choice, but it could come to that sometime), against which rapid-fire AA guns are the best weapon.

Has no one else encountered this particular bug? I'm hoping the new tower will remove it.
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Old 07-13-08, 11:39 AM   #5
Mush Martin
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I am sure I had this problem but I cant clearly recall what fixed
it, shIII hmmm. let me think it over a bit.

M
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Old 07-13-08, 11:51 AM   #6
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Do you have the right number of crew slots?
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Old 07-13-08, 03:35 PM   #7
predavolk
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Three I believe. Two for the heavy flak, one for the light flak. So that seems right.
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Old 07-13-08, 03:38 PM   #8
Mush Martin
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I still cant remember it was either a reload of my mods of that time
or I repurchased the guns.
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Old 07-14-08, 07:34 PM   #9
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I have had that problem running vanilla SH3. It always followed me throughout a mission, even after saving the game, exiting, re-booting, and reloading the save.

What I do is get back to the base, Go to the upgrade screen (UBOAT), repurchase a 'free' gun, get out of the upgrade area (left-arrow back into the main base screen) then go back to the upgrade screen and get the gun I wanted in the 1st place. Yes, it costs you a few extra days and, yes, it might cost you double the Renown that it should have.

I've had the problem with the CT1, CT2 & CT3 towers. I've also had it on different guns. At first (a long time ago) I thought that the 3.7 flak was just buggy because it usually happened after I bought it, although the light flaks would lock-up just as often as the 3.7 did. It just seemed that 'buy a 3.7' and sure enough, one or more flak guns would fail to fire.

Then, during a new career, it happened on my 1st upgrade of a single flak gun. Since then I have used the repurchase method every time the flak bug has showed up. When I get back from the mission with a buggy gun, the gun I bought before is often now free anyway.

There is a similar bug that one of your guns will have no ammo as you leave port. You cannot even manually fire the gun. The same solution solves that problem too.

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Old 07-15-08, 08:54 AM   #10
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Thanks, I'll try that next time I set out.
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