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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
The Old Man
![]() Join Date: Apr 2008
Location: Denver, CO
Posts: 1,529
Downloads: 334
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First thing I'm gonna do back in port...
... is tell the dock yard workers to get rid of my deck gun!
![]() I'm done with it. I won't be tempted to engage merchants that are armed as well in a duel after putting a eel in their side. ![]() I've taken more damage from trying to engage merchants on the surface after a torpedo attack than from a destroyer's depth charges. I'm in the Med in March '43 and I thought I'd hang on to my gun for a while, but after my last encounter, it's finished. I'd unbolt it and throw it overboard now if I could. ![]() I got 83% HI, a wounded watch officer, flooding, and damaged systems throughout the boat before the passenger/cargo ship went down after putting 2 torpedoes in her on 2 seperate attacks. Everything is under control/repaired now and am continuing the patrol and in the process of intetrcepting a convoy SE of Malta but deck gun attacks are kaput now unless I confirm the target is unarmed. Rant over. ![]()
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“Prejudice is blind. There will always be someone who says you aren’t welcome at the table. Stop apologizing for who you are and using all your energy trying to change their minds. Yes, you will lose friends, maybe even family. But you will gain your self-respect. You will know your worth. Once you have that, nothing can stop you.” |
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#2 |
Navy Seal
![]() Join Date: Nov 2005
Location: Houston, TX
Posts: 9,404
Downloads: 105
Uploads: 1
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I'm with ya. I sometimes get the itch to use it now and again, but then you look at the ma-hoo-sive guns that even the smallest ships are carrying these days (1943) and you say screw it.
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#3 |
Electrician's Mate
![]() Join Date: Sep 2008
Location: Dublin - Ireland - 53° 15′ 54.36″ N, 6° 6′ 49.32″ W
Posts: 136
Downloads: 2
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Ewww, I know that frustration only too well!
Good luck with the convoy attack mate and keep that "popcorn" deck gun locked down & plugged up!!!! ![]()
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={Draft beer not people}=
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#4 |
Sparky
![]() Join Date: Mar 2009
Posts: 154
Downloads: 64
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Your doing it wrong, By 42/43 never use the deck gun at ranges under 3500m
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#5 |
Chief of the Boat
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You obviously never heeded the historical lessons of over 60 years ago
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#6 |
Torpedoman
![]() Join Date: Dec 2008
Location: CC, Texas
Posts: 114
Downloads: 20
Uploads: 0
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Does it even matter, though?
I mean, does the game even model the drag for it? |
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#7 | |
Chief of the Boat
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#8 | |
Grey Wolf
![]() Join Date: Jul 2007
Location: LI NY
Posts: 964
Downloads: 13
Uploads: 0
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Quote:
DeadEye Dan AA Lethality? Now that I look back they are pretty funny to read. But at the time I was throwing stuff around in my office. :rotfl: Also my understanding of what really happened was not ah..er.. adjusted to accuracy. After years of playing now I am accustomed to the realism factor... GASP! ![]()
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#9 |
Silent Hunter
![]() Join Date: May 2008
Location: Storming the beaches!
Posts: 4,254
Downloads: 0
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There is a simple fix to the problem you're having with merchants shooting you. Simply plot an intercept and target track like you normally would, but use it to put yourself on a course parallel to the merchant, within 100m of his track.
Next, surface and use the AA gun to blow his guns off. Then attack as normal. You'll be below the arc of his weapons, so he can't hit you. Just watch out for his zigzags, and make sure to get some distance before you sink him. He might explode. Obviously, this won't work for Hanomag, since he can't hit a damn thing if it is more than 15 yds away ![]() ![]()
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#10 |
Grey Wolf
![]() Join Date: Jul 2007
Location: LI NY
Posts: 964
Downloads: 13
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LMAO!! :rotfl:
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#11 | |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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However, back in the GW days we had a mod that removed the DG and modeled the changes to Dive times, Drag Effects & Turn radius. In fact it was GW's very own VonHelsching that built and released it. Here's the original thread - http://www.subsim.com/radioroom/show...eckgun+removal Now, TBH I can't remember does SH3 Commander remove the DG for you? IF it does, are we sure that JS hasn't included the changes within SH3Cmdr? Anyway, the above mod won't work now but it does list the changes required to make it happen. Happy modding. ![]()
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#12 |
Chief of the Boat
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At my age my memory doesn't allow me to remember that far back
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#13 | |
Navy Seal
![]() Join Date: Oct 2005
Location: Cornwall, UK
Posts: 5,499
Downloads: 45
Uploads: 1
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I just checked the date of Vons thread, just over 3yrs ago. I'm surprised I remembered it esp. as I can't recall what I did yesterday. ![]() Now all we need is a current active modder to make the mod again. ![]()
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#14 |
The Old Man
![]() Join Date: Apr 2008
Location: Denver, CO
Posts: 1,529
Downloads: 334
Uploads: 0
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DONE!
![]() Got back to La Spezia last night. Me and the boys unbolted the gun and mounted it in the flotilla chief's front yard, filled the barrel with dirt and planted flowers in it. I just hope my next patrol area isn't Gibraltar. ![]()
__________________
“Prejudice is blind. There will always be someone who says you aren’t welcome at the table. Stop apologizing for who you are and using all your energy trying to change their minds. Yes, you will lose friends, maybe even family. But you will gain your self-respect. You will know your worth. Once you have that, nothing can stop you.” |
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#15 |
Helmsman
![]() Join Date: Jul 2008
Location: Leicester
Posts: 104
Downloads: 18
Uploads: 0
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Shouldn't the Deck gun still be ok for small and coastal merchants? I mean those little ships only have a gun on one end so as long as you only attack from the other end it can't fire back at you right?
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"I say Number one, my end is diving. What the hell is your end doing?" |
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