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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Watch
![]() Join Date: Aug 2007
Posts: 25
Downloads: 59
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Hi people.
Going back from SH5 to SH4 I have to deal with a unexpected situation: I have no deckgunammo and flakgunammo, right from the start of each mission. That can't be true, is it? Is that a part of the deal of the installed mods or is this not supposed to happen? Is there anybody who is familiar with this? FYI: my mods-list TriggerMaru_Overhaul_2 TMO_Update_20_to_21 RSRDC_TMO_V502 RSRDC_V5xx_Patch1 I appriciate some help in this case. |
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#2 |
Admiral
![]() Join Date: Jul 2009
Location: Now, alot farther from NYC.
Posts: 2,228
Downloads: 105
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You have to load the ammo manually. Go to the Deck Gun and on the right, you'll see various icons representing shells. Mouse over the shells to see which ones are available and then just click on the one that is. Then, watch the gun until the ammo is finished loading.
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#3 |
Grey Wolf
![]() Join Date: Apr 2011
Location: Curitiba, Brazil
Posts: 938
Downloads: 65
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Before i ran TMO, my deckguns all had AP and HE shells. After runing the mod, only HE shells appear. But the selected ammo to start with is always AP, so you have to switch them.
I suppose this (lack of AP shells) is to make things realistic, though still, as in starshells, I think you should be able to get whatever the hell you wanted. |
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#4 | |
Watch
![]() Join Date: Aug 2007
Posts: 25
Downloads: 59
Uploads: 0
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You're right! I was too quick with my conclusion. Thanx!
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#5 |
Ace of the Deep
![]() Join Date: Feb 2004
Location: Colorado
Posts: 1,073
Downloads: 397
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The deck gun will get loaded much faster if you first actually place people on the gun. I tend to keep mine unmanned with the gun crews safely in the after battery compartment. That way a depth charge that does damage to the guns won't also "kill" my gun crews! Something that should not happen but does.
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