UBOAT
Deck Gun
27 Comments
Airplayn 23 Nov, 2024 @ 1:27am 
MY PROBLEM IS THE 88mm BECAME INTERMITTENT> It flashes on and off when I try to assign an officer. I tried manually moving the gunner to the gun and clicking the icon to man the gun but that won't work either. Any ideas? I've tried deleting Cache etc and playing with mods but no success This is a good mod but I'm going to uninstall this and see if solves the problem,

BTW The AA is very effective. I shoot down four Beaufighters and a Sunderland (the crew member was VERY^ experienced gunner. The game shot down thee of the Beaufighters but I shot down one and the Sunderland by hand.
Ryan 9 Sep, 2024 @ 10:08am 
no idea how it works but the 88 ZZ ammunition isnt very useful agains aircraft. They dont dentonate in the air and I can't see the trajectory
Hard  [author] 31 Aug, 2024 @ 6:19am 
v1.4 - Any class of officers is capable of operating the deck gun and anti-aircraft gun.
Hard  [author] 26 Aug, 2024 @ 6:11pm 
@CyberTrapper самому интересно, но нет времени пока проверить. Вообще я занижал урон у лент малого калибра относительно ванильной игры. Но там явно был еще какой-то дополнительный модификатор, увеличивающий урон. Поэтому, надо потестировать.
CyberTrapper 25 Aug, 2024 @ 12:58pm 
Что там теперь с уроном 20-мм в новых реалиях? А то у меня ещё и ограничение на количество стоит.
BEAR 21 Aug, 2024 @ 10:37pm 
It seems like the game doesn't have separate 37mm or 13.2mm ammo and instead it all feeds from "small caliber" ammo? Kind of silly and I hope they add those ammo types to storage.
Hard  [author] 7 Jul, 2024 @ 2:43pm 
MetabeeMDF yes, but later
Yo Gabba Gabba! 28 Jun, 2022 @ 2:17pm 
I remember the manual for GWX back in the Silent Hunter 3 days saying Star Shells and AP were never issued to U-Boats, is there anything to that?
MetabeeMDF 6 Jan, 2022 @ 7:55am 
has this been updated for 131?
ждун 7 Oct, 2021 @ 8:28am 
@Hard this may conflict with Sinking Physics Overhaul, depends on how you implemented it. Using with Sinking Physics should be tested, a conflict may stop both mods from working. If thats the case we could find a solution together to make both compatible with each other.
Also i was asked about compatibility of my nerved deckgun mod and your deck gun mod. But i doubt it. Your mod is basically about damage, my mod is not changing anything on how damage is applied, instead nerves deckguns accuracy in manual mod and makes accuracy depending on weather. Its patching DeckGun.Fire though with a transpiler, that might conflict if you also patched Deckgun.Fire. We should check this out.
Royal Raven 6 Oct, 2021 @ 2:33pm 
What do you think of Starshells in game? I got to use some the other day and they didnt seem like they worked like intended.

I thought Starshells where like flares on a parachute. When I shot mine vertically or horizontal, they just looked like a bright shooting star, lol. I feel like the in game Starshells could use some work, maybe that is just my experience, other players might have better experience using them.
Hard  [author] 6 Oct, 2021 @ 12:04pm 
@Royal Raven Found ... this steam interface ... oh
Royal Raven 6 Oct, 2021 @ 11:50am 
Vanilla game shows 720kg, but the red bar is not all the way full, there is a tiny available space. A player could put in 3 more rounds and that goes up to 750kg and it shows in vanilla game 750kg. Almost like a weird bug in vanilla.

Your mod does make it 720kg and no way to force it to 750kg.

Devs might have removed the 1000kg some time ago.

You might need to change the 1000 in description to like 750. I assume 20mm acts the same.

I hope you do not think I am being hard on your mods, just pointing some things out. I am grateful for your mods and the work you do, thanks.
Hard  [author] 6 Oct, 2021 @ 11:43am 
In the standard version of the game there are storage units of 750 kg. It seemed to me that before they were 1000. In any case, even now these are not realistic parameters. I won't find the exact dimensions of the storage right now, but it was much smaller. Mod made the minimum available value of the deck storage, so that it does not cause conflicts when starting a new game.
Royal Raven 6 Oct, 2021 @ 11:38am 
At best I can squeeze 3 more rounds in and total is 750kg (83 Shells), in vanilla.

Does the game change these values on what level of difficulty I play? I play on Hard.
Royal Raven 6 Oct, 2021 @ 11:33am 
Yeah I do not understand this change:
Decreased volume of deck storage.
- For 88 mm guns from 1000 to 720 (80 shells).
- For 20 mm guns from 1000 to 480 (4000 shells).

Vanilla game already does 720kg (80 shells) for the 88mm. I do not have the 20mm to do test, but I feel like that is the same as mod.
Royal Raven 4 Oct, 2021 @ 7:07pm 
I though vanilla game 88mm was 720 already? I did not realize it was 1000.
Royal Raven 28 Sep, 2021 @ 3:38pm 
Thanks Hard. Yeah I use Easier Resuppy with this mod and no Issues.
Hard  [author] 28 Sep, 2021 @ 6:09am 
@Royal Raven I am using revision Slot Machine and there are no conflicts with it.
I am not using the Easier Resupply mod. But, judging by the description of the modification, there can be no problems with it.
McDewgle 27 Sep, 2021 @ 10:56pm 
I think there might be a conflict between this mod and Easier Resupply. I am also dropping a note on that mod page.
Royal Raven 27 Sep, 2021 @ 6:16pm 
Would the deck gun storage volume interfere with Slot Machine mod or Slot Machine Weight Rebalance mod?
Royal Raven 17 Sep, 2021 @ 1:46pm 
Ok sounds good.
Hard  [author] 17 Sep, 2021 @ 10:12am 
In terms of rate of fire, it seems to me that the weapon is within the normal range. 5-7 seconds to reload the open gun carriage of the 8.8 cm Flak 37 was standard. Although in the conditions of waves it could be longer.
Hard  [author] 17 Sep, 2021 @ 10:03am 
It may not significantly affect the gameplay.

But in the original game the difference between shells is extremely small, especially HE and AP. Although in reality, the mass of the explosive is different.

Also, the parameters of mass and speed, although they have been clarified, I am not very sure that this will somehow greatly affect the ballistics, since the developers took averaged, but very close parameters for real.
Hard  [author] 17 Sep, 2021 @ 9:57am 
@Royal Raven there is nothing unique about it. Just fixed some parameters of the shells. The standard was taken for the damage indicated by the developers. Then proportionally changed depending on the explosive.

The mod does not claim to be historical. Clarified some parameters, such as initial speed and mass, since these values in the game are in understandable values. As for the damage, this is just a replica of what should be and possibly has nothing to do with reality.
Royal Raven 17 Sep, 2021 @ 9:12am 
This is pretty interesting. I made a realistic ammo load mod for SH5, many years back. It was mostly meant for the deck guns, since I felt like the amount SH5 gave a player was too much. I put a lot of research into historical amounts of ammo a certain type of uboat would carry.

I thought about bringing it over here to UBoat, but the game already allows a player to select amount of ammo.

I like what this is doing, kind of in the spirit of my old mod. ]
https://www.subsim.com/radioroom/downloads.php?do=file&id=3511

I think I did some adjustments to reload times for the deck gun and AA gun.

Anyways thanks for this mod.