1. #1
    So, i tryed the binocoluars i target the ship. I also order men to the deckgun. Sometimes they appear but they never fire :S People say here they should start firing right away ones you target the ship. What am i doing wrong?!
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  2. #2
    There are already quite some threads concerning deck gun, could be worth browsing those threads in case no-one wants to write same information over hundred times every single time someone new asks the question.
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  3. #3
    But im trying to say that the answer i read everywhere does not seem to be working...
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  4. #4
    Download the key mapping used for sh4 over at subsim, works here on sh5 then put your binos over the target and press space, the crew will then fire on the target, the only way i know.

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  5. #5
    There are so many mods already?! Oh gosh, are they one instal? Do they work together?
    Aren't they in conflict with official patches?
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  6. #6
    Originally posted by BIAchaalex:
    So, i tryed the binocoluars i target the ship. I also order men to the deckgun. Sometimes they appear but they never fire :S People say here they should start firing right away ones you target the ship. What am i doing wrong?!
    pay attentoin to your message log in lower right corner....

    problems could be:
    out of ammo
    out of range
    wrong angel (eg main deck in the way of shooting)
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  7. #7
    Karicz's Avatar Junior Member
    Join Date
    Jun 2007
    I have same problem.My men never fire.I trying everything with no luck
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  8. #8
    I've never had a problem with simply looking at a target with my binocs and clicking Spacebar to fire. The gun is auto-manned and starts to shoot.

    Now, it doesn't STOP shooting, but that's beside the point.
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  9. #9
    1 order the WO to man the guns

    2 get within range

    3 look through binoculars , keep the red corsshairs on target.

    deck gun crew works firn for me although they only hit 80-90% of the time
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  10. #10
    The deck gun range for your ai is set at 3000 meters IIRC, they will not engage outside that range, I already modded mine to 4000 and increased the range for the enemy ai too. If you want to do it yourself, head to "Silent Hunter 5\data\Cfg\" and open "CrewAi.Cfg" in any text editor then change the value assigned to "Recomended Deck Guns Range"[SIC], this will only alter your own crew not the ai. Don't forget to backup the file before saving any changes, in case you wish to revert later. You should note the new values will not be reflected in game until you start a new patrol.

    My mod, reduced crew abilities removes the morale cost for manning and unmanning guns, as well as reducing the bonus for crew special abilities to more realistic levels; there is another mod that removes morale altogether until the system is fixed

    Atm most mods do not conflict with each other, but they are all written for install with joneseofts mod installer, (you can find all the info you need over at subsim.com), that will let you know if you attempt to install conflicting mods. The program "mod extractor" can analyse all the files in the mod folder it creates, combining them into a master mod avoiding many more conflicts.
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