- Cursed Tank Simulator secondary guns are changed through the vehicle customization or loadout screen.
- Select the secondary slot, not the primary gun or turret slot, before choosing another compatible weapon.
- Check the hull first, because some vehicles provide fixed secondary weapons or limited mounting coverage.
- Save the build after equipping the weapon, then test its aim, reload, and firing arc in battle.
Cursed Tank Simulator how to change secondary gun
The basic method is to open the vehicle builder, choose the vehicle or hull you want to edit, and locate the separate secondary armament slot. Select that slot, browse the guns available for the current build, equip a compatible weapon, and confirm the setup before entering a match.
The secondary weapon is not always attached to the turret. Some vehicles place it in the front hull, rear hull, or another fixed position. This means changing the weapon can affect your firing arc, aiming angle, and tactical role even when the main turret remains unchanged.
Video Highlights:
- Tier-based vehicle builds can combine different hull, turret, and gun options.
- Some vehicles have several secondary weapons with different coverage areas.
- A secondary weapon may be powerful but difficult to aim from its fixed mount.
- Compatibility depends on the selected vehicle parts and available tier options.
If the weapon list appears empty, switch to the vehicle or hull configuration first. The secondary slot may only display guns that the current hull supports.
Main gun versus secondary gun
The primary gun is usually the weapon connected to the selected turret or casemate. The secondary gun is an additional armament supplied by the hull, turret, or a special vehicle configuration. These slots should be treated separately when editing a build.
| Slot | What it controls | Common mistake |
|---|---|---|
| Hull | Vehicle body, mobility, armor, and fixed weapon mounts | Assuming every hull accepts every gun |
| Turret | Rotation, armor, crew protection, and turret-mounted weapons | Replacing the turret when only the secondary gun needs changing |
| Main gun | Primary cannon or autocannon | Expecting it to replace a fixed secondary weapon |
| Secondary gun | Additional weapon with its own mount and firing arc | Selecting the main weapon panel instead |
Recommended menu order
Use this order when the customization interface shows multiple equipment panels:
- Select the vehicle or hull.
- Review the available turret and gun slots.
- Open the secondary armament slot.
- Choose a compatible gun.
- Confirm or apply the build.
- Test the weapon before relying on it in a match.
The exact button labels may differ between interface versions, but the important distinction remains the same: edit the secondary weapon slot rather than the main gun slot.
Step-by-step secondary gun setup
Follow these steps whenever you want to replace a secondary gun without rebuilding the entire vehicle.
Choose the vehicle or hull
Open the vehicle customization area and select the hull that will carry the build. Check its tier, available mounts, mobility, armor layout, and existing secondary equipment before changing anything.
Open the secondary armament slot
Look for a separate secondary gun, auxiliary weapon, or additional armament entry. Do not select the primary cannon unless you intend to replace the vehicle’s main weapon.
Compare compatible weapons
Review the guns shown for that slot. Compare caliber, reload, penetration, ammunition behavior, overheating, and expected firing coverage. A weapon with higher damage may still be awkward if its mount has poor coverage.
Equip and confirm the selection
Select the replacement gun, apply the change, and confirm that the weapon appears on the vehicle preview. If the game provides a save, purchase, or confirm button, complete it before leaving the builder.
Test the firing arc
Enter a low-risk battle or practice situation and test the secondary weapon. Check whether it fires independently, how it aims, and whether the hull must be turned to bring it onto a target.
A weapon can be attractive on paper but unusable on a particular hull. Fixed mounts, tier restrictions, reload modifiers, and poor coverage can make a secondary gun ineffective in real combat.
What to verify after equipping
| Check | Why it matters | Desired result |
|---|---|---|
| Weapon appears on preview | Confirms the slot accepted the change | Gun model and slot display update |
| Ammunition is available | Prevents entering battle with an unusable weapon | At least one usable ammunition option |
| Mount direction | Determines how targets must be approached | Clear forward, rear, or side coverage |
| Reload behavior | Shows whether the weapon supports sustained fire | Reload fits the intended combat range |
| Save status | Prevents the loadout from reverting | Build remains equipped after reopening |
Choosing the right secondary weapon
A secondary gun should fill a specific tactical gap instead of simply having the largest caliber. Some weapons are useful because they fire quickly, while others are valuable for finishing damaged targets or defending a vulnerable side.
The Tier 2 examples in the available material show why mount position matters. The AFS MK1B uses a front-mounted 37 mm weapon and rear 20 mm machine guns. The M3 Lee has a secondary 75 mm weapon, but its fixed coverage and difficult aiming make it less convenient than its raw explosive power suggests.
Rapid-Fire Autocannon
Best for light targets and exposed crew. Watch for overheating and limited penetration against heavier armor.
High-Caliber Secondary
Offers strong damage and finishing power. Expect slower reloads, lower velocity, or a narrower firing arc.
Rear Machine Gun
Helps protect the rear from flanking vehicles. It is valuable when the hull cannot turn quickly.
High-Velocity Cannon
Useful for accurate shots at range. Prioritize penetration and shell velocity over explosive damage.
Choose the secondary gun that matches your hull’s mount position and mobility. A moderate weapon with reliable coverage can outperform a stronger weapon that rarely reaches the target.
Match the weapon to the hull
| Hull style | Useful secondary role | Main limitation |
|---|---|---|
| Fast light hull | Quick-firing autocannon or compact cannon | Limited armor and survivability |
| Slow armored hull | Defensive rear gun or high-damage auxiliary weapon | Poor repositioning and turning |
| Casemate hull | Forward-facing weapon | Cannot easily engage targets from the sides |
| Multi-crew assault hull | Several auxiliary weapons | Large profile and multiple weak points |
| Down-tier hull | Higher-tier secondary with suitable penetration | Compatibility and reload penalties |
Consider the entire build
The strongest result usually comes from combining the secondary gun with the right hull and turret. The available guide material repeatedly separates vehicle performance into hull, turret, and gun ratings. That approach is useful here because a secondary gun cannot compensate for a hull that is too slow, too exposed, or poorly protected for the intended range.
Before committing to a weapon, ask:
- Does the hull allow the gun to aim where enemies usually appear?
- Can the vehicle survive long enough to use the secondary weapon?
- Does the reload fit the vehicle’s mobility and engagement distance?
- Is the weapon intended for close defense, flanking, or long-range support?
- Will the main gun and secondary gun use different firing positions?
Common problems when changing a secondary gun
Players commonly believe the weapon is unavailable when the real issue is a locked slot, incompatible hull, or unsaved configuration. Use the checks below before replacing other parts of the vehicle.
| Problem | Likely cause | Fix |
|---|---|---|
| No secondary gun list | Wrong equipment panel or unsupported hull | Select the hull and open the auxiliary slot |
| Weapon is visible but cannot equip | Tier or compatibility restriction | Change the hull, turret, or selected tier |
| Gun equips but does not fire well | Poor mount coverage | Turn the hull before aiming or select another weapon |
| Build resets after leaving | Selection was not confirmed | Apply or save the loadout before exiting |
| Secondary feels too weak | Low penetration or poor ammunition choice | Use it against suitable targets and ranges |
| Weapon overheats quickly | High rate of fire or limited cooling | Fire in controlled bursts and avoid wasting shots |
A secondary weapon mounted in the hull may not follow the turret. If the target moves outside the mount’s arc, rotate the vehicle instead of waiting for the turret to correct the shot.
Why high damage is not enough
The M3 Lee example illustrates the trade-off clearly: a secondary 75 mm can deliver substantial damage, yet its difficult aiming and poor coverage reduce its practical value. Similar trade-offs can occur with other high-caliber weapons.
Evaluate each gun across four categories:
- Access: Can the current build equip it?
- Reach: Can it cover the angles where targets appear?
- Reliability: Can it fire consistently without excessive overheating or downtime?
- Purpose: Does it support the hull’s role instead of duplicating the main gun?
A secondary gun is most useful when it gives the vehicle another answer. For example, a fast autocannon can handle lightly armored targets while the main cannon handles heavier opponents. A rear weapon can also discourage flanking when the hull is slow to turn.
Quick troubleshooting checklist
Before Entering Battle:
- Select the correct vehicle hull
- Open the secondary armament slot
- Confirm weapon compatibility and tier
- Check firing arc and ammunition
- Save the loadout and test the weapon
Build examples and practical testing
Testing should focus on whether the secondary gun improves the vehicle’s actual combat pattern. Do not judge the weapon only from its damage number or caliber. A gun that fires from the front may be excellent for head-on engagements but nearly useless during a side approach.
| Setup goal | Secondary choice | How to use it |
|---|---|---|
| Defeat light vehicles | Fast-firing autocannon | Track exposed targets and fire controlled bursts |
| Finish damaged armor | High-caliber cannon | Wait for a clear shot and manage the long reload |
| Protect against flanking | Rear or side machine gun | Keep the threat within the fixed mount’s coverage |
| Support long-range play | High-velocity cannon | Use distance, careful aim, and penetration advantages |
| Improve a fast hull | Lightweight compatible weapon | Preserve mobility instead of adding excessive reload or weight |
Test one change at a time. Keep the hull and turret constant while swapping the secondary gun so you can identify whether the weapon itself improved the build.
A simple comparison routine
First, fire the main weapon at the range you normally use. Note how quickly the vehicle can respond to a target. Then test the secondary gun from the same position. If the secondary requires a major hull turn, record that limitation rather than judging it as a direct replacement for the turret weapon.
Next, test three target directions:
- Front: Checks the primary firing arc and forward coverage.
- Side: Reveals whether the weapon can support a flank.
- Rear: Shows whether the secondary helps against ambushes.
Finally, test reload timing. A slow auxiliary weapon can still be worthwhile if each shot has a clear purpose, but it should not be treated like a rapid-fire backup. The Tier 2 examples include both fast autocannons and slower high-caliber weapons, so the correct choice depends on the role you want the vehicle to perform.
Secondary gun decision table
| Question | If yes | If no |
|---|---|---|
| Does the weapon cover a common target direction? | Keep testing its damage and reload | Consider another mount or hull |
| Can it penetrate the targets you face? | Use it within its intended tier | Reserve it for weaker targets |
| Does it complement the main gun? | Build around both firing options | Select a more distinct role |
| Can the hull survive while using it? | Use the weapon aggressively when safe | Favor mobility, cover, or defense |
| Is the reload manageable? | Include it in normal rotations | Treat it as an occasional finisher |
Q: How do I change a secondary gun in Cursed Tank Simulator?
Select the vehicle or hull in the customization screen, open the separate secondary armament slot, choose a compatible weapon, apply the change, and save the build. Test the firing arc before using it as part of your normal combat rotation.
Q: Why can I see a gun but not equip it?
The gun may be restricted by the selected hull, turret, tier, or mounting system. Return to the vehicle configuration, verify the available slot, and compare the weapon with the current build rather than selecting it from the main gun panel.
Q: Is a larger secondary gun always better?
No. High-caliber weapons can have slower reloads, difficult aim, low shell velocity, or poor coverage. A smaller autocannon may be more useful when it fires reliably and matches the hull’s movement and engagement range.
Q: Can a secondary gun follow the turret?
Not necessarily. Some secondary weapons are fixed to the hull or another vehicle section. If the weapon does not track with the turret, turn the hull to bring the mount onto the target and account for that limitation when choosing a build.