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Post by kotori87 on Jul 31, 2019 16:21:50 GMT -6
I thought I was going crazy. I built/rebuilt several classes of CLs and DDs in my USA playthrough with reloads for above-water launchers, only to find no reload countdown after I launched a torpedo attack. Unlike with submerged tubes, the ships in question never gave any indication of actually being able to reload (no number of reloads listed, no countdown, no extra shots later), despite me checking to ensure the "torpedo reload" box was checked in the ship design. I figured maybe something about my playthrough was bugged, but then I saw TortugaPower having the same issue in his Lets Play. Has anyone successfully used reloading above-water torpedoes?
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Post by mycophobia on Jul 31, 2019 17:01:28 GMT -6
They work in 1.05, I haven't got to them in 1.06. At least back then I don't remember having to do anything in particular for the reload to happen (You may need to be disengaged from the enemy, I don't think its very easy or viable to reload on deck tubes in combat situations.)
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Post by kotori87 on Jul 31, 2019 17:16:29 GMT -6
What indications did you get that reloads were happening? I know submerged mounts immediately start counting down the turns/minutes until ready to fire again.
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Post by mycophobia on Jul 31, 2019 23:37:42 GMT -6
What indications did you get that reloads were happening? I know submerged mounts immediately start counting down the turns/minutes until ready to fire again. I remember they had the timer like underwater tubes, but couldn't be sure. I have a feeling its most likely they are precluded from loading when the ship is being fired upon
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Post by Fredrik W on Aug 1, 2019 13:27:22 GMT -6
They will not be reloaded if the ship has considerable superstructure damage, and reloading will be slower if the sea state is bad.
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Post by kotori87 on Aug 1, 2019 14:12:17 GMT -6
I will keep trying then, and double-check sea state and damage levels. Thank you for the response.
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