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Post by mycophobia on Aug 1, 2019 0:58:43 GMT -6
Start Condition : Large Fleet Canada 1900 start, no other conditions. Mod used: Canada Mod Version: 1.06, but started the game in 1.05b What Happened: During a battle one of my BC is firing at an enemy even when it has no ammo left, except one turret that has ammo, but was disabled at the time(It did not get disabled this turn, was disabled for a good 10min prior, and the other turrets are all exhausted of ammo when I checked 3-5min earlier to this screen shot). What I expect to happen: That Yukon in this case shouldn't be able to fire its main gun, but the log show the contrary. Was I able to reproduce the bug : No, the ship did not fire again for the next 10min or so until the broken turret that still has ammo was repaired.
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Post by BathTubAdmiral on Aug 1, 2019 23:04:28 GMT -6
The ships log ("Damage" panel, "Log entries") would possibly be helpful, but I suppose you already have played on and the save is not available?
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Post by mycophobia on Aug 1, 2019 23:45:55 GMT -6
The ships log ("Damage" panel, "Log entries") would possibly be helpful, but I suppose you already have played on and the save is not available? I have already played on, but I did check the log mere minutes before this screenshot and I am sure the turret in question was disabled (and it was consistent with subsequent behavior, this ship didn't fire anymore after this shot until much later. I do note that another of my BB equipped with 12in gun is nearby and firing on the same target, if the game have some mechanism for misidentifying hits, that might be what is at work here(Misidentifying the other BB's 12in gun hit as own hit). Although in that case this is still a bug since a ship whose guns cant fire cant possibly report that it is "firing 2 12inch guns". (Unless the game model the extremely unlikely scenario that the crew physically carries ammo from one disabled turret to another, which might explain the roughly 1 volley per 30min RoF here. XD )
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