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Post by dooyergon on Dec 26, 2023 8:08:25 GMT -6
I found this in-game-bug during coastal raid. As can be seen on screenshot, CA lands 20 hits on merchant ship with 12 guns. I also attached one of the most recent among save files (hopefully) including ship designs that are taking part in battle on screenshot. I do not know why specific letters from German alphabet are replaced with random cyrillic, I guess, it is because I have local version of Windows with other 8-bit codechart. Attachments:![](//storage.proboards.com/5448234/thumbnailer/mFUWMCOjzEQBKZIHtykN.png)
Game9.zip (1.67 MB)
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Post by wlbjork on Dec 26, 2023 9:14:39 GMT -6
Ah, yes. Not actually a bug.
What happens is that the game runs in 1 minute turns, and guns can fire at a rate of up to 5 rounds per minute (may now be higher).
Even in 1901 I'd expect 6" guns to be firing at a rate of about 3 rounds per minute, therefore your 12 guns would have sent out 36 shots which is what the game processes.
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Post by dooyergon on Dec 26, 2023 11:35:25 GMT -6
Ah, yes. Not actually a bug. What happens is that the game runs in 1 minute turns, and guns can fire at a rate of up to 5 rounds per minute (may now be higher). Even in 1901 I'd expect 6" guns to be firing at a rate of about 3 rounds per minute, therefore your 12 guns would have sent out 36 shots which is what the game processes. I am aware of such mechanic, but such high ROF and accuracy seems as not-intented behaviour to me. ROF of turning ship with quality 0 gun of basic 1900 tech is usually below 1 per minute. Chances to hit are low either, even if somehow there were one-minute window of clear view broadside at point blank range.
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Post by wlbjork on Dec 26, 2023 22:49:24 GMT -6
The rate of fire for the British 6"/45 of the early 1900s was 5-7 rpm - www.navweaps.com/Weapons/WNBR_6-45_mk7.php - so 3 would be about correct for game terms. Add to that a broadside-to-broadside attack, making a close pass on a slow moving merchantman from a CA (which doesn't suffer stability penalties) in good conditions... Not to mention, it's not 20 hits but 20 reported hits. It's always worth double checking the merchant's log after the battle to see how many hits were really landed.
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Post by dooyergon on Dec 27, 2023 5:10:39 GMT -6
The rate of fire for the British 6"/45 of the early 1900s was 5-7 rpm - www.navweaps.com/Weapons/WNBR_6-45_mk7.php - so 3 would be about correct for game terms. Add to that a broadside-to-broadside attack, making a close pass on a slow moving merchantman from a CA (which doesn't suffer stability penalties) in good conditions... Not to mention, it's not 20 hits but 20 reported hits. It's always worth double checking the merchant's log after the battle to see how many hits were really landed. I actually used French 6 inch on ship on screenshot because such gun has Quality 0 at 1900 start instead of British gun with Quality -1. Too bad, I did not found way to save and later open after-the-battle log with exact number of hits to compare with in-battle-report log. I knew that sometimes report is lying about hits, especially about air strikes, but I did not know that number of false-hits could be higher than number of shells ship fired during turn. It seems little odd, yet I can imagine situation where info from individual spotters can be combined into irrational data.
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Post by dooyergon on Dec 29, 2023 2:01:48 GMT -6
I tested a bit more the same conditions. Found out that displayed accuracy and ROF briefly would be 85% and about 2 shells per minute the same turn as CA approach TR.
So it would be entirely possible to score 20 of 24 hits with 12 guns.
Sorry if this bug report for current beta was not too meaningful. Thank you for pointing me out.
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