Teckelmaster Posted February 24, 2020 Posted February 24, 2020 We recently discussed a bug, where, even though all are locked and loaded, only few guns (in my case mostly 2, guns not turrets) fire their guns at the enemy. I now think i saw a potential glitch, that might cause this. The thing was: The guns started their reload cycle slightly delayed, after the cycle was almost completed and the first guns were reloaded, it immediately went off, even though the others were not reloaded and quite a step away from being so. And my guess now is, that due to a lag in this reload cycle the other guns went for standby and wait for this gun to be ready again, instead of firing. I noticed that because the reload circle was onl 85% (approximately) done, when the first gun went off and so reset the cycle and circle.
Nick Thomadis Posted February 24, 2020 Posted February 24, 2020 In most cases a fire delay is expected. Fire delay can be caused: - By slow gun rotation (if all guns reloaded but ship turns too fast). Gun rotation speed is related to tech, so if ship has very big turrets and slow rotation mechanism, it sometimes it might delay too much to fire, depending on target orientation. This is 90% the reason of the issue reported. - By random aiming delay. - Gun is blocked by some obstacle, so it never fires, and waits for next reload cycle. We have not found yet any other reason, a bug that is critical, to look to it further. PS. In next patch we fix various issues with ballistics, so any such related bug should be resolved. 2
Teckelmaster Posted February 24, 2020 Author Posted February 24, 2020 I am sorry, Nick, but this is a very specific bug, we discussed earlier, when all guns are locked on a target, you fire several salvos repeatedly, nothing changes, angle stays, speed stays, bearing stays, but every now and then, some times several out of ten salvos only one of all the turrets fire. I talk about this bug. It is not due to rotation, turning ship or any reasonable mechanic. It definitely is a bug. Sorry. And i try to be helpfull, nothing else. If you find the time to play a few rounds, just build a BB to sail alongside to another BB, exchaning salvoes, you will notice it sooner or later. And you will then neveragain miss this bug Not really complaining, just giving my ideas, where it might come from. I will definitely wait for next patch and see if it is worked out though. 2
roachbeef Posted February 24, 2020 Posted February 24, 2020 Could you try recording it and uploading to youtube? Nvidia Geforce Experience should work; if you use AMD you can use the Xbox app on Windows afaik.
Teckelmaster Posted February 24, 2020 Author Posted February 24, 2020 I do not have a youtube account, but it is pretty easily reproduced, try it and focus a bit on it, you will notice, trust me I also noticed, that chances of it appear to be higher, when you switch forth between focused ships (ONLY camera, not target of course xD ) .
roachbeef Posted February 24, 2020 Posted February 24, 2020 Ah, in that case I have seen it before, but I only noticed when I had two enemies running in opposite directions (to a distance of more than 50k hards), my fleet split in two trying to catch them, and I switched between the two elements. It wasn't reproducible all the time, and I think the workaround was to turn the guns off and turn them back on.
Steeltrap Posted February 25, 2020 Posted February 25, 2020 (edited) 18 hours ago, Nick Thomadis said: In most cases a fire delay is expected. We have not found yet any other reason, a bug that is critical, to look to it further. I suppose it depends on how you define "critical". How about this, below? I can confirm if you use a ship with x3 main gun configuration in the "Armed Convoy" mission, for example, it is still happening in the current version. I believe I raised it under v3 hot-fix. One of my ships fires both turrets simultaneously as a true full salvo? 5 shells fired in total. Same ship fires both turrets slightly staggered? 6 shells fired. For anyone who doesn't read that other thread, I wondered whether it related to some sort of oversensitive aiming/ladder aiming system, as sometimes I've seen the status (under the guns in the lower right panel) show 'locked' before firing, flicker to 'ladder aiming' for literally a fraction of a second, to go back to 'locked'. Just why that doesn't happen with staggered firing, however, is a mystery. Perhaps the issue is the engine is determining whether there's a potential 'aiming' problem and thus does the 'simultaneous turret firing INCLUDING one turret firing 2 shells as ladder aiming'. If that's true, however, seems to me it's got it backwards. Surely it ought to fire the main turrets STAGGERED, with the '2 gun' ladder shot immediately followed by the other turret firing all 3 IF there is an aiming issue? You fire a full broadside, all 6 at once, only AFTER you have a good gunnery solution. What's more, if the "firing all at once but only 5 shells because of some micro-aiming problem" is true, why would the second turret fire AT ALL? Again, you adjust fire based on fall of shot. To put it rather bluntly: IF a turret is firing 2 instead of 3 shells so as to address an aiming issue, no other main gun ought to fire until AFTER the fall of shot of those 2 shells. That's the whole point of firing reduced numbers of shells at a reduced rate of fire. IMO the situation I have illustrated in the screenshots makes no sense at all within the realities of those fire control systems. Fire everything, or fired at a reduced rate to get a good gunnery solution. Those are the options. Not "fire 5 instead of 6", as those 3 extra shells ought NOT be fired if the firing solution isn't good enough. And if it is, ALL 6 should be fired. It's rather annoying to take a minor penalty to accuracy for "x3 gun turret tech" and then frequently fire only 5 guns at a target you've had locked for some time. If you don't regard that as critical, perhaps a notice could appear somewhere, such as when selecting a x3 main gun mount over x2, that this can and will happen regularly? Unless there's an answer as to why. I've not had an update in the Tech Issues thread. To be clear, I well understand you and your colleagues have tons on your plate, so I'm not complaining about it not being addressed. That's a bit different, however, from saying there's not a problem at all, because from my point of view there definitely is. Cheers Edited February 25, 2020 by Steeltrap
Proteus Posted March 26, 2020 Posted March 26, 2020 I had my line of 5 battleships broadside to the enemy and they just sat there not firing anything. They were showing over 9% accuracy but just not firing. Triple 18's 1 fore and aft and 1 amidships. I had already caused damage earlier, I was up against 3bb, 3hc, 3lc, and 3dd's. Range started at 30k after deposing the cruisers my ships refused to shoot all the while keeping my broadside on them
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