ORIGINAL: MateDow
The ammo load for the torpedo tubes is correct. Both the Kitakami and Fletcher (and all US destroyers for that matter) had only the fish in the tubes without reloads. This made the torpedoes a one shot weapon. The Kitakami had the quad tubes devided between the port and stbd sides, and this explains the two batteries. Each side had five quad mounts for a total of twenty tubes. The Fletcher had two quintiple mount on the centerline that could fire to either side for a total of ten tubes.
I know, a lot of explanation just to answer the bit about ammo = 1.
But of course, I'm completely on board with the load outs on the ships as most modders are.
My concern is the game engine. Let me recall the episodes that got me thinking this way.
#1: Couple of Fletchers intercept the remnants of a convoy. All that is left is a solitary damaged PB. It is quickly engaged and sunk by just one of the Fletchers doing all of the firing. Couple of rounds of gunfire and then the Fletcher fires torpedoes. There is a hit and it is done. I play the game solitaire with no FOG or war so I quickly look at my Fletchers and notice now both are empty of torps. The first used theirs up on the convoy while the second was fully loaded because it wasn't even part of the convoy assault. I ponder and read the editor manual again to reassure myself that the whole turret thing is really working. Ok, sounds good, it is merely a very crude naval combat routine and we have some DD launching 10xMk14's on a wounded PB.
#2: Much later in the same stock game we have a IJN TF fully loaded with the Oi as its flagship. They stumble on to some solitary target - I think the Langley but whatever. The Oi engages and sure enough unloads 1 turret of torpedoes. The first set miss but not the second. Again I'm hopeful she still has some 8 turrets of torps and correspondingly some combat capability. But nope, there it is again - a big fat zero on the torpedo load out. Ok I can rationalize away some 10xMk14's on a PB but not 40xType 93's on a solitary ship. To me at least it appears the Oi fired one side (20 torps) and then turned and fired the other side (20 torps). The ship appears to be empty of torpedoes in the game.
Again, maybe the code is only showing 1's and 0's for load out. But the issue is a player seeing a goose egg has no choice but to go and rearm. If you break them up into devices you will at least see the ammo next to each device. But really I think the code is not working correctly when it comes to the torpedo loadout. It sees a 1 but there are multiple turrets. The first turret fires and then the 1 goes to 0. No more firing is what I have observed in limited game play.