[FIXED] 1328.14 - Possible Rate-Of-Fire Issues

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TempestII
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[FIXED] 1328.14 - Possible Rate-Of-Fire Issues

Post by TempestII »

In 1328.14, I've noticed some possible ROF issues with some weapons. In this example, the Russian BCGN launches all 80 Zircon missiles at the USN BBG. The REDFOR WRA is set to launch all of these weapons, so this part is WAD. However, it appears as though all 80 missiles launch at exactly the same time, and therefore don't take into account the ROF of 2 (I assume this is two seconds?).
20240204 - CMO Zircon Fire Rate Issue.jpg
20240204 - CMO Zircon Fire Rate Issue.jpg (483.1 KiB) Viewed 416 times


I also do not think WRA is quite working as it should, as the BBG doesn't generally attempt to engage the incoming missiles with HVP shells or SM-6s until the last second, despite the fact it will fire on the targets when commanded manually. On the one attempt the BBG did fire its HVPs early, it fired 460 shells in one go. I also noticed that LRASMs, MSTs, and SM-6s launch too rapidly against surface targets.

Scen attached.
Tred
Posts: 83
Joined: Sun Sep 09, 2018 10:22 am

Re: 1328.14 - Possible Rate-Of-Fire Issues

Post by Tred »

You beat me to it, I think. I'll set up a test and post it when I get time.

But ever since the last two updates, I've noticed the LRAP shells launched by my Zumwalt class destoyers (the ones that cost too much and never made it to actual production) USED to always launch in intervals of two at targets. So on screen, the icon shows two shells at a time heading towards a target with multiple shells allocated, spaced at a few second intervals. Now, they all seem fired at once at each target, and are displayed on screen with a single icon.

Again, I'll post when I get time to duplicate. I just wanted to bump this post up and say I think I'm seeing the same thing.

Cheers.
Tred
Posts: 83
Joined: Sun Sep 09, 2018 10:22 am

Re: 1328.14 - Possible Rate-Of-Fire Issues

Post by Tred »

I just went ahead and set up a simple duplicate test quick.

Below is my Zumwalt class destroyer firing the 155mm LRLAP shells that got cancelled in real life at North Korean SAM sites. I have manually allocated ten roungs to fire at a single target. Until the recent updates, that was always depicted as two rounds each, fired at a second or two intervals, with each pair represented by one icon on screen. Below, all ten rounds are represented, unevenly, by two icons.
CMO Test 1.png
CMO Test 1.png (1.4 MiB) Viewed 404 times
But when you click on each icon, you can see that the first one fired lists 9 of the 10 rounds fired and the last icon only 1 round. As the original post on this thread indicated, it now seems like this instant firing of weapons is a bug in the new update.
CMO test 2.png
CMO test 2.png (1.69 MiB) Viewed 404 times
Please also note the destroyed target icon on the upper left. It just stays there when you click on the weapon icon and moves with you all over the map. There was no target there.

Thanks.
Tred
Posts: 83
Joined: Sun Sep 09, 2018 10:22 am

Re: 1328.14 - Possible Rate-Of-Fire Issues

Post by Tred »

Grrr. Attempting a game save file share again:
Test 242024.zip
(63.79 KiB) Downloaded 20 times
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blu3s
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Re: 1328.14 - Possible Rate-Of-Fire Issues

Post by blu3s »

Thanks for the reports

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Dimitris
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Re: 1328.14 - Possible Rate-Of-Fire Issues

Post by Dimitris »

This should be fixed on the next update release.
Tred
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Joined: Sun Sep 09, 2018 10:22 am

Re: [FIXED] 1328.14 - Possible Rate-Of-Fire Issues

Post by Tred »

Wonderful! Thank you!!
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