Maj.Hans Posted September 26, 2013 Share Posted September 26, 2013 When placing M1A1/HAs into missions, the tanks appear with 11/18 Sabot and 7/10 HEAT loaded.Thats a total of 46 rounds, which seems to me to be just a few too many...?If you try to adjust the quantities of ready rounds, the quantities adjust strange. Try going into the mission editor, adding a platoon of A1/HAs, and reducing the quantity of ready HEAT rounds by one...It drops suddenly to 2 and you can't increase it.I bumped into this first when trying to tweak some old 2.654 missions for the new toys in 3.0, so I don't know if that had something to do with it? 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted September 26, 2013 Moderators Share Posted September 26, 2013 Ok, it sound like the default ammo loadout might have a few too many. We will look into it. 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted September 26, 2013 Moderators Share Posted September 26, 2013 Yes, that was it -- it had +4 too many rounds in the loadout, the total was correct, but the starting load was not. Fixed now anyway. 0 Quote Link to comment Share on other sites More sharing options...
Maj.Hans Posted September 26, 2013 Author Share Posted September 26, 2013 Yes, that was it -- it had +4 too many rounds in the loadout, the total was correct, but the starting load was not. Fixed now anyway.Was that causing the counters to go crazy too? 0 Quote Link to comment Share on other sites More sharing options...
Werewolf Posted September 26, 2013 Share Posted September 26, 2013 Yes, that was it -- it had +4 too many rounds in the loadout, the total was correct, but the starting load was not. Fixed now anyway.I've noted the "fixed now" in a number of threads.Does that mean that the fixes made will be in the current downloadable 3.02 version. Or that they're made and we'll have to wait for the next patch? 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted September 26, 2013 Moderators Share Posted September 26, 2013 Was that causing the counters to go crazy too?Yes, once you changed the count then it would pop back to the correct capacity (so just the starting loadout count was wrong). 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted September 26, 2013 Moderators Share Posted September 26, 2013 I've noted the "fixed now" in a number of threads.Does that mean that the fixes made will be in the current downloadable 3.02 version. Or that they're made and we'll have to wait for the next patch?Well, the issue was noticed in 3.002, so it is fixed in a version following that (as you said, in a future patch). 0 Quote Link to comment Share on other sites More sharing options...
MAJ_Fubar Posted September 26, 2013 Share Posted September 26, 2013 You may wish to check out the T-72M4 for a similar bug. It has the proper 37 rounds, but if you attempt to alter the load out strange things start happening with the round counts. 0 Quote Link to comment Share on other sites More sharing options...
Moderators Volcano Posted September 26, 2013 Moderators Share Posted September 26, 2013 You may wish to check out the T-72M4 for a similar bug. It has the proper 37 rounds, but if you attempt to alter the load out strange things start happening with the round counts.Good catch -- it was due to a typo in the data. Fixed now. 0 Quote Link to comment Share on other sites More sharing options...
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