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Unable to reload MK19 mortar #7372

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Erik10678 opened this issue Jan 3, 2020 · 3 comments · Fixed by #9255
Closed

Unable to reload MK19 mortar #7372

Erik10678 opened this issue Jan 3, 2020 · 3 comments · Fixed by #9255
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@Erik10678
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Using the new CSWs system I built the MK 19 and grabbed 3 MK 19 40mm M430I HEDP boxes and tried to load it but could only check ammo, so I then got in the gunner seat and it already had 4 belts in it so I unloaded it (by firing it into an open field) then tried to reload it and still could only check ammo.

@commy2 commy2 changed the title MK 19 Reload Unable to reload MK19 mortar Jan 3, 2020
@commy2
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commy2 commented Jan 3, 2020

Duplicate of #7353 ?

@nomisum
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nomisum commented Jan 8, 2021

Cant reload MK6 as well, only unload action shows up 🤔 Was searching for known issues and only found this

@Wakbub
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Wakbub commented Apr 13, 2022

It appears that rearming of Mk6 Mortars is broken using CSW.

interactions_take_ammo_mk6mortar-ace_rearm_level_0
The above action on an ammo truck doesn't rearm a nearby mortar (ace_rearm_level = 0; unexpected).

interactions_take_ammo_mk6mortar-ace_rearm_level_1or2
interactions_rearm-ace_rearm_level_1or2
The above actions in succession don't rearm it either (ace_rearm_level = 1 or 2; unexpected).

ammo_handling_after_rearm-ace_rearm_level_0
After the rearm attempt, the mortar's Ammo handling list gets populated with various rounds (ace_rearm_level = 0). Notice that the list contains not only HE, even though the box was supposed to contain only that (unexpected).

ammo_handling_after_rearm-ace_rearm_level_1or2
With other rearm levels (ace_rearm_level = 1 or 2) the list gets populated with a round corresponding to the ammo box type (expected).

no_round_loaded
However, no matter the rearm level, the mortar has no round loaded despite rounds being visible in the Ammo handling list (unexpected).

ammo_handling_after_unload-ace_rearm_level_0
Trying to unload Illumination or Smoke rounds at this point adds an HE round at the beginning of the list (ace_rearm_level = 0; unexpected). That entry will disappear if trying to unload it (but not if trying to unload the bottom HE round). Redoing the steps won't add another HE round to the beginning of the list.

ammo_handling_after_unload-ace_rearm_level_1or2
With other rearm levels after unloading HE (ace_rearm_level = 1 or 2) the list also gets a duplicate entry at the beginning of the list (unexpected), which will disappear if trying to unload it (but not if trying to unload the bottom HE round).

round_loaded_after_unload_illumination_or_smoke
After rearming a mortar and unloading a round (except an HE round using ace_rearm_level = 0) the mortar gets loaded with an HE round that can be fired (unexpected). This can be repeated to dupe rounds as well as fire the mortar ad infinitum (unexpected).

Unsure how ace_mk6mortar_useAmmoHandling = true ("Removes mortar magazines, requiring individual rounds to be loaded by the gunner or loader. [...]") is supposed to work in conjunction with CSW. It doesn't remove magazines as the description says, but initializes mortars without any magazines. It's not possible to have different rounds in a mortar with the setting set to false using CSW either. With the setting set to true a mortar that is loaded with a round and then fired still has a magazine (which is empty)—just like it does with the setting set to false. The option to rearm with a box is also still there (which I guess it shouldn't). Although it doesn't let you fire the mortar you can still dupe rounds this way. As long as you first load the mortar with a CSW round, and then rearm it with a box, you can fire endlessly.

Shouldn't there be no difference between "firing the last round" and "unloading the last round" in terms of how a mortar is emptied? Firing it keeps the magazine (just deletes its ammo) as shown by white Weapon Info, but unloading it deletes the magazine as shown by red Weapon Info. In the latter case it's not possible to check the mortar's ammo as there is no magazine.

How I expect rearming to work

Mortars

  • No Interactions → Rearm option when carrying a box and looking at a mortar, as the point is to load rounds manually (ace_mk6mortar_useAmmoHandling = true).

Ammo boxes

  • An option Interactions → Take ammo → CSW with CSW rounds, similar to how ammo trucks work but with the obvious difference of only showing certain rounds depending on the box type (using CSW).

Icing on the 🍰

Ammo trucks

  • Box icons for the items under Interactions → Take ammo → Mk6 Mortar, to indicate you will pick up a box (ace_rearm_level = 1 or 2).

Ammo boxes

  • Its current Pick up ammo with a cartridge icon replaced with Pick up with a box icon, to indicate that you will pick up the box and not a round from it.
  • Boxes for Guided HE and Laser Guided HE which CSW has individual rounds for, so there's boxes for all CSW rounds.
  • Consistent naming of ammo boxes and CSW rounds. Currently there's a mix of Shell/Shells and Round when there's always a pair, color only for ammo box shells, and caliber only for CSW rounds:
    • Ammo boxes: HE Mortar Shells, Flare (White), Smoke Shell (White).
    • CSW: 82mm HE Round, 82mm Smoke Round, 82mm Illumination Round.

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