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In NATO tanks for sure, they type of round is indexed on the FCU and make appropriate ballistic trajectories for the round indexed. In most snapshot cases, whatever round was indexed, sans smoke or cannister, it will be fired and cause some sort of damage. The next round fired, if available, will do the damages sought. Bear in mind, just because the TC calls for a sabot round, does not mean there's a guaranteed sabot round available.
Yep. It's possible to unload it but a bad idea, as you have to work backwards around the autoloader and do some fiddling by hand to get it to return the round to the tray. It's slow and awkward, so not ideal. You're essentially performing the same procedure you'd use to load rounds into the carousel.
Pulling the round out when the fur is flying isn't an option because it's so much faster just to shoot and reload. If you were in a defensive scenario you would probably have sabot battle-carried because of the tank threat and HEAT is pretty effective on Soviet-era tanks without reactive armor anyway. Or at least 120mm HEAT is, I don't know enough about 105mm to say so but GHPC seems to agree.
On a related note about the effectiveness of HEAT: I remember an old platoon sergeant telling me they preferred HEAT sometimes during the Gulf War (Even though they knew sabot was better.) because it made a more noticeable splash when it hit enemy tanks, whereas sabot would just make some sparks as it rammed a hole through it. Then if the ammo didn't go up and the tank didn't explode you weren't sure if you hit it or not given all the dust kicked up from firing in the desert.
The proper conduct of fire if you have the wrong round in the tube is TC: "Gunner, HEAT, tank.", G: "Identify.", L: "Up!", TC: "Fire, fire sabot.", G: "On the way." Which tells the gunner to fire the HEAT at the tank, immediately index sabot (i.e: switch the round type on the gunner's panel) for a follow up shot and for the loader to load sabot next. I'm pretty sure the game actually does that, now I need to check.
I guess you answered your question yourself. Just fire it on a possible other target (if Possible) . Unloading a Round takes longer than Load a New Round and is very Tricky (also not save) in Real Life (and you don't have that time to Play and fiddle around with this). And IF you have a autoloader, not every one is even capable to do this.