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Is the Firing Piece pointed in the same direction as the turret? (game sometimes changing block rotation after placing the turret base. Which happened in the video)
Are the cannon barrels directly connected to the front of the Firing Piece?
Is the Firing Piece assigned to the same weapon group as the turret?
Do you have Ammo Barrels on your vehicle? (weapons need ammo to fire, somteimes even if a weapon is 'loaded' when first made) (scratch that, not a factor until after ammo boxes are emptied)
Are the Auto-Loaders connected to connectors, and are those connectrs connected to the side(s) or top of the Firing Piece?
On a related thing, if the cannon has a connected Predictor, does it show the AI controlled turret is actually aiming at the target? The end of the curved line should be generally 'on' the target if it is.
A few things not mentioned in the video or that seemed not fully explained. And also stuff just to cover all bases.
Edit: Fixed list format, fixed error/mistake.
The manual orientation version is selected by default (it is for me, anyways), and needs to be manually rotated/aligned to connect properly.
The three long rectangular protrusions/shapes/slots being to top and sides where the ammo connects, so the bottom is opposite of the middile of those slots. It needs to be connected directly to a connector block or even to the firing piece.
When starting out, the Auto-Loader x3 Automatic Orientation might be a better choice. When placing it, it will do as its name suggest and automatically orient itself to try to connect to a valid connection it is placed next to.
I forget if the video mentioned it or not, but connectors and the firing piece itself are also valid connection points for ammo boxes, for times you need extra ammo but not faster rate of fire. Same goes for the special ammo types (Explosive and Armor Piercing), although Auto-Loaders don't give fire rate bonuses for connected special ammo, they are cheaper than 6 way Connectors, something to consider when playing campaign or designing stuff on a budget for story missions.
Take an Auto-Loader x3 Automatic Orientation and mount it directly on top of the Firing Piece, then put one or more Ammo Boxes on the Ammo Loader.
Does that have the ammo boxes connect and register properly with the Firing Piece?
Is the Firing Piece connected/adjacent to another Firing Piece, or otherwise connected to a connector that is also touching another Firing Piece? Or does your turret just have one Firing Piece on it?
If it is just a single Firing Piece on the turret, then one other thing to try is to simply remove the Firing Piece, and putting down another one in its place.
That trick works when the AI Maineframes decide to stop working, so maybe it will work here with the Firing Piece.
The firing piece is confirmed to be pointing in the same direction as the turret, and at least 1 barrel piece is connected to the firing piece and points in the proper direction when aiming the turret, and the ammo boxes/auto-loaders/connectors report as being connected.
But the Firing Piece still reports 0 ammo in 0 boxes...
Very odd.
Does the ID of the Firing Piece match the ID of the firing piece the other parts report they are connected to?
How much Ammo does the connected Ammo Box(s) report having? When placed, they should show "Ammo: 200 of 200" when first placed.
Also, just to cover all bases, what type of Ammo are you using on your custom cannon?
+A+A
ALCLA
+AFA+
These are the results I got all using this same set up trading the ammo boxes for different types:
1) Regular ammo box: boxes reported ID of firing peice, reported 200 of 200 ammo. Firing peice reports correct number of boxes and ammon. Cannon Fires and cannon reload time decreases with every ammo box added. SUCCESS
2) AP ammo box: boxes reported ID, does not report ammo status. Firing peice reports no boxes connected. FAILURE.
3) EXP ammo box: boxes reported ID, does not report ammo status. Firing peice reports no boxes connected. FAILURE.
So with this new data looks like I am having issues with the AP and EXP ammo boxes. Any ideas why? The cannon setup is exactly the same except for this one thing.
If so, that is likely the problem.
Only the Ammo Box has Ammo Storage.
The AP/Explosive Warheads do not count as actual ammo, they simply add extra damage effects to shots.