I’ve seen references to 15 minute wait, and the drill in war time to supposedly be to let the Sqn commander know and withdraw to a safe position to wait out the misfire drill safety period.
And see this for the M1 - looks like an official training video from about 3.30 - it ain’t trivial - there are SIX attempts to fire the round again, and if it still doesn’t fire then a 15 minute wait before opening the breach and removing the round - and after that there’s checks on the systems…
I noticed. Nobody gives a hot dam about waiting periods or additional attempts to fire the misfired round. It wasn’t answering the question that was the issue, it was all the extra information you mistakenly believed was relevant. You wanted to educate me about something. I get it.
Moving the converstion forward at an excruciating pace:
The answer to “what needs to happen to a round that refuses to fire” in the context of the conversation was “it needs to be removed from the gun”.
The question was a rhetorical one, designed to lead SinisterIsRandom to the conclusion that all guns with a possibility for misfire (all of them) need a method for removing misfired/live rounds.
Misfires are irrelevant to the conversation outside of them implying a method to remove live rounds.
Firing the gun to change ammo makes the most sense. It’s the safest and fastest method.
The main issue, in my opinion, is that you can’t stop a new round from being loaded.
So after firing you already have to choose what round you want to use next, which isn’t always preferable.
It do be a shame one can’t unload a round to reload another. Limiting player choice to firing the round instead of unloading it forced the player to do a “loud” approach in what could be a dilemma.
Do you:
Shoot sub-optimal ammo and potentially give away your position to the target that plausibly survived
Take the time to unload a round and load the appropriate ammo. Being stealthy, but trade time were a vehicle might leave.
Like yes one would need to document what vehicles can unload, but thats likely every manually loaded vehicle (even combustible casing ones). And then potentially some autoloaders.
Sure combustible casing ones should likely have the trade-off that the round is a “write-off” Once unloaded, but thats just a trade a player can choose to make.
I just dont get the angle of “oh its doctrine or safest to just fire the round”, as if Warthunder has concerns about safety and doctrine. Or the edgecases of combustible casings having a chance of getting stuck in the breach as if we have random missfires in the game.
setting a button to manually reload (as an alternative to continuous reloading) would be preferable, especially for simulator battles, if there was the option to decide what type of reload (whether manual or automatic) it would probably solve the problem once for all of them, at least this way you have plenty of time to decide which shot to make, without being at a disadvantage because you could go back to the previous option
In modern videos of Abrams operation you always see the breech is open and the commander (or gunner?) shouts what kind of ammo to load, but, albeit anecdotally, ther aree WW2 accounts of Shermans sometimes having smoke (WP?) loaded as default for the 1st shot to give them cover.
Add a wee handle on a resistance mount to your desktop…
Idk, the Shermans had some ready racks near the loader. It would take the gunner way longer to put his gun where the commanders wants it then for the loader to load the round the commander said to load.
Here’s a post in an old forum (I used to play this game) summarising an article and noting that 6/15 ready round might be smoke, but they also often carried smoke loaded.
Article is “AMERICAN SMOKE: An Underdog Battles the Big Cats, Michael Duplessis” which I can’t find online:
Later in that thread they quote Belton Cooper “Death Traps, The Survival of an American Armored Division in WWII” about a column attacked by Tiger 2’s at close range and 1 of the commanders orders smoke to be loaded…