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Switching ammo is not running out of ammo

Posted: Mon Dec 16, 2024 8:13 am
by issicus
I don't need an alert. Im running two different ammo types. I didn't run out it just switched. Stop telling me I ran out , damn.. haha

Re: Switching ammo is not running out of ammo

Posted: Mon Dec 16, 2024 8:25 am
by Stargateur
at least for few ticks the turret IS empty, so the alert is correct.

Re: Switching ammo is not running out of ammo

Posted: Mon Dec 16, 2024 12:32 pm
by Koub
Related : 118868

Re: Switching ammo is not running out of ammo

Posted: Mon Dec 16, 2024 9:14 pm
by Tinyboss
Stargateur wrote: Mon Dec 16, 2024 8:25 am at lest for few ticks the turret IS empty, so the alert is correct.
The narrow kind of correct that misses the point, though. A half second delay or so would be a big QoL improvement.

Re: Switching ammo is not running out of ammo

Posted: Mon Dec 16, 2024 9:56 pm
by Stargateur
Tinyboss wrote: Mon Dec 16, 2024 9:14 pm
Stargateur wrote: Mon Dec 16, 2024 8:25 am at lest for few ticks the turret IS empty, so the alert is correct.
The narrow kind of correct that misses the point, though. A half second delay or so would be a big QoL improvement.
having a condition "is this turret empty for x" will cost some performance for a very limited improvement.

Re: Switching ammo is not running out of ammo

Posted: Tue Dec 17, 2024 12:13 am
by Tinyboss
Stargateur wrote: Mon Dec 16, 2024 9:56 pm having a condition "is this turret empty for x" will cost some performance for a very limited improvement.
We can let Wube worry about performance!

But off the top of my head, I don't see how it would be any more performance intensive than the alert itself which has to remember to go away after X ticks.

Re: Switching ammo is not running out of ammo

Posted: Tue Dec 17, 2024 6:39 am
by Koub
A fix could be just adding a second ammo slot to the turrets, allowing two different ammunitions (either really different, or just quality different) to be loaded at the same time. When one is empty, as long as there would be something in the other, no alert (the way locomotives have 3 fuel slots, and don't flash when one is empty).

Re: Switching ammo is not running out of ammo

Posted: Tue Dec 17, 2024 3:11 pm
by Tinyboss
Koub wrote: Tue Dec 17, 2024 6:39 am adding a second ammo slot to the turrets
Oh, that would be ideal.