Silly Reaload MISTAKE in ROHS

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gvdgvdgvd

FNG / Fresh Meat
Jul 12, 2010
59
70
0
Hello everyone I just found that mistake and I will try to explain it simple
The reload "bug" is only present in ROHS not in Red orchestra (1)

So I take pistol-reload it and fire all the rounds.
I count them while I fire)
Then I do a dry reload.
I fire a few rounds
Then I reload again
And I fire all the rounds (while counting)
Guess what?
Number of rounds is same as a dry reload
This was not present in Red orchestra and this should be fixed with every gun that uses a magazine! SMGs, Pistols, Machine guns, Assault rifles, Semi auto rifles all weapons that use magazines!
This may not be fatal when using a MG but will be fatal if you use Semi auto rifle, SMG , or pistol because the one extra round can make the difference -you die or the enemy dies....

SO PLEASE tripwire FIX this silly problem.

And for those who ask where does the extra round come from the answer is the chamber-When you have empty pistol and reload it will full capacity of its own magazine (e.g. 8 rounds) you have 8 rounds. If you fire only few (not all of them) one round ALWAYS stays in chamber.
Then you put the next mag which is also full, and what you get? 8 rounds in mag+1 round in chamber and that makes 9 rounds!
Why is this feature present in Red Orchestra and not present in HEroes of stalingrad?
This is not realistic at all.
So i hope it is fixed as soon as possible.
BTW am I the only one who counts his rounds :D
 

Gudenrath

FNG / Fresh Meat
Aug 23, 2011
2,135
313
0
You should count yourself lucky even getting a reload animation. It doesn't show anything at all most of the time I am reloading.
 

Vegard

FNG / Fresh Meat
Jan 28, 2006
113
36
0
Call of Duty RO:HOS
Another thing somewhat related to this is that there should be a merge magazine button like there was in the old HL mod Firearms. (I was in the dragonforest community if anyone remember that:) )

Lets say you have 10 magazines, 4 are only half full, press a key and you stop for a few moments to make those 4 into 2 full ones.
 

triple25mm

FNG / Fresh Meat
Dec 28, 2010
243
89
0
27
Darlington, UK
With some guns that have mags you can't reload for that extra bullet until you fire. Also, something which is very annoying, and can screw you later on, is if you check your ammo when you're nearly dry, but not quite, but you don't check you can only reload. This can lead to having lots of nearly empty mags if you've been figthing heavily. All I want to see is the "magazine is very close to empty" message!
 

Yellonet

FNG / Fresh Meat
Feb 27, 2007
275
144
0
If you fire all the rounds every time you fire all the rounds every time.

But there seems to be a problem here.
If you take the P38 which has an 8 round magazine and fire one round, now the pistol will have loaded the second round into the chamber, press reload and the character should take a full mag and put into the gun, now you should have 9 rounds. But you don't.
Now it could have been that he just took out the magazine and put it back again.
But if you shoot off 3 rounds, you should now have 1 in the chamber and 4 in the mag, if you now reload you can shoot 8 rounds and then it's empty - where did a 7 round mag come from?
 
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Prof

FNG / Fresh Meat
Dec 7, 2010
124
12
0
If you take a loaded pistol and insert a new magazine, the chambered round should remain in the weapon.

This means that the weapon carries one more round than the magazine. A detail that was present in RO1, but as the OP described not in RO2.
 

Nebelkind

FNG / Fresh Meat
Mar 30, 2011
162
38
0
Another thing somewhat related to this is that there should be a merge magazine button like there was in the old HL mod Firearms. (I was in the dragonforest community if anyone remember that:) )

Lets say you have 10 magazines, 4 are only half full, press a key and you stop for a few moments to make those 4 into 2 full ones.

Jesus that would take so @!#@!$% long! Did it model your broken thumbs when you were done with 30rd SMG mags?
 

DarkestEvil

FNG / Fresh Meat
Aug 30, 2011
122
30
0
INGALAND
Also, something which is very annoying, and can screw you later on, is if you check your ammo when you're nearly dry, but not quite, but you don't check you can only reload. This can lead to having lots of nearly empty mags if you've been figthing heavily. All I want to see is the "magazine is very close to empty" message!

I found a fix for that! Go into your ROGame.ini file and change "bReloadOnLowAmmoCheck=true" to bReloadOnLowAmmoCheck=false". Haven't actually tried it myself, but i just remember seeing it and thought you or someone might wanna see if it works :p
 

Nikita

FNG / Fresh Meat
May 5, 2011
1,874
606
0
Just did a check of the SVT--the SVT does account for chambered rounds. The first partial reload involves inserting a stripper clip. Upon the second, your character will switch the actual magazine. Fire and count your shots. Eleven.

Since the G41 does not have a detachable magazine but rather an integral one, I don't think 10 + 1 rounds is possible given the game mechanics. Haven't checked it yet, though. Also haven't checked to see if you lose rounds from a reload mid-clip--does anyone know if the G41 or SVT ejects an unfired round when you pull back the bolt to reload?

The MN91/30 still doesn't lose that extra unfired round when reloaded from a full chamber while containing a partially full magazine, that I know. The k98 does. Haven't checked the sniper rifles yet.

As for pistols, this issue should be irrelevant for the Nagant and possibly for the C96 as it loads from stripper clips. The missing chambered round does occur with the P38--haven't confirmed that it is the case for the TT33 yet.

Practice mode would make all this testing a lot easier... :p
 
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gvdgvdgvd

FNG / Fresh Meat
Jul 12, 2010
59
70
0
THANK YOU GUYS for supporting my thread !! THank you for all your great comments!
And please let tripwire know that we wont stop complaining before all the bug/errors are fixed, especialy with the realism ingame.
Because RO is about realism. And I am feeling very sad because developers think how to make "relaxed realism mods, arcade mods" before even the TRUE REALISM is OK
Thank you again and please check if this bug is present in other magazine-type weapons.
Also I would like to thank the guy who found the "reload on low ammo-true "
fix :)
But this should still be implemented in game engine, with added animations and so on so that everything is fine ....
WE all know tripwire will be working on this game more and more from now on so I hope it all goes ok
Good luck everyone! :eek:
 

Nikita

FNG / Fresh Meat
May 5, 2011
1,874
606
0
Just checked the other weapons. C96--you actually cannot reload the C96 mid-clip due to the fact that it reloads from a stripper clip. Not sure if this is the case IRL, but I'd imagine that trying to conduct a partial reload mid-battle would be a messy affair with this gun

G41--10 + 1 rounds is impossible to obtain--may be a reflection of the actual design. I'm not sure tbh. Lost rounds are indeed accounted for when reloading with less than four of ten rounds fired--a round is lost when pulling back the bolt, and so an extra bullet must be loaded. When five or more rounds have been fired, a new 5-round stripper clip is inserted, and the round count is accurate. No round, however, is lost when the bolt is pulled back after firing more than 5 rounds.

TT33--8+1 does not occur in-game.

Mkb--tested in single player, and it indeed accounts for chambered rounds :)mad:)
 

JesseJames38

FNG / Fresh Meat
Aug 31, 2011
8
2
0
Also keep in mind. if i am not mistaken all of the SMG in the game are a open bolt system. meaning the bolt is not closed tell you fire the gun. For example. PPSH and MP40. you pull the trigger. Bolt closes. gun goes off. release trigger bolt stops in the open position.


So when changing the magazine for that weapon no round would be left in the chamber

Jesse
 

Maj.Faux-Pas

FNG / Fresh Meat
Mar 1, 2006
363
16
0
Portland, OR
Practice mode! Type in console:
Code:
open FF-Station
or whichever map you want in the console.
You will be alone in a map with settings from ROGame.ini and can choose your class and play with reloading.
FF is good since the other modes instantly end with one player.

Just checked the other weapons. C96--you actually cannot reload the C96 mid-clip due to the fact that it reloads from a stripper clip. Not sure if this is the case IRL, but I'd imagine that trying to conduct a partial reload mid-battle would be a messy affair with this gun

G41--10 + 1 rounds is impossible to obtain--may be a reflection of the actual design. I'm not sure tbh. Lost rounds are indeed accounted for when reloading with less than four of ten rounds fired--a round is lost when pulling back the bolt, and so an extra bullet must be loaded. When five or more rounds have been fired, a new 5-round stripper clip is inserted, and the round count is accurate. No round, however, is lost when the bolt is pulled back after firing more than 5 rounds.

TT33--8+1 does not occur in-game.

Mkb--tested in single player, and it indeed accounts for chambered rounds :)mad:)

As of current patch I'm getting 9 with a T33 at the beginning of a match, then 8 on next mag. I suppose I could fire 8 then still have one in the chamber with a new clip, but haven't spent all clips to see if there's 9 on the last.

Kar98 is woefully bugged. I'm firing 3 rounds and loading 4 single rounds... wtf???? I fire 2 and load 3, but if I fire 5 it loads a strip. It's like the chamber holds -1 rounds instead of +1 extra round....

G41 is bugged as well. I'll fire 4 then put in a stripper clip, that's fine. Then I'll fire 7 and put in two stripper clips. That's not good. Then I'll fire 10 and put in a stripper clip and halt reload, but I'm completely empty... and I die. Why, oh why.
 
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Colt .45 killer

Grizzled Veteran
May 19, 2006
3,996
775
113
Maj

I think the answer to the K98 stuff you are talking about is that when you rack open the bolt to stick in more rounds, the one in the chamber is discarded.

I am told if you use manual bolting, fire a round, then reload ( without bolting ) you can get around loosing the one boolit.