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Full Version: [FIXED]2.3.0 - Cylinder counts out of order for some layouts
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I don't remember this in 1.9, 2.0, or 2.1/2.2.

For some layouts, the order of cylinders is not in a predictable order

Rotary - 15, 3, 9, 5, 7
Flat - 12, 2, 4, 6, 8, 10
H - 16, 4, 8, 12
Radial - Same as Rotary
V - 12, 2, 16, 4, 8, 10
X - 16, 4, 8, 12

The other ones, e.g. I and U, are in the order I would expect based on mathematics.

Based on the power output, the cylinders generally seem to be performing as expected, although did V16/X16 always have noticeably lower smoothness than V12/X12?  But in general, it seems to just be a display order issue.

Potentially relevant details: Starting a game in 1981 to examine the new not-bounded-to-100 ratings feature.  Haven't confirmed that it is out of order if I start in 1900 and progress normally.
They're likely out of order because of the bounty that converted sub-component identification from strings to id numbers. I'll put this on the list of things I need to look into for the next update.

Thanks again.
This issue is fixed and changes will be in the next update.