MegaMek version 0.41.11
Buffel Engineering Support Vehicle VII (Standard) #2 shot 2 rounds of Vehicular Grenade Launcher (Fragmentation grenades) at 0423 along with 2 rounds of turret's machine guns. Instead of hitting 0423, 0424 and 0523, I got the following instead.
Weapons fire for Buffel Engineering Support Vehicle VII (Standard) #2 (SirMegaV)
Machine Gun at Mechanized Wheeled Platoon (SRM) (Mercenary); needs 7, rolls 2 : misses
Machine Gun at Mechanized Wheeled Platoon (SRM) (Mercenary); needs 7, rolls 8 : hits MEN
Infantry platoon caught in the open!!! Damage doubled.
Mechanized Wheeled Platoon (SRM) (Mercenary) takes 6 damage to MEN.
3 men alive
Vehicular Grenade Launcher (Fragmentation grenades) at Hexes 0525, 0424, and 0624 : automatic hit!
Commando COM-1A (Lyran Commonwealth) is unaffected by VGL fragmentation grenades!
Vehicular Grenade Launcher (Fragmentation grenades) at Hexes 0525, 0424, and 0624 : automatic hit!
Commando COM-1A (Lyran Commonwealth) is unaffected by VGL fragmentation grenades!
Attached save game. Move Buffel Engineering Support Vehicle VII (Standard) #2 to 0524 facing 0624. There will be 2 infantry units for your test fire.
I think that it would be far easier to have a saved game that was happening in the firing phase rather than the movement phase.
Fixed in [e443f7]. This came down to VGLWeaponHandler.handle around line 77. The code that determines the three affected hexes doesn't take the unit's current facing into consideration. I added code to consider the unit facing.