From: Georgetown, Texas, USA
ORIGINAL: Local Yokel
I suspect Posts #416 and #417 in this thread may be pertinent, as it seems my suspicions may have been right about the problem Guctony encountered when trying to replenish Yamato's main battery magazines.
The problem seems to lie in the hard-coded ceiling on ops point expenditure when attempting to replenish: if the replenishment cost for a particular weapons slots exceeds 1000 then the operation just gets aborted. With the Yamatos and possibly some Allied BB's, the increased ammunition load has this effect.
Since Guctony was able to replenish successfully his rear-facing main battery magazine (3 rifles in one triple mount), it may be that the only way the increased ammunition load can be accommodated is by having each main battery turret taking up a single weapons slot: Weapons slots 1 and 2 each having Num 3, Turrets 3, forward facing, and Weapons slot 3 having Num 3, Turrets 3, rear facing. That may overcome the replenishment problem, but at the cost of another weapons slot, which may introduce other problems, including possible exhaustion of slots. There might also be side effects upon the ship's gunnery in a surface fight.
Best to test, I would think.
<edit> I don't actually know whether there is a 1000 op point upper limit for replenishing a slot, but that was what Juan surmised. </edit>
Ships do indeed have a 1000 ops points limit - for everything. Loading, refueling, rearming, moving, etc.
Took a few minutes to check out the ops limit issue.
Yamato's 46cm guns have an effect of 3219.
The calculation for guns is effect *2, which is 6438. Note that this is in "pounds".
The 6 forward firing 46mm guns have 9 ammo points each. 6 * 9 = 54. 54 * 6438 = 347,652.
There is an additional adjustment of *4. Don't recall what that is for. This raises to 1,390,608.
Conversion to tons, with rounding gives us the final ops cost number of 696.
Bottom line, ops costs can delay rearming but Yamato is fully capable of rearming within the 1000 ops points limit.