Are Missile Sensor Buoys/Mines handled differently in C#? I designed the following simple mine:
Missile Size: 8.0000 MSP (20.00000 Tons) Warhead: 0 Radiation Damage: 0 Manoeuvre Rating: 10
Speed: 0 km/s Fuel: 496 1st Stage Flight Time: 1 seconds 1st Stage Range: 0k km
2nd Stage Flight Time: 84 seconds 2nd Stage Range: 6,938.3k km
Active Sensor Strength: 1.58 EM Sensitivity Modifier: 11
Resolution: 100 Maximum Range vs 5000 ton object (or larger): 10,917,322 km
Cost Per Missile: 20.5024 Development Cost: 2,050
Second Stage: Denel Dynamics Umkhonto-AS Block 5 x1
Second Stage Separation Range: 3,200,000 km
Chance to Hit: 1k km/s 0% 3k km/s 0% 5k km/s 0% 10k km/s 0%
In the design I have "No Engine" checked, and have "0" for warhead and fuel capacity. I loaded 8 of them onto a missile destroyer that had 6 size 8 launchers, and assigned a mine to each launcher. I flew to a jump point and used the "Launch Ready Ordnance" order on the jump point. However, I didn't notice any new buoys or active sensors on the map, and the Events log did not indicate anything had fired. However, did now have 6 less mines in my magazines. I tried launching a second time, this time at a Waypoint on top of the jump point, and again no missiles/event logs appeared, other than 4 logs saying four of my launcher did not have ammunition to fire.
I scrolled through all the Display settings I could find in case for some reason I just have the display of missile salvos/active sensors turned off, but everything appears to be on. How do we now launch mines/sensor buoys?