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illegalBeagle
01-28-2012, 01:18 PM
Is there one of these about?

GF_Mastiff
01-28-2012, 01:53 PM
Bomb fuzes

Bomb fuze feature is made in such a way that if the new "Bomb Fuzes" difficulty option is
turned off, bombs behave like in 4.09 (zero arming time). When diff. option is on, the arming
UI has extra fuze type selection box and available detonation delay values are limited to the
values available for the selected fuze.

Several historic fuzes are modelled and bombs now store a list of different fuzes that they can
use. Complexity is hidden from the user by grouping the fuzes to few different groups so user
doesn't need to learn several dozen of fuze names. Availability of fuzes even change by
mission date. User only needs to select type of the fuze needed for the bombing task he is
going to perform.

Instant

Required longer arming time/distance, but allows instant detonation (no long delays) or very
very short delay of 0.1-0.5 seconds. Typical fuze for med/high-alt level bombing.

Low level

These fuzes are armed very quickly but the safety comes from delay. Usually doesn't allow
delays below 4 seconds or so. Like the name says, these fuzes are suitable for low level
attacks, but don't allow instant detonation for pilot's safety.

Delay

Generic fuzes that allow longer delays and have medium arming times. Something between
types 1 & 2.

Long delay

Fuzes that allow very long delays like 90 seconds etc.
When player selects a loadout which has bomb, the fuze type selection box is populated with
the fuze types that are available for the selected bombs. Not all bombs have all different types
available. When the fuze selection is made, the fuze detonation delay selection box is
populated with the available values that the fuze supports. The actual fuze selection is made
automatically when the mission starts or user spawns in dogfight mission.
German electric fuzes are exception to this. These fuzes do not provide delay selection at all.
Fuze has three different modes that can be changed during flight. This requires a new mapping
at the controls menu. Available modes are "instant", "short delay" and "long delay".
Detonation delay & arming time depend of the actual fuze type that is selected automatically.
Electric fuze circuits work so that if the fuze fails to arm on instant or short delay mode, it
automatically reverts to long delay mode which needs lower arming time.
8 / 22

Generic fuze changes

In all previous IL-2 version, the selected detonation delay time was not propagated over the
network. So other players that were not the "owners" of the bomb would always see visual
effect of bomb exploding instantly when it hit ground. Actual invisible explosion (with killing
effect) could happen even ten seconds after. In 4.11 the delay and everything else related to
the bomb is propagated over network, so clients should see the effects in sync with the actual
explosion.

4.11 introduces some changes to the bomb's penetrating effect which is related to the
detonation delay. Bomb with instant detonation (zero delay) doesn't penetrate into ground or
into target that it might hit and therefore its explosion is little different than if it would dig into
ground/house/ship. Bomb digging into ground before exploding has slightly reduced "daisy
cutter" effect, so its power against ground units is slightly reduced. In general you want to
attack ground troops with zero delay or drop the bomb in so shallow angle that it doesn't dig
into ground. Against houses and ships the penetration is desired effect. Bomb explosion makes
more damage to confined space when it explodes inside it. Small bomb dropped on roof of a
house might do only superficial damage to the roof if it explodes immediately and house it not
destroyed. If the same bomb would penetrate the roof and explode inside the house,
destruction is much more probable.

Reworked bomb damage

Bomb damage has been remodelled according to blast pressure strength and splinter density.
Furthermore buildings have been made more resistant to damage. There have also been some
smaller tunings. You will notice the following:
• reduced differences between bombs of similar size and type
• significant reduction in damage effect with increasing distance
• less damage against buildings
• more near miss damage against ships
• more effective torpedoes
• bombs under water are more effective against ships.

Please also note that the huge damage radius of a few bombs is no longer there.

GF_Mastiff
01-28-2012, 01:56 PM
Fragile Torpedoes option

When this options is enabled, the torpedoes can be broken easily when dropped. Old
constraints from 4.10 apply. Basically this is just enable/disable switch for the feature
introduced in 4.10.

Pursuivant
01-28-2012, 02:04 PM
Is there one of these about?

Realistic torpedoes appeared in the 4.10 patch and it doesn't appear there was any documentation for them.

As a rule of thumb, torpedo launch parameters are:

50 m or less altitude & no more than 150 kph for early war torpedoes.
100 m or less altitude & no more than 200 kph for late war torpedoes.

And, generally, Japanese and German torpedoes are better than early war American torpedoes.

IceFire
01-28-2012, 02:14 PM
The 4.10 PDF guide had a partial list of torpedo parameters. It was missing a couple of types used by the AI but otherwise included full details.

illegalBeagle
01-28-2012, 02:34 PM
Ok thanks. I spent ages looking for this, a search of the forums turned up nothing. So for reference, from the 4.10 PDF:

Each torpedo type in IL-2 has its optimum drop parameters, of course some error is allowed, but not too much.

• LT F5W (Italian Whitehead)
100m, 300Km/h

• LT F5B
40m, 250Km/h

• Mk13, Mk13a
30m, 205 km/h

• Mk13 late
180m, 400 km/h
(this torpedo had a much wider range of drop than the early one)

• Type91
30m, 240 Km/h

• Type91 late
60m, 330 km/h
(this torpedo had a much wider range of drop than the early one)

• 45-17
30m, 205 km/h

Also torpedoes had to run for some time into the water to arm their warhead, so torpedoes
cannot be dropped too close to the ship (distance should be bigger tan 400-600 meters).
Torpedoes dropped on ground or directly on the ship (without hitting water) will not explode.

Luno13
01-28-2012, 06:42 PM
Guys, if you're flying 4.11 and carrying a torp (or any ordinance for that matter), simply press TAB. :)

Pips
01-28-2012, 10:02 PM
TAB? Does that bring up the ordnance parameters? Cool.