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View Full Version : Level Bombing: Tests and results with 1.08.18956


Blackdog_kt
08-04-2012, 09:05 PM
Let me just transfer here what i was discussing on the ATAG forum, for the benefit of all sim pilots who fly the He-111 and the Ju-88.

I'm just describing a simple airstart mission that i used for testing, flying the Ju-88 in a bomb run with the autopilot in R22 mode (the level attitude hold mode). Bonus track file at the end of the post ;)

I did some more tests just now. I made an airstart mission in the FMB with 35% fuel (i think that's what i set it to) and a full bomb load (both bays full of SC50s and four SC250s externally). Apparently, with 75% pitch (2100 RPM) and 80% throttle (about 1.3 Ata with the superchargers at high gear), it almost stabilizes.

The spawn is at 5km but until i can set trims and everything from the default values, i'm down to 4k or so. Then, engaging R22 while at a somewhat high speed (320-340km/h IAS) results in the aircraft stabilizing in a slight descent of about 1m/sec. This can be accounted for easily by periodically looking at the instruments and adjusting bombsight altitude every 20-30 meters of lost altitude. A ballpark value for ground speed at that altitude and IAS is 370-380km/h (i didn't use tables, just engaged automation and played around with it until the sight stabilized in the vertical axis).

The interesting thing is that i also found how to account for drift. In my first run i was a bit out of trim when i engaged the autopilot but instead of correcting it, i thought i might see how drift works and well, it works just fine

What you do is move the bombsight sideways (controls: bombsight left/right) in the direction of the drift, not opposite to it. The idea is that the crosshairs should point where the bombs will impact. If you adjust for drift in this way, at some point you will see that with automation engaged the sideways motion of the sight is negated.

So it's a two step process really: adjust speed value to get a static sight picture in the vertical axis (target doesn't drift above or below crosshairs), then adjust drift value to get a static picture in the horizontal axis(target doesn't drift left or right of the crosshairs). It's very easy to judge, because we have the sight lines, just see if a ground feature near the lines moves parallel to them (correct drift) or tends to cross them (needs adjustment).

After all these adjustments are done, your aiming point (the crosshairs center) will have of course drifted off target. You can then command some slight turns with the autopilot in R22 mode to align the crosshairs with what you want to hit. This is your final correction.

After all is done, you should go back to the pilot's seat and adjust for the dropping altitude every 20-30 meters lost, switch to bombsight view and confirm the sight still tracks correctly.

At some point between 30 and 40 degrees of bombsight angle, the bombs release.

In my tests i used a series release with a spread of 1 meter. This creates a much bigger spread due to the bombs drifting, which is more pronounced the higher the altitude you drop from. A spread of 1 meter worked well for the airfield i was targeting.

I also found out why some people report backwards exploding bombs. The bombs are correctly modeled with regards to their different densities. All bombs fall with the same acceleration in a vacuum, but through the air the denser/heavier bombs have an advantage because they can penetrate the air easier. This is the same reason that gliders carry water ballast: a lighter glider climbs better in a thermal, but a heavier glider can attain higher airspeeds. So, glider pilots load water ballast and they have a jettison valve to dump some of it if they need more climb rate at the expense of forward speed.

What happens in the sim is the same thing. I think it's the forward bomb bay that drops first, then the rear bay and then the externals (SC250s). Well, the SC250s overtake the lighter bombs and finally impact at about the same time as the SC50s from the forward bay, while the SC50s from the rear bay impact last. This creates the effect of a backwards moving string of explosions, but it's not a bug.

It would be a bug if we released a stick of the same type of bombs (eg, only the internal SC50s in the 88, or 8 SC250s in the 111) and we saw the explosions moving backwards. However, in my tests i observed that bombs of the same type (the SC50s in the bomb bays) which drop at similar speeds, correctly explode in the sequence of impact.

All in all, i'm very very pleased with my findings, huge thumbs up to 1C for their work in this.

You can see some of what i'm talking about in the attached track file.

Get the track file from the link below, just unzip into Documents\1C SoftClub\il-2 sturmovik cliffs of dover\records

Then, you can load the track from inside the sim and observe how the bombs drop and how the lighter ones lag behind the heavier ones.

Jaws2002
08-04-2012, 09:57 PM
This is great. This fix alone is going to make a good number of players happy. The extremely limited visibility distance for the ground objects may be a problem. I did a few quick bomb r7ns yesterday with the Ju88 and I noticed you can't see any buildings from 2000m. It is going to be hard to find targets for level bombing this way.

robtek
08-04-2012, 10:43 PM
The devs should make it possible for map builders to set markers (i.e. black dots) on targets wich should have a visibility range of about 15 to 20km to nullify the disadvantage of too late visible targets.

Blackdog_kt
08-05-2012, 01:10 AM
To be honest with you, as long as i can navigate reasonably well i have no problem putting bombs on target. And i fly on mostly medium graphics settings too.

The thing we need is for mission design to move to strategic objectives. It's one thing to look for a tank column (10 dots in a street running among the woods) from 6km of altitude and a totally different thing to simply have to recognize a city and target its industrial area.

Tactical bombers like the Stuka can maneuver and identify the area where the targets are expected before diving (plus they can correct their aim during the dive), fighter bombers as well.

The difficulty comes from having to maneuver a formation of twin-engined bombers all around the place, while looking for a few vehicles. And the reason that targets are handled like that is that until now we had no way to determine if objectives are completed without having some units to be destroyed. It's the old IL2 trick of hiding trucks inside buildings: the game had no way of knowing if the buildings are destroyed, so mission designers made the targets to be units and hid them inside the buildings.

Since the last beta however, some scripting methods have been added that let us determine objective completion in other ways, more suited to formation bombing. This means that instead of the target being "destroy these static vehicles", the target could now be "place that much explosives within a certain radius of this point".

This means we can have buildings as targets. And for such targets of a certain size, this also makes it very easy to bomb from altitude. We just have to navigate there, look through the bombsight and identify the target by other landmarks. The nearby city, the airfield next to it, the bend in the river, etc. This is more or less how the crews back then did it as well. I saw a US air force bomber's manual and it places a lot of emphasis on pre-briefed landmarks around the target to be used as a way to identify it.

I'm not saying i will complain if i can see an isolated factory building from 4km, of course not. But i still feel that even if the building pop-up is improved, we will have to do some planning before going into raids or be familiar with the target area.

Which to be honest with you, is half the fun when flying bombers. Selecting the correct waypoints to come in undetected, having a flight path over the target that makes for a favorable orientation (eg, attacking an airfield across its runway length for maximum damage), egressing along the route of least resistance, etc etc :grin:

For example, i was on ATAG a little while ago and i started for the Manston area. Just as i was closing in, a server message came up saying that both of the nearby targets were destroyed. I didn't want to turn back and the other available targets were tactical in nature, so i just decided to attack the Ramsgate runway.

I came in at 4km, aimed the bombs smack in the middle of the runway and went home with no incident whatsoever. I don't know if and what hits i scored because i was too high to look, but if half of them fell within the airfield and any RAF pilots were CAPing around the area at low level, it would have been a real laugh to watch :-P

CaptainDoggles
08-05-2012, 01:56 AM
I also found out why some people report backwards exploding bombs. The bombs are correctly modeled with regards to their different densities. All bombs fall with the same acceleration in a vacuum, but through the air the denser/heavier bombs have an advantage because they can penetrate the air easier. This is the same reason that gliders carry water ballast: a lighter glider climbs better in a thermal, but a heavier glider can attain higher airspeeds. So, glider pilots load water ballast and they have a jettison valve to dump some of it if they need more climb rate at the expense of forward speed.

What happens in the sim is the same thing. I think it's the forward bomb bay that drops first, then the rear bay and then the externals (SC250s). Well, the SC250s overtake the lighter bombs and finally impact at about the same time as the SC50s from the forward bay, while the SC50s from the rear bay impact last. This creates the effect of a backwards moving string of explosions, but it's not a bug.

That is friggin' awesome :cool:

Blackdog_kt
08-05-2012, 02:46 AM
Oh yes it is. You can't imagine the look on my face when i was watching the track and realised what was happening.

"Hmmm, a bunch of almost concurrent explosions. Ooops, here come some late explosions further back. Maybe it's the bug i've been hearing about. Hmmm, the ones that popped first are the big explosions, they must be the 250s. OH MY GOD, THEY DROPPED LAST AND EXPLODED FIRST, THERE IS ONLY ONE EXPLANATION FOR THIS" /jaw meets floor :-P

Just watch the attached track and enable manual view control. If you go to zoom in view and look down beside the wing (i also moved the camera sideways a bit to get a better view), you can see for yourself.

I think i'll do a second track tomorrow with a static camera on the airfield, so that i can observe more closely ;)

chantaje
08-05-2012, 06:18 PM
GREAT!!! , i just tried it and i hit a bus from 4 k. with a 111 thank you!!! now i can know where my bomb will hit :grin: :grin: :grin:

Redroach
08-06-2012, 01:31 PM
The devs should make it possible for map builders to set markers (i.e. black dots) on targets wich should have a visibility range of about 15 to 20km to nullify the disadvantage of too late visible targets.

I did lengthy tests and came up with medium-to-high settings for my, at best, medium rig, to ensure that everything runs smoothly while having it look as good as possible.
And I had never problems with identifying targets from altitude, except when the targets themselves are very small - for ex. I never figured out where exactly those ammo dumps/storage areas were on that one ATAG objective.
Well, that's what I thing Blackdog is up to: Handing the strategic, bigger objectives to the level bombers while leaving the small ones to tactical bombardment.

chantaje
08-06-2012, 03:02 PM
redroach do you know what options affect the ground target visibility? i know that land detail render far away ground textures in more detail and it help navigation but have no clue about how th other options affects ground target, S!

Kaiser
08-06-2012, 04:09 PM
And I had never problems with identifying targets from altitude, except when the targets themselves are very small - for ex. I never figured out where exactly those ammo dumps/storage areas were on that one ATAG objective.
.
Here about it I wrote to developers about need of implementation for game of a photo reconnaissance.

http://www.sukhoi.ru/forum/showthread.php?t=72637&page=4&p=1845441&viewfull=1#post1845441

von Brühl
08-06-2012, 05:10 PM
Does the building pop-up introduced this patch also effect the bombsight? I haven't played bombers yet since the patch, but notice the buildings do what the trees did last patch.

mcler002
08-06-2012, 05:19 PM
Someone please explain the numbers on the Y axis (where u can change the arrow) and the X axis which you cant control?

Need help!

Kaiser
08-06-2012, 06:36 PM
Someone please explain the numbers on the Y axis (where u can change the arrow) and the X axis which you cant control?

Need help!

Sorry for bad English.
If I understand correctly, you write about the demolition of the lateral plane, and how to calculate the X-axis in the crosshairs "Lofte"

may be it will help you: http://kg55.mybb2.ru/viewtopic.php?p=1930#1930

Marmusman
08-06-2012, 06:42 PM
Someone please explain the numbers on the Y axis (where u can change the arrow) and the X axis which you cant control?

Need help!

Do you mean the triangle indicators?

The Y-axis (upper left side) is the angle of your bombsite.
The X-axis (lower, right side) does not function.

This bombsite is the same system used in IL-2:1946.....there are many great resources for IL-2:1946 to explain the basic system of the site. I suggest searching under "Level Bombing" at Mission4Today.com. At least it is a start.

mcler002
08-07-2012, 05:52 AM
Yea ill shall check out mission 4 today later on!!! Thanks Kaiser and Marmusman.

Just to see if anyone can explain:
How do you work out the bombing angle :S

Regards
Ross

Allons!
08-07-2012, 06:13 AM
Even if Loft may sound familiar to our native english speakers, the Lotfernrohr (http://www.google.de/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CFMQFjAB&url=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FLotfern rohr_7&ei=27EgUJutKsHQtAbh0YH4Bw&usg=AFQjCNGVpbVt71eS0-SGle2USkxViiSX7w&sig2=qG3d324--p_qWQo0jzRlwQ) doesnt have anything to do with a loft.. ;)

Kaiser
08-07-2012, 06:22 AM
Yea ill shall check out mission 4 today later on!!! Thanks Kaiser and Marmusman.

Just to see if anyone can explain:
How do you work out the bombing angle :S

Regards
Ross

I understand you correctly,
The exact adjustment taking into account the flow of wind?

Redroach
08-07-2012, 09:35 AM
Even if Loft may sound familiar to our native english speakers, the Lotfernrohr (http://www.google.de/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CFMQFjAB&url=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FLotfern rohr_7&ei=27EgUJutKsHQtAbh0YH4Bw&usg=AFQjCNGVpbVt71eS0-SGle2USkxViiSX7w&sig2=qG3d324--p_qWQo0jzRlwQ) doesnt have anything to do with a loft.. ;)

You're damn right! I always wondered what a "Lofte" is... :rolleyes:
It's LotFe (with or without the caps)!

As for the other things: Yeah, a photo recon system would be awesome! This would be, as a not-that-skilled dogfighter, my second priority, after bombing! :D

And sorry, I don't know the specific options for "best" ground visibility, nor do I even know if my settings are "best" in that department. I just tested and went after a good-looking, non-stuttering game. But I'll edit my overall settings in here when I'm online the next time.

SG1_Lud
08-07-2012, 10:40 AM
Even if Loft may sound familiar to our native english speakers, the Lotfernrohr (http://www.google.de/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CFMQFjAB&url=http%3A%2F%2Fen.wikipedia.org%2Fwiki%2FLotfern rohr_7&ei=27EgUJutKsHQtAbh0YH4Bw&usg=AFQjCNGVpbVt71eS0-SGle2USkxViiSX7w&sig2=qG3d324--p_qWQo0jzRlwQ) doesnt have anything to do with a loft.. ;)

+1


Regarding recon, what we do in our squad is to send some 109 to recon the target and bring back photos. We takes it seriously and if the recon gets downed, we do not look at the photos :P

Allons!
08-07-2012, 11:03 AM
You're damn right! I always wondered what a "Lofte" is... :rolleyes:
It's LotFe (with or without the caps)!

Lot =perpendicular
Fernrohr= telescope

S!

Stublerone
08-07-2012, 02:23 PM
Sounds quite good to me, but I, as a fighter pilot, would like to ask for your opinion about that visibilty or better say draw distances. Is it okay? I mean: 4k is not a real big height for level bombing, or is it? I remember, that we bombed from 7k to 9k in il2. So, how is vdrawing distance compared to il2 1946? 4 km is not enough on a pc sim to really simulate the visibility distance of real life. The game should always draw several kilometers more than in real life to have nearly the same viewing abilities as in real life.

4km is not enough, or am I wrong. I remember that discussion of some good pilots years ago with il2 1946. We need about at least 10 to 15 km to simulate, what eyes can see (mostly peripher or instinctively ) in a real plane as monitors are not giving u the same as in real life.

Just ask for opinions and answers. Levelbombin at a sunny day on 4 or 5 km sounds strange and very dangerous to me as this is in the normal height range of fighter pilots.

SiThSpAwN
08-07-2012, 02:27 PM
Here about it I wrote to developers about need of implementation for game of a photo reconnaissance.

http://www.sukhoi.ru/forum/showthread.php?t=72637&page=4&p=1845441&viewfull=1#post1845441

I suppose a quick fix to this would be the mission builder adding photos to the briefing... err, can photos be added to the briefing?

Marmusman
08-07-2012, 02:36 PM
Sounds quite good to me, but I, as a fighter pilot, would like to ask for your opinion about that visibilty or better say draw distances. Is it okay? I mean: 4k is not a real big height for level bombing, or is it? I remember, that we bombed from 7k to 9k in il2. So, how is vdrawing distance compared to il2 1946? 4 km is not enough on a pc sim to really simulate the visibility distance of real life. The game should always draw several kilometers more than in real life to have nearly the same viewing abilities as in real life.

4km is not enough, or am I wrong. I remember that discussion of some good pilots years ago with il2 1946. We need about at least 10 to 15 km to simulate, what eyes can see (mostly peripher or instinctively ) in a real plane as monitors are not giving u the same as in real life.

Just ask for opinions and answers. Levelbombin at a sunny day on 4 or 5 km sounds strange and very dangerous to me as this is in the normal height range of fighter pilots.

For bombing in Il-2:1946, the draw distance and target acquisition were always an issue. Luckily, there were "target items" placed using FMB (usually trucks or ships) that would appear as an odd dot or strange "mirage" in the bombsite from far away, so you always had a guide for locating targets. The good mission builders would always add one of these indicators within the target area, even if the item was not the main intended target.

I have not had enough time at high altitude in a bomber to see if the same applies in CloD. Though I seem to recall seeing odd "mirages" at target areas when flying a Bf-109 at high altitude.

Kaiser
08-07-2012, 03:23 PM
I suppose a quick fix to this would be the mission builder adding photos to the briefing... err, can photos be added to the briefing?

Yes. captured image gets into briefing only when the spy plane returned to the base.
P.S.
That is, if the plane was shot down, then the photo is lost.

SiThSpAwN
08-07-2012, 03:38 PM
Yes. captured image gets into briefing only when the spy plane returned to the base.
P.S.
That is, if the plane was shot down, then the photo is lost.

Sorry what I meant is right now, can mission builder put photos into briefing?

PissyChrissy
08-07-2012, 04:13 PM
So, just to be clear, what does the R22 mode actually do? Does it simply level the wings at whatever heading you happen to be flying along? Or dos it direct you to a course you set into the course setter?

If the former, does it allow you to make slight heading corrections?

Before now, i've been using the non-R22 course autopilot to try to do level bombing, using corrections in the course setter to shift course onto target. But the course setter is to coarse, and you can't make fine adjustments, meaning you're wobbling bak and forth as you approach the target...

robtek
08-07-2012, 05:45 PM
The R22 mode is a three axis autopilot, but its set to 330 to 350 km/h so the plane descends until the speed is reached.
Because of the too low speeds / power of the bombers you'll have to correct for a descent all the time.
Course corrections are made with autopilot right or left, precise enough.

Kaiser
08-07-2012, 06:07 PM
Sorry what I meant is right now, can mission builder put photos into briefing?

At the moment seems to be no, but I could be wrong,
need to ask the organizers of the mission.

mcler002
08-07-2012, 06:23 PM
The R22 mode is a three axis autopilot, but its set to 330 to 350 km/h so the plane descends until the speed is reached.
Because of the too low speeds / power of the bombers you'll have to correct for a descent all the time.
Course corrections are made with autopilot right or left, precise enough.

So it works but doesnt work?..... in the ideal world we should be able to use the R22 at any speed?

How do you use it either way?

mcler002
08-07-2012, 06:29 PM
Do you mean the triangle indicators?

The Y-axis (upper left side) is the angle of your bombsite.
The X-axis (lower, right side) does not function.

This bombsite is the same system used in IL-2:1946.....there are many great resources for IL-2:1946 to explain the basic system of the site. I suggest searching under "Level Bombing" at Mission4Today.com. At least it is a start.

I downloaded the manual, very interesting but it doesnt tell you how to calculate the bomb angel by yourself...

... suggestions?

skouras
08-07-2012, 07:04 PM
The R22 mode is a three axis autopilot, but its set to 330 to 350 km/h so the plane descends until the speed is reached.
Because of the too low speeds / power of the bombers you'll have to correct for a descent all the time.
Course corrections are made with autopilot right or left, precise enough.

thats why my plane decends with the R22 mode
thanks ROBTEK
by the way you can trim always with the course and loft your bombs

Marmusman
08-07-2012, 07:21 PM
I downloaded the manual, very interesting but it doesnt tell you how to calculate the bomb angel by yourself...

... suggestions?

A little side program from IL-2:1946....

Download from M4T at:
Bombsite Table v2 (http://www.mission4today.com/index.php?name=Knowledge_Base&op=show&kid=337)

This was based on estimates....not sure how accurate in CloD.

It can run in background....I used to have 2 monitors, so I would have this program up on one screen and fly on other screen. The key commands to adjust speed and height work while in game. But in the end, you find that you typically bomb from the same height and speed so you can get the angle prior to your flight if you are afraid to Alt-Tab out of game to see table.

Kaiser
08-08-2012, 07:03 AM
You can certainly use a different programs, but it's for "Loftenfernrohr Lofte" is superfluous.
"Lofte" very easy to use, it is sufficient to know only one parameter (AGL or TAS), that would correct all the rest.
So with the help of Bombenfernrohr can determine the angle of drift, but unfortunately the servers is rarely used atmospheric effects.
I also use the scope "Lofte" on final approach in stormy weather.

Redroach
08-08-2012, 12:42 PM
Lot =perpendicular
Fernrohr= telescope

S!

no explanation needed here, I am from Germany as well (look to the right!) ;)

and once again: Lotfernrohr! (http://www.cockpitinstrumente.de/instrumente/katalog/revi/Lotfernrohr%207C.htm) 8-)

Kaiser
08-08-2012, 01:11 PM
no explanation needed here, I am from Germany as well (look to the right!) ;)

and once again: Lotfernrohr! (http://www.cockpitinstrumente.de/instrumente/katalog/revi/Lotfernrohr%207C.htm) 8-)

How, then, properly called Bombenzielgerät -"Lofte" or "Lotfe"?

robtek
08-08-2012, 01:14 PM
Of course 'LotFe' rnrohr.

Kaiser
08-08-2012, 01:19 PM
http://forum.1cpublishing.eu/attachment.php?attachmentid=10485&stc=1&d=1344431909 ???

Kaiser
08-08-2012, 01:28 PM
http://forum.1cpublishing.eu/attachment.php?attachmentid=10486&stc=1&d=1344432475






Can you clarify this issue, that there was no disagreement?

Redroach
08-08-2012, 04:14 PM
While he has compiled a pretty nice website, that webmaster of LuftArchiv.de obviously made an error, which has propagated through the interwebs (or probably it was someone else and he just adopted it...).
There is no word like 'Loften' in German - and, additionally, klick on my link above. The original box should be proof enough, I think! :cool: (whoever is tempted to use the word "photoshopped" now, be ready to face my wrath! ;) )

skouras
08-08-2012, 04:32 PM
i'm pretty sure that the right word begin with Lotfe not lofte
i think Redroach is right

Kaiser
08-09-2012, 08:24 AM
Thank you! I will definitely pass this amendment Russian-speaking community.
PS
http://www.sukhoi.ru/forum/showthread.php?t=68637&p=1878299&viewfull=1#post1878299

aus3620
08-09-2012, 10:26 AM
... what does the R22 mode actually do? ...

Auto-pilot course adjust the aircraft using the aileron, R22 uses the rudder - use this when on level bombing run.

Note Robtek's comment about speed. I find if you accelerate to 310-20kmh then apply R22 you can get a reasonable result - less than 1m/s sink rate.

Also take into consideration your loadout - fuel and bombs. Heavier load - more sink rate. Which is a big issue considering under-performance of aircraft (see Robtek's recent comment).

Suggest you also checkout the JU88 Tutorial thread at the ATAG forum.

Above comments (re speed 310-20) for JU88.

skouras
08-09-2012, 10:52 AM
Auto-pilot course adjust the aircraft using the aileron, R22 uses the rudder - use this when on level bombing run.

Note Robtek's comment about speed. I find if you accelerate to 310-20kmh then apply R22 you can get a reasonable result - less than 1m/s sink rate.

Also take into consideration your loadout - fuel and bombs. Heavier load - more sink rate. Which is a big issue considering under-performance of aircraft (see Robtek's recent comment).

Suggest you also checkout the JU88 Tutorial thread at the ATAG forum.

what about 111
it has low speed compare to ju-88

Kaiser
08-09-2012, 08:13 PM
what about 111
it has low speed compare to ju-88

But, He111 better glider, than a Ju 88.

Blackdog_kt
08-10-2012, 12:57 AM
Ju88 needs at least 320-330km/h IAS before you engage R22. The He-111 can do fine with 300-310km/h IAS.

So, just to be clear, what does the R22 mode actually do? Does it simply level the wings at whatever heading you happen to be flying along? Or dos it direct you to a course you set into the course setter?

If the former, does it allow you to make slight heading corrections?

Before now, i've been using the non-R22 course autopilot to try to do level bombing, using corrections in the course setter to shift course onto target. But the course setter is to coarse, and you can't make fine adjustments, meaning you're wobbling bak and forth as you approach the target...

R22 is a level attitude (not altitude) hold autopilot. That doesn't mean level flight, it means wings and fuselage at a 0 degree angle with the horizon. If you are high, at low power or heavy, the plane doesn't have enough "oomph" to stay level and keeps descending slightly.
The purpose of it all is to ensure that the bombsight is level with the ground below.

As for the rest, it functions like the course autopilot: which way to turn is governed by the difference between what your gyrocompass and your selected heading indicator display.

The difference is that in course mode the turns are banking and made with ailerons, while in R22 they are wings level turns and made with rudder.
This allows you to make slight adjustments when nearing the target. Slight means slight though, over-correct and the drag from making a rudder-turn with opposite aileron (to keep the wings level) results in big drops in airspeed and altitude which take a while to stabilize ---> it can ruin your bomb run if you try to turn more than 5-10 degrees at a time.

As for how accurate it is, i have mapped the AP left/right commands to my < and > keys. Whenever i want to adjust, i just tap ONCE or twice and let it settle. The trick is to be familiar with the area you are bombing and settle into it from quite a few kms out. Doing heavy last minute adjustments will mess up the stability of your bomber and the accuracy of your run.

I downloaded the manual, very interesting but it doesnt tell you how to calculate the bomb angel by yourself...

... suggestions?

You don't have to do it yourself. The reason the guide on M4T lists this method is that in Il2:1946 most people were using the bombsight table application that gave you the angle and this allowed them to drop parts of their bombload over spread out targets. People would dial in their IAS and altitude and the application would display TAS and bomb release angle. Then, you just set the sight at that angle and press your stick key when a target passed under the cross, then pressed again when the next target appeared under the crosshairs, etc.

This worked well in Il2:1946 but it is all backwards and not how it was usually done in the real world(apart from very low level runs with predetermined settings, eg B-25s in the pacific with parafrags).

It is also unnecessary in CoD. With the extra settings we have, we can choose exactly which bombs we will drop and from which bomb bay. So, if you are fast enough you can disengage automation, place the crosshairs on a new part of the target, reengage it and select a different set of bombs to drop. It is more work, but it's also highly unrealistic even if you achieve it.

The whole "multiple targets in one run" philosophy was because in Il2 we didn't have suitable area effect targets and too few people bombed (apart from special online events). We had to place units on the target as "hit counters", which then gave rise to another problem: low altitude fighter-bombers and dive bombers found it too easy to destroy them if they were clustered together because of their better accuracy or rockets. So, mission designers had to spread out the static units and level bomber pilots had to resort to manual bomb release with the predetermined bomb release angle method.

With CoD we have ports, cities, airfields and some new scripting commands that can simulate area bombing. So, instead of trying to hit 4 tanks bunched up here and 4 tanks bunched up there along the road, we can simply be historical and aim at targets the size of a few adjacent building blocks.

So, the way to do it now is enter TAS and altitude above ground into the sight and engage automation. Then, watch through scope. If a point on the ground is moving down on your screen faster than the crosshairs increase TAS, if the crosshairs moves faster than the target then decrease TAS.
Once both move down at the same rate you'll see that the crosshairs stays on a specific piece of ground. Adjust the sight up/down to correct your aim, if during your adjustments your crosshairs went off the target.

Then, repeat the same for any drift due to wind, asymmetric thrust or incorrect trim. We already took care of up/down motion (speed calibration), so if an arbitrary point on the ground is moving to the right of the crosshairs, adjust the sight to the right as well (in the direction of the drift, not opposite of it) and observe if the new ground feature under the crosshairs remains stationary. Repeat as necessary until whatever is under the crosshairs is not moving relative to the crosshairs.

The idea is that since the drift is to the right, we want the sight to show our impact point. Moving it right an equal amount spoils our aim but shows us where the bombs will fall. Then we can use the autopilot to turn and place it on the target again.
The process is similar for left drift, always adjust the sight INTO the drift, not against it.

Once all is set up, you just arm your bombs, open the bays and wait. Just remember to take a peek at your instruments every 30 seconds or so and correct for the altitude drop due to the R22 mode.