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Jesus... all this talk about going back, deactivating a good thing just because that old story of "...my grand father told me".
How about you ask for the proper solution? How about an option to set the detonator(s) arming delays in "arming screen"? This way the paranoids can set 10 minutes of delay so they can relive the spinner sceene from "Pearl Harbour" over and over and the schizoids could set it to zero and fly with a sadistic grin on their face. DOOOH... ...I like those people with so wide views that always when in problem they go for the "fall back" option... "disable Antialiasing and your problem goes away", "Unplug your HOTAS and play with keyboard... no reversal bug there" etc etc etc... many of us have to know this... type. |
One more thing that might be of interest....
At the start of the war, ground crews used to turn the spinners/vanes round a few turns so that the bombs would arm more quickly for low-level attacks. However, fuze designs where soon changed to prevent the ground crews doing this. I suppose someone thought it might be dangerous. |
well, i've just been messing around offline practising skip bombing.
It took me about 5 go's to learn the new technique needed to skip bomb in 4.10. its still easy, you just need to adjust what you used to do a little a bit. I just hit 5 times in a row. Wow, the sky is falling in:rolleyes: |
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Also... the old "delay" in the arming screen... was it historical? No irony here... I mean... if we have the delay of arming... is it historical to have a second delay after impact? I wouldn't mind 3 options there for delay... 1 for delay after impact, one for delay front detonator, one for delay rear detonator... if available for that bomb. I would'n mind some "choice" of ammo belts either but Christmas is over ain't it? ;) :P |
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Everybody who sees only black and white has a limited intellect, in my eyes.
As i've already posted in this game there are no detonators and cases modelled, only bombs! Why not assume that any impact before arming destroys the arming mechanism -> inert bomb. And for the bomb-delay, that works as it should, at least when i tested it. |
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The problem is that if the bomb skips on the water before the 2 second arming time is up it won't go off even if it takes longer than 2 seconds for the bomb to hit the target. So the bomb touching the water stops the arming. This is just another case of armchair "pilots" who think that increased difficulty equals increased realism. It is not always the case. |
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