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-   -   The new bomb fuzing needs to be an option. (http://forum.fulqrumpublishing.com/showthread.php?t=17789)

zaelu 12-26-2010 03:31 PM

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.

Letum 12-26-2010 03:34 PM

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.

fruitbat 12-26-2010 03:37 PM

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:

JG52Uther 12-26-2010 03:43 PM

Quote:

Originally Posted by zaelu (Post 206998)

How about you ask for the proper solution? How about an option to set the detonator(s) arming delays in "arming screen"?

Sounds like the perfect solution to me.For now,skip bombing (such as bombing tanks in online wars) is kaput.

Letum 12-26-2010 03:50 PM

Quote:

Originally Posted by JG52Uther (Post 207005)
Sounds like the perfect solution to me.

Not a historical solution tho.

zaelu 12-26-2010 03:56 PM

Quote:

Originally Posted by Letum (Post 207007)
Not a historical solution tho.

I am sure not all the bombs had 2seconds delay set for detonators.

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

Tbag 12-26-2010 04:08 PM

Quote:

Originally Posted by Wutz (Post 207011)
Forget it..............I have worked on just those type of bombs.....but the game is right the casing is the deadliest part of the bomb.....also how do you explain that your delay is reset to 0secs even though one has set it to a higher time then that, when you drop a bomb from over 70m? Man where you in the eighties.....our instructors knew nothing of ordances at all they just handeled them on a daily bases..........got to love internets wizzards, they know everything, just in real life you don´t see them thank god!

Why don't you come off your high "I've worked with those bombs and know more then all of you geeks"-horse, properly read other peoples posts and join the discussion here? You make yourself look very stupid here.

robtek 12-26-2010 04:25 PM

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.

ElAurens 12-26-2010 04:30 PM

Quote:

Originally Posted by Tbag (Post 206984)
Wutz makes a simple and as far as I can tell valid point:

The game should count the time between bomb release and the bomb hitting the ship. If I understand correctly the game currently measures the time between bomb release and the bomb hitting the water!?

Bingo.

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.

Tbag 12-26-2010 04:30 PM

Quote:

Originally Posted by robtek (Post 207021)
Why not assume that any impact before arming destroys the arming mechanism -> inert bomb.

I strongly doubt that this is the case when skip-bombing and that's what this thread is all about.


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