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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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Can anyone tell me the proper way to bomb with the ab250, and ab500 bombs,do they have any bugs? I used them in war clouds, have problems since the dispersal of the bomblets variers, usually drop them at 500m.
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#2
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what's your setting of the bomb fuse?
Also the dispersal varies with angle and speed you drop them at. |
#3
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Because of the online competitions (VEF, VEF2, AW, VoW, etc...) my squad have tested a lot all his AB weapons, but at the end they are useless. No matter the angle, the altitude dropped or the bomb delay, these german AB bombs are useless on Il2. And that is not a problem, the problem is that the same IL2 cluster bomb AJ-2 can even destroy hard vehicles. Watch this video at 3:31 and cry ( Last edited by SG1_Gunkan; 10-11-2010 at 04:14 PM. |
#4
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Hi
Setting the bomb delay sets the AB canister release delay, depending on altitude and speed this effects the dispersal. Try using the Stuvi bombsite, on the Ju88A4 I used to find diving at 480kph Stuvi set to 1200m and 5 second delay work ok on the AB500's With Stukas I found the results to unreliable to take the payload on a mission, and forget level bombing with the 5 ringed AB1000. Any Russian American similar armament works ok, probably too good ![]() As already mentioned by Gunkan AB bombs are too ineffective to use, you might as well take normal bomb load outs. Add to that German 2x SC 1000kg Almost half as powerful as Japanese 1x 800kg German bombing loads have been seemingly nerfed over the years ![]() Bug reports fell on deaf ears at 1c years ago after I reported the SC2000 bug, they fixed it, then the next patch come out and it was nerfed again and still is. Edit> just dug up some old IL2 notes on SC2000, its been designated a demolition bomb in city areas. Edit> mph to kph Last edited by KG26_Alpha; 10-13-2010 at 02:10 PM. |
#5
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A long time ago i actually managed to come up with an attack profile that gave good results.
It was a shallow dive attack in a 190F8, bomb delay set for 0-1 seconds. The thing is, i unfortunately don't remember the exact numbers. However i think it would be pretty easy to come up with an attack profile with a few practice runs in QMB. What i did was enable externals to be able to track my bomb and see the impact pattern of the bomblets. Then i experimented with a few altitude/speed combinations at the time of release to judge the balistics of the weapon. After managing to consistently get the bomb close enough to the targets (it's an area weapon, so 100% accuracy is not exactly needed), i started playing with the delay. I started with 2-3 seconds and found out that while the canister was dropping close enough, the bomblets dispersed after the canister had hit the ground which resulted in poor or non-existent area coverage. So i started reducing the delay until the canister dispersed the bomblets at a reasonable altitude to create a satisfactory dispersion. In short, don't fret about getting it right the first time and being rigid with your profile. Fly a profile that suits you first and try to to get the bomb close to the targets. When you can consistently do that (which is no big deal, as it's similar to dropping regular bombs), start fiddling with the bomb delay to change the altitude at which the bomblets disperse. In essence, what happens is that instead of adapting your style to the weapon you can adapt the weapon to your flying method by changing the delay. About half an hour later i got it close enough that i could bomb using the conventional method of shallow diving and releasing the bomb as the targets slip out of visibility under the aircraft's nose. I don't know how powerful or puny these weapons are compared to other similar bombs, but they are good enough for light targets. The main use i can think of is suppresing tightly clustered flak batteries in jabo runs. Two to four 190F8s can come along and drop on the flak, kill all or most of it in a single run, have the rest of the guys loaded up with regular SC bombs to wipe out the targets and everyone is free to strafe the soft-skinned stuff. It's a bit similar for other hard to aim weapons as well, like hitting bombers with the air to air rockets on German fighters. I followed a similar testing method and came up with a way to score well with the 21cm mortar rockets. The trick is to adjust one thing at a time. I started by launching from their 6 at about 1km away. Then i played with convergence to alter the rocket's flight patch (convergence applies to the vertical axis as well, so longer values will have the rocket tubes angled further upwards). Observing their flight path from the cockpit, i saw that by using such a long convergence i also had to use a different aimint point. So, instead of putting the bombers in the center of the gunsight, i aligned them with the top horizontal boundary of the gunsight glass. After i could see in external views that my rockets were passing sufficiently close to the bombers, it was time to make them explode there. I did this by flying the exact same attack profile and using the same convergence, but this time i changed the rocket delay value in the arming selection panel. After 2-3 attempts i could place two 21cm mortars in the middle of a four-ship B17 formation pretty consistently, usually with a success rate of 60-70%. The difficult part is that such attack profiles are a bit rigid (certain speeds and altitudes, lots of different variables) and as a result, situational. I don't sweat it trying to keep ultra precise altitude and airspeed, just trying to get it close enough, but even then it's hard to do when in actual combat and not in QMB testing runs. For example, attacking bombers with rockets in an online map is a totally different can of worms, as you'd have to worry about escorts, possibly bob and weave to shake an attack and even then you'd need to fly pretty much straight at them for some time in order to ensure your method works. The good thing is that if you learn one way to do it, by keeping true to the axiom of changing one thing at a time you can accurately judge the effect of each parameter and come up with variations that suit more tactical situations than your originally conceived method. For example, i found out that i could succesfully launch rockets at bombers head on by using the same aiming point and the same convergence/delay values, simply by launching at roughly half the range i used to launch from when attacking from their 6. In my case, the settings that worked for a 6 o'clock attack from 1km out, could also be used for a head on attack if i launched at 600 meters away. So, little by little each one can come up with their personal "library" of methods for using such tricky weapons. |
#6
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Find my missions and much more at Mission4Today.com |
#7
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Some of our guys found the German AB bombs useful in ONE attack. In ADW war, supplies from depots and outside map are carried by convoys and trains. Convoys are easy, typically max 12 guns for 40-ish vehicles, but trains... The flak is insane. On a good example 5 Fockes dive bombing from 6000m to 3000m, 3 were shot down and 1 suffered heavy damage, as a typical result.
It was found that when DIVE bombing from fairly high altitudes (release at 3000m+) to stay safe, properly timed AB500 would give comparable results with the SC500, and chance to hit and kill at least a single train car was better, and we switched to it. When the bomb is in vertical dive, the bomblet spread is circle shaped - with some practice it can be made to explode at about 500m, where direct hit would result in 1-2 train cars less killed than with SC500, but near-miss would kill always something, when it almost never did with the SC500. |
#8
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Assuming it's correct that the SC2000 was a demolition bomb, the HE content may have been quite small as a thick steel penetrator would constitute most of the weight. AB bomblets require a direct hit to have any effect, which can lead to wierd results if the dispersal is too great.
For those with the patience (I usually take a guess myself), the burst altitude can be calculated as follows: B = D - (u*t + .5*g*t^2) ...where B is the burst alt, D the release alt, u the vertical speed (in metres per sec) at the time of release, g=9.81 m/s acceleration due to gravity and t is the fuze setting in seconds. Taking KG26 Alpha's example: D = 1200m u = 480mph = 768kph = 213 m/s t = 5 => B = 1200 - (213*5 + 0.5*9.81*5*5) = 12m For an a/c in level flight u=0, so an AB dropped from 750m with a 3 sec fuse will burst at: B = 750 - (0 + 0.5*9.81*3*3) = 706m Remember folks, no matter what it is there's always a way of making it less fun! dduff |
#9
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Incidentally only 1.2m, or just 2400 tonnes of SC-2s were manufactured in the entire war according to Deichmann. Assuming the bursting container amounted to 1/3 the mass of the entire thing, that's equivalent to just 7200 AB-500s over almost 6 years on all fronts. They were always in scarce supply.
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#10
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