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  #1  
Old 02-11-2012, 11:22 AM
Skoshi Tiger Skoshi Tiger is offline
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Default Bofor Gun info.

I've been having a bit of a look for Bofors Gun information and although there is a lot of general information the specifics are a bit hard to find.

So far I can only find references to a contact fuse for the Bofors gun. Did they have timed fuses and how did the fuse setting work? I expect it would be a bit of a job fusing up to 120 rounds per minute

I did find a hand book for the US Naval twin mount, but that has very little in common with the versions we are going to see.

http://www.scribd.com/doc/34427598/B...unting-UK-1950

Has anyone got links to Bofors info?

Cheers!
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  #2  
Old 02-11-2012, 11:40 AM
BadAim BadAim is offline
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So far as I know the Bofors (and the German 37, which is really the same gun) had only a contact fuse, with a timer so that the shell would explode at the end of it's range. I'll see what I can find.
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  #3  
Old 02-11-2012, 11:58 AM
5./JG27.Farber 5./JG27.Farber is offline
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I was wondering about this a couple of weeks ago, as the rounds currently in game explode near the aircraft regardless of range. It would be good to find this out and make sure the game is accurate.

I wouldn't be suprised if there was some simple mechanism or electrical device which could change the fuse timing. Im always suprised by the technology of the 1940's.
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  #4  
Old 02-11-2012, 12:36 PM
salmo salmo is offline
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For what it's worth. In-game, the 40mm Bofors MkI gun has the following specs:

RateOfFire: 60 rounds per minute
ActiveRange: 15 m to 4000 m
Clip: 8 rounds
ReloadTime: 1 sec
Reserve: 1000 rounds

With two round types:

Type: MkI
Mass: 0.88 kg
Projectile spec: ArmorPiercing 0.4 kg / Concussion 0.05 kg of TNT
MuzzleVelocity: 875 ms
Fuse type: Contact
Projectile lifeSpan: 20 sec

Type: MkIIIT
Mass: 0.93 kg
Projectile spec: HighExplosive 0.5 kg / Fragmentation 0.067 kg of TNT
MuzzleVelocity: 875 ms
Fuse type: Timeout
Projectile lifeSpan: 20 sec

I'm thinking the amounts of exposive & other parameters might be modeled for in-game effects/results and might not necessarily reflect RL values.
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Last edited by salmo; 02-11-2012 at 12:46 PM.
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  #5  
Old 02-11-2012, 08:29 PM
335th_GRAthos 335th_GRAthos is offline
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Quote:
Originally Posted by salmo View Post
For what it's worth. In-game, the 40mm Bofors MkI gun has the following specs:

RateOfFire: 60 rounds per minute
ActiveRange: 15 m to 4000 m
Clip: 8 rounds
ReloadTime: 1 sec
Reserve: 1000 rounds

With two round types:

Type: MkI
Mass: 0.88 kg
Projectile spec: ArmorPiercing 0.4 kg / Concussion 0.05 kg of TNT
MuzzleVelocity: 875 ms
Fuse type: Contact
Projectile lifeSpan: 20 sec

Type: MkIIIT
Mass: 0.93 kg
Projectile spec: HighExplosive 0.5 kg / Fragmentation 0.067 kg of TNT
MuzzleVelocity: 875 ms
Fuse type: Timeout
Projectile lifeSpan: 20 sec
Awesome!

Hold on a moment... only two types of ammo!
Oh Jesus, what a whining this will be.... ROFL!


~S~
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  #6  
Old 02-12-2012, 12:01 AM
Skoshi Tiger Skoshi Tiger is offline
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If this doesn't get them looking forward to the Bofors Gun then nothing will!



I wan't the co axial Bren Gun on mine please!


Cheers!
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  #7  
Old 02-12-2012, 04:12 PM
5./JG27.Farber 5./JG27.Farber is offline
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Quote:
Originally Posted by salmo View Post
For what it's worth. In-game, the 40mm Bofors MkI gun has the following specs:

RateOfFire: 60 rounds per minute
ActiveRange: 15 m to 4000 m
Clip: 8 rounds
ReloadTime: 1 sec
Reserve: 1000 rounds

With two round types:

Type: MkI
Mass: 0.88 kg
Projectile spec: ArmorPiercing 0.4 kg / Concussion 0.05 kg of TNT
MuzzleVelocity: 875 ms
Fuse type: Contact
Projectile lifeSpan: 20 sec

Type: MkIIIT
Mass: 0.93 kg
Projectile spec: HighExplosive 0.5 kg / Fragmentation 0.067 kg of TNT
MuzzleVelocity: 875 ms
Fuse type: Timeout
Projectile lifeSpan: 20 sec

I'm thinking the amounts of exposive & other parameters might be modeled for in-game effects/results and might not necessarily reflect RL values.
So basically this value should be Contact and or 20 secs.... Then it would be realistic. So I suppose now someone needs to report it was a bug/unrealistic, unless someone comes along with any other evidence.

Last edited by 5./JG27.Farber; 02-12-2012 at 04:16 PM.
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  #8  
Old 02-12-2012, 05:07 PM
pupo162 pupo162 is offline
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Quote:
Originally Posted by 5./JG27.Farber View Post
So basically this value should be Contact and or 20 secs.... Then it would be realistic. So I suppose now someone needs to report it was a bug/unrealistic, unless someone comes along with any other evidence.
i believe the line "Projectile lifeSpan: 20 sec" is the time after wish the game ignores and stops processing each bullet. i believe its a factor common to every single bullet in the game, evne those who are nto explosive. (LMG)
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  #9  
Old 02-14-2012, 12:08 PM
salmo salmo is offline
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Quote:
Originally Posted by 5./JG27.Farber View Post
So basically this value should be Contact and or 20 secs.... Then it would be realistic. So I suppose now someone needs to report it was a bug/unrealistic, unless someone comes along with any other evidence.
You have to remember that timeout fusing is an in-game name given by the programmers, and may not necesarily code only for shell exploding after timeout is reached. For all I know, the code for fuse: timeout may already included timout and contact.
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  #10  
Old 02-11-2012, 12:39 PM
KG26_Alpha KG26_Alpha is offline
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http://www.quarry.nildram.co.uk/Bofors.htm


Hmmmm.........


Last edited by KG26_Alpha; 02-11-2012 at 12:42 PM.
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