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  #81  
Old 12-25-2010, 03:05 PM
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FoolTrottel FoolTrottel is offline
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Quote:
Originally Posted by csThor View Post
Old units were neither renamed nor removed. I just checked the unit in question, it's still there like it was in 4.09.
Sure, the unit is still there. But the issue is that it does not work properly.
Said mission will 'load to 100%' when playing it, but the Briefing/Fly screen never appears.
The previous screen (the one with the 'load' button on it) stays current.

Assigning the unit in the FMB in a new mission, to a flight is quite possible, but if you save that mission, you cannot reload it (map may appear, but the 'Stand by: Mission Loading' message will be shown endlessly, pressing the x right top will close that message, but mission does not get loaded at all.)
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Last edited by FoolTrottel; 12-25-2010 at 04:42 PM.
  #82  
Old 12-25-2010, 04:37 PM
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Azimech Azimech is offline
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The BK 3.7 on the BF110 fires in an angle downwards, both AI and me can't hit anything with it. In 4.09 there's no problem.
  #83  
Old 12-25-2010, 04:56 PM
kampfjager31 kampfjager31 is offline
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Default G indicator

G- INDICATOR on the invisible cockpit not working. I took a 109 to 10,000 and dived to the ground, made a track, while diving, the G's by speed bar came on, when reviewing track with the invisible cockpit the circle with the0.0, G indicator did not work, remain 0.0
  #84  
Old 12-25-2010, 05:50 PM
Wutz Wutz is offline
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Classical skip bombing seems to be a no go now with 4.10.
If the bomb touches with its side the water and then hits its target, the effect is like you never released a bomb. Tried it using various loadouts using the G4M1
and even though ever single bomb hit its target, not one exploded.
Only on dive attacks did the bombs explode.
  #85  
Old 12-25-2010, 05:52 PM
csThor csThor is offline
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Quote:
Originally Posted by FoolTrottel View Post
Sure, the unit is still there. But the issue is that it does not work properly.
Said mission will 'load to 100%' when playing it, but the Briefing/Fly screen never appears.
The previous screen (the one with the 'load' button on it) stays current.

Assigning the unit in the FMB in a new mission, to a flight is quite possible, but if you save that mission, you cannot reload it (map may appear, but the 'Stand by: Mission Loading' message will be shown endlessly, pressing the x right top will close that message, but mission does not get loaded at all.)
*bangs head on desk*

Yes, confirmed. Damned typo in the definition file.
  #86  
Old 12-25-2010, 05:57 PM
orangefood orangefood is offline
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FMB won't save the mission if you have over 72 planes flying on the same side
  #87  
Old 12-25-2010, 05:58 PM
kpax kpax is offline
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Default prop pitch display problem for locale=fr

Hello,

In french localized version, the prop pitch display is wrong.
I get "Pas dhelice {0}%" whatever the real value is. With locale=en, the value for prop pitch is correctly displayed.

Happy Christmas.
  #88  
Old 12-25-2010, 06:49 PM
mkubani mkubani is offline
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During your skip bombing, did your bomb fall for about 2 seconds before it hit the water?

Quote:
Originally Posted by Wutz View Post
Classical skip bombing seems to be a no go now with 4.10.
If the bomb touches with its side the water and then hits its target, the effect is like you never released a bomb. Tried it using various loadouts using the G4M1
and even though ever single bomb hit its target, not one exploded.
Only on dive attacks did the bombs explode.
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  #89  
Old 12-25-2010, 07:09 PM
Wutz Wutz is offline
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Quote:
Originally Posted by mkubani View Post
During your skip bombing, did your bomb fall for about 2 seconds before it hit the water?
No as these attacks where below 50m height, will have to try it at heigher heights. Although, normally that should not have a big effect as the bombs side is hitting the water not the head where the detonater is. I know on a 1980s Matra 250kg all purpose bomb after the release wires where gone, there was a small prop like thing that needed to get a certain rpm before the bomb was armed, and I am assuming it should be simular with the WII ones too? Well never saw them in good condition up near only ones that I got to see up close had some kind of defect and had not gone off which we defused. So do I understand that right that droptime, reguardless the tip or the side of the bomb touching will make the differance?
As normally on the real ones the casing had nothing to do with the fuse.
  #90  
Old 12-25-2010, 07:28 PM
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Aviar Aviar is offline
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Quote:
Originally Posted by Wutz View Post
Classical skip bombing seems to be a no go now with 4.10.
If the bomb touches with its side the water and then hits its target, the effect is like you never released a bomb. Tried it using various loadouts using the G4M1
and even though ever single bomb hit its target, not one exploded.
Only on dive attacks did the bombs explode.
From the 4.10 Guide:

--------------------
Bomb Fusing

Real life bombs have generally an electrical or mechanical time fuse to avoid premature explosion in case of mishap (e.g. a bomb detaching from the aircraft while still on the runway, or a bomb hitting the bomb rack due to turbulence).

This has been implemented in IL-2, so that bombs now have a 2 seconds time fusing. If the bomb hits the target before that time, the fuse does not activate and the bomb does not explode. This means that in level flight bomb must be dropped from a minimum altitude of about 25 meters to explode.

If the bomb is dropped in a dive the altitude must be proportionally greater.This also applies to skip bombing: the bomb must be dropped from at least 25m and must not hit the ship before 2
seconds.
--------------------

You are correct in that the 'classical' (4.09m) skip bombing is no more. However, I tried the new version and skip-bombing is still possible. You will simply need to adjust to the new parameters.

Generally speaking, release the bombs above 50m and at an earlier point than in the past. It's harder, but in a strange way seems more realistic in the actual implementation.


*Note: Where it states "If the bomb hits the target before that time (2 seconds), the fuse does not activate and the bomb does not explode"...be aware that '...hits the target...' actually pertains to the initial contact with the ground or water, and may not be the actual 'target' (for instance, a ship, if you are skip-bombing).

So, if you are skip bombing a ship, the bombs must fall all least 2 seconds before they make contact with the water. If not, they will not arm.


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Last edited by Aviar; 12-25-2010 at 07:41 PM.
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