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IL-2 Sturmovik The famous combat flight simulator.

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  #41  
Old 12-26-2010, 04:32 PM
Letum Letum is offline
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Quote:
Originally Posted by Wutz View Post
Forget it..............I have worked on just those type of bombs.....
Frankly, I don't believe you and i would be surprised if many here do, not because such a claim is so extraordinary, but because your post's content doesn't show it to be true.
you are using it as a prop for arguments you don't have. It makes you look silly.


Quote:
Originally Posted by zaelu View Post
I am sure not all the bombs had 2seconds delay set for detonators.
well, no bombs had a two second delay. the delay was a result of the number of revolutions the vane took.

Some 'direct' fuses used the vain to wind the hammer back, out of the bomb. both the hammer and the vain would move out, away from the bomb. Once it had wound back enough, the detonation charge would move by spring into the hole that the hammer used to occupy. The bomb is then live. On impact, the hammer would be forced back into the bomb and strike the detonator.

The hammer moves back because it is threaded like a bolt. the number of turns it takes to arm the bomb depends on the thread of the hammer and can not be adjusted.


More commonly, the vain would turn a set of gears. The gears had a ratio of either 20:1 or 60somethig:1 (I forget). The gears spin the hammer to line up with the detonator and make the bomb live. It takes one full rotation to line up the detonator (so 20 or 60sum turns of the vain). The number of turns it takes can no be adjusted.

I do not know how the electronic fuzes that became popular mid-late war worked.

As I said earlier in this thread; 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.

Quote:
Originally Posted by zaelu View Post
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?
Yes, very much so.
The delay was caused mechanically, pyrotechnically or chemically and could be set to a wide variety of times. It had nothing to do with the arming part of the fuze.
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  #42  
Old 12-26-2010, 04:37 PM
Letum Letum is offline
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Quote:
Originally Posted by robtek View Post
Why not assume that any impact before arming destroys the arming mechanism -> inert bomb.
I can imagine that the impact with the water would bend or rip off the delicate fins on the front fuse of the American bombs, but if the rear fuse also got damaged, then the bomb probably wouldn't bounce anyway.

To damage the rear fuse, you would have to seriously damage the fins that surround it. I suspect that would send the bomb spinning in a different direction or stopping in the water anyway.


I don't know, but I doubt that skip bombing could damage the rear arming mechanism, even if it did mess up the front one.

Of course, that only applies to US bombs.
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  #43  
Old 12-26-2010, 04:38 PM
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Sokol1 Sokol1 is offline
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Did few test in QMB - Pacif Islands against friendly moving cargo ship.

A-20, P-40, P-39, He-111 - dropping from 30 to 80 meters and got good hits - some miss due wrong angles I think, since I test with keyboard (no Jstick plugged).

At 20 meters bomb dont explode.

Bomb delay 2 s. No one case of blew my plane.

Sokol1
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  #44  
Old 12-26-2010, 04:40 PM
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TheGrunch TheGrunch is offline
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Quote:
Originally Posted by thefruitbat
rubbish, it took me about 15mins to work out bombing in 4.10.

i sorry that you guys can't be bothered to take 15 mins of your life to work it out yourselves, but thats your problem.

skip bombing is still easy, just a bit different.
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  #45  
Old 12-26-2010, 04:47 PM
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lol, i was going to post that here, you saved me the trouble!!!!!!
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  #46  
Old 12-26-2010, 04:49 PM
LoBiSoMeM LoBiSoMeM is offline
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One more video I do now:



I don't need to change a thing in my bombing runs over ships. And is good to newbies with 0 sec delay to don't blow their aircrafts...
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  #47  
Old 12-26-2010, 04:54 PM
Tbag Tbag is offline
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Interesting documents for those who can read german:

http://www.cockpitinstrumente.de/arc...Bombenwurf.pdf

http://www.cockpitinstrumente.de/arc....Dv.%208-5.pdf

Last edited by Tbag; 12-26-2010 at 04:57 PM.
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  #48  
Old 12-26-2010, 04:54 PM
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TheGrunch TheGrunch is offline
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No problem fruitbat, I'm gonna have to try it out now
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  #49  
Old 12-26-2010, 05:21 PM
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TheGrunch TheGrunch is offline
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For a cargo ship, go down to 40-50m/150ft, drop when the ship's masts are either side of the reflector gunsight. That was in a Spitfire, though. I'll have a go in a bomber of some description, now. B-25 I think.

EDIT: Same deal in the B-25. In a shallow dive, go down to about 50-60m and drop when the ship's masts fill the whole reflector gunsight frame. Bomb delay 2s in addition to the arming delay for both. The angle you drop at is quite important. Better if it's shallower, but too shallow and it'll bounce too far.

BTW, fruitbat, LoBiSoMeM, which recording software are you using? What settings for recording?

Last edited by TheGrunch; 12-26-2010 at 05:43 PM.
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  #50  
Old 12-26-2010, 05:46 PM
LoBiSoMeM LoBiSoMeM is offline
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Quote:
Originally Posted by TheGrunch View Post
BTW, fruitbat, LoBiSoMeM, which recording software are you using? What settings for recording?
I use Vegas Movie Studio HD Platinum 10.0. It's do everythig for you and publish in YouTUBE after rendering. Very intuitive. Just use FRAPS to make a video and edit in Vegas. Less than 30 minutes to do all, even upload to YouTUBE.
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