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IL-2 Sturmovik The famous combat flight simulator.

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  #61  
Old 12-26-2010, 11:44 PM
LoBiSoMeM LoBiSoMeM is offline
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Originally Posted by JG52Uther View Post
I have survived with a 0 second bomb delay and been blown to pieces with a 3 second bomb delay,in the same plane,doing the same skip bombing,in 4.10.

There are bugs in this patch,maybe the way bomb fusing works is one of them...
Well, the new fuse arming delay, as I understand, just put an arming delay of 2 seconds before the bomb is armed. In the period between the launch and the final arming, the bomb can't touch anything, or the bomb simply don't explode. After the bomb was armed, when it touches something the delay set in your options do the rest.

How this can kill someone is something beyond my imagination. I tried a lot of bombing and all OK. What exactly happens, Uther?
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  #62  
Old 12-26-2010, 11:52 PM
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JG52Uther JG52Uther is offline
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No idea.Will just have to relearn skip bombing for 4.10 I suppose,not for realisms sake,with a fixed 2 second fuse delay,but because a modder at DT decided this is the way we should skip bomb now...
Personally,I feel like I have just installed a new buggy mod pack.
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  #63  
Old 12-27-2010, 01:15 AM
KG26_Alpha KG26_Alpha is offline
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Why on earth is the bomb casing having anything to do with fusing of the device ?

The bomb should be allowed to bounce/skip without turning off the fuse within 2 seconds of release.

The arming should be done on bomb velocity to arm it not altitude or casing sensitivity limitations.

If this has been done to stop Dogfight Server idiots killing at airfields with static bomb drops from the spawn points,
cant it be done instead with the speed of the bomb to fuse/arm it rather than the 2 seconds from release ?

Hopefully it will be re-thought

Last edited by KG26_Alpha; 12-27-2010 at 01:27 AM.
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  #64  
Old 12-27-2010, 01:51 AM
Skoshi Tiger Skoshi Tiger is offline
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Originally Posted by Wutz View Post
Really now? Then YOU tell me what we salvaged and defused at the airbase in Memmengen? I really would like to know Mr. Smart-Alec!
I'm not sure how you did it in Memmengen, But here's the Standard bomb disposal technique in Papua New Guinea!



Notice the 'Safety' bucket over the fuse!

To be fair the bomb (500lb or 1000lb it was quite big, near Myola) was safe in the bomb bay of the plane when it ended up here and the US Team that rendered it safe were more interested in recovering the Crew from the wreckage. It had been burried but it was uncovered years later by the locals for tourist purposes.

Cheers!

Last edited by Skoshi Tiger; 12-27-2010 at 02:06 AM.
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  #65  
Old 12-27-2010, 02:23 AM
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ElAurens ElAurens is offline
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Thank you Uther and Alpha for seeing my point in this.

There is nothing historical about picking a 2 second arming time, and certainly nothing historical about the arming being stopped by the bomb skipping on the water before impact with the target ship.

This is a case of making something more difficult in the misguided belief that higher difficulty always equals higher realism.

This needs to be optional, just like the new pilot health, structural damage, and engine damage selections (All of which I approve of by the way).
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  #66  
Old 12-27-2010, 02:47 AM
Letum Letum is offline
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Originally Posted by ElAurens View Post
There is nothing historical about picking a 2 second arming time, and certainly nothing historical about the arming being stopped by the bomb skipping on the water before impact with the target ship.
Whilst you are quite correct about skipping, I don't see why a two second
arming time is wrong.

It's wrong in so far as the arming is dependent on the number of revolutions
the vane must take, but two seconds sounds like a reasonable length of time
for the vane to make those rotations.
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  #67  
Old 12-27-2010, 03:46 AM
KG26_Alpha KG26_Alpha is offline
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The problem is the casing deciding the fusing on contact with scenery.

Velocity should decide the vane arming the bomb on release.

The vane still turns on bounce or skipping due to velocity of the bomb.

But if it was done as suggested to stop DF server airfield killing at spawn perhaps a velocity solution would be better than 2 sec arming delay ?
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  #68  
Old 12-27-2010, 09:06 AM
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Furio Furio is offline
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Quote:
Originally Posted by KG26_Alpha View Post
The problem is the casing deciding the fusing on contact with scenery.

Velocity should decide the vane arming the bomb on release.

The vane still turns on bounce or skipping due to velocity of the bomb.

But if it was done as suggested to stop DF server airfield killing at spawn perhaps a velocity solution would be better than 2 sec arming delay ?
+1
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  #69  
Old 12-27-2010, 10:01 AM
Wutz Wutz is offline
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Quote:
Originally Posted by KG26_Alpha View Post
Why on earth is the bomb casing having anything to do with fusing of the device ?

The bomb should be allowed to bounce/skip without turning off the fuse within 2 seconds of release.

The arming should be done on bomb velocity to arm it not altitude or casing sensitivity limitations.

If this has been done to stop Dogfight Server idiots killing at airfields with static bomb drops from the spawn points,
cant it be done instead with the speed of the bomb to fuse/arm it rather than the 2 seconds from release ?

Hopefully it will be re-thought
Absolutely agree on that, as that was what I was trying to say the whole time, given the velocity and time till impact the bomb should arm normally, reguardless of any bouncing or skipping happening to the casing.

Last edited by Wutz; 12-27-2010 at 10:03 AM.
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  #70  
Old 12-27-2010, 10:36 AM
W32Blaster W32Blaster is offline
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It has been done to get a more realistic fusing.
This has been done with the possible features in the game.
Since there is no such thing like a seperate fuse within the bomb IN GAME it has to be determined with the bomb object interacting with other in game objects (instead of a fuse object which simply isn´t there).

Despite the correctness when compared to real bombs it is an improvement.

You never mind really dying when being shot down. This feature also is a lack of realism, like the not real complex fusing of the bombs in game.

There always will be constraints in implementing features when one considers
- game engine features
- amount of work
- schedule


And there is IMHO no necessity to make this an option. If you cannot cope with the feature, take an hour or two and practise how it´s done.
This is not a game for Johnny Joystick, you won´t succeed in Dogfight without practise, why should you succeed in bombing then?



just my 2ct!

Last edited by W32Blaster; 12-27-2010 at 11:18 AM.
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