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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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TheGrunch, you have no clue why I am questioning this apparently, Oh and I have been attacking moving vehicles for some time now. And yes it is difficult, as it should be.
Always make it a personal attack don't you? Anyone that questions something is portrayed as a lazy player or ungrateful for the work of the dev team or whatever else you rant about. I have nothing against bomb fusing per-se, but they way it is currently implemented is just flat out wrong. Note I have not said anything about the new torpedo drop parameters. It is far more difficult, but torpedo bombing was very difficult and risky, far more so than skip bombing, which is why skip bombing of ships became the preferred method of attack. So please stop the personal slagging. There is no reason for it.
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![]() Personally speaking, the P-40 could contend on an equal footing with all the types of Messerschmitts, almost to the end of 1943. ~Nikolay Gerasimovitch Golodnikov |
#2
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I don't see how my post could be construed as a personal attack against you so much as bafflement that anyone would think that this change "ruins" anything. My apologies if you took it that way. I apologise if I am often quite sarcastic. I'm British, it's a national past-time.
![]() Certainly I have no beef with your aim - I agree that this mechanic could do with tweaking, but I don't see what Wutz's outraged ranting and other such hysteria has to do with achieving that aim other than to insinuate that the unpaid volunteers who provided this free, non-compulsory patch have some kind of sinister agenda. This could easily have been a short simple enquiry in a bug reporting thread. Last edited by TheGrunch; 12-28-2010 at 01:42 AM. |
#3
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Time we ahd some actual data with a source...
My source for this data is "Ordnance Pamphlet 1548" Bomb Fuse Data 1945 October 5th. Quote:
Quote:
Navy Fuzes Fuze: AN-mk 219 Type: Instant impact Bombs: GP bombs from 100lb to 1000lb Air Travel to Arm: 1000 ft Vertical fall required to arm with a dive angle of 0 degrees: 100kn - 440 ft 200kn - 140ft 300kn - 60 ft 400kn - 40 ft Fuze: mk 221 Type: Impact, 0.01 second delay Bombs: GP bombs from 100lb to 1000lb Air Travel to Arm: 850 - 1100 ft Vertical fall required to arm with a dive angle of 0 degrees: 100kn - 350-500 ft 200kn - 95-160 ft 300kn - 40-75 ft 400kn - 23-40 ft Fuze: mk 223 Type: Impact/inertia, 0.01 second delay Bombs: GP bombs from 100lb to 1000lb Air Travel to Arm: 850 - 1100 ft Vertical fall required to arm with a dive angle of 0 degrees: 100kn - 350-500 ft 200kn - 95-160 ft 300kn - 40-75 ft 400kn - 23-40 ft Fuze: mk 227 Type: Anti-aircraft bomb Fuze: mk 228 Type: Impact/inertia, 0.08 second delay Bombs: GP bombs from 1000lb to 1600lb Air Travel to Arm: 1100 ft Vertical fall required to arm with a dive angle of 0 degrees: 100kn - 500 ft 200kn - 160 ft 300kn - 75 ft 400kn - 40 ft Fuze: mk 224, 229, 230, 231, 234, 240 Type: hydrostatic Fuze: mk 235 & 236 Type: 2 - 30 hour delay Fuze: mk 239 Type: Impact, 0.01 second delay Bombs: All GP bombs except navy 100lb Air Travel to Arm: 850 - 1100 ft Vertical fall required to arm with a dive angle of 0 degrees: 100kn - 350-500 ft 200kn - 95-160 ft 300kn - 40-75 ft 400kn - 23-40 ft Fuze: mk 243 Type: Water discriminating Fuze: mk 244 Type: Impact, 4 second delay Bombs: All GP bombs except navy 100lb Air Travel to Arm: 450 ft Vertical fall required to arm with a dive angle of 0 degrees: 100kn - 110 ft 200kn - 25 ft 300kn - <20 ft 400kn - <20 ft Army Fuzes Fuze: AN M100,101,102 Type: Impact/inertia, non-delay up to 0.24 second delay Bombs: GP bombs from 100lb to 4000lb Air Travel to Arm: 2000ft or 445ft Vertical fall required to arm with a dive angle of 0 degrees: (445ft version only) 100kn - 100 ft 200kn - 25 ft 300kn - <20 ft 400kn - <20 ft Fuze: AN M103 Type: Impact, non-delay up to 0.1 second delay Bombs: All GP bombs - Restricted to non-naval use Air Travel to Arm: 1140ft with delay, 1710ft without delay or 510ft with delay, 765ft without delay Vertical fall required to arm with a dive angle of 0 degrees: (510 version only) 100kn - 140 ft 200kn - 37 ft 300kn - <20 ft 400kn - <20 ft Fuze: AN M104, 120, 170 Type: Para-Frag Fuze: AN M106 Type: Impact, delay 4-11 seconds Bombs: All GP bombs - Restricted to non-naval use Air Travel to Arm: None. Armed by safety wire Fuze: M106, 147, 152, 153 Bombs: target ID and incendiary Fuze: M110 Bombs: 20lb Fuze: M11, 146 Bombs: flare Fuze: m112,113,114 Type: Impact/inertia with 4-15 second delay Bombs: All GP bombs Air Travel to Arm: 100ft Vertical fall required to arm with a dive angle of 0 degrees: 100kn - 10 ft 200kn - < 10 ft 300kn - < 10 ft 400kn - < 10 ft Fuze: m115,116,117 Type: Impact/inertia with 4-15 second delay Bombs: All GP bombs Air Travel to Arm: 450-650ft Vertical fall required to arm with a dive angle of 0 degrees: (500ft ATtA) 100kn - 130 ft 200kn - 30 ft 300kn - < 20 ft 400kn - < 20 ft Fuze: M123,124,125, 132, 133 Type: Long Delay Fuze: M126, 127, 128, 158, 159 Bombs: Chemical Fuze: M129, 130, 131 Bombs: Butterfly Bomb Fuze: m135, 136, 137 Type: Impact or 5-92 second delay Bombs: All GP bombs Air Travel to Arm: 1300ft Vertical fall required to arm with a dive angle of 0 degrees: 100kn - over 500 ft 200kn - 180 ft 300kn - 80 ft 400kn - 43 ft Fuze: m139, 140 Type: Impact or 0.01 second delay Bombs: All GP bombs Air Travel to Arm: 510ft with delay, 765ft without delay Vertical fall required to arm with a dive angle of 0 degrees: 100kn - 130 or 265 ft 200kn - 30 or 68 ft 300kn - < 20 or 28 ft 400kn - < 20 or 20 ft Fuze: 142,145, 151, 155 Type: Cluster bomb Fuze: 143 Type: Smoke bomb Fuze: 148 Type: to fit captured Japanese bombs Fuze: m149 Type: Impact or air pressure Bombs: All GP bombs Air Travel to Arm: 250ft Vertical fall required to arm with a dive angle of 0 degrees: 100kn - 25 ft 200kn - < 20 ft 300kn - < 20 ft 400kn - < 20 ft Fuze: 157 Type: Napalm Fuze: m160, 161, 162 Type: Impact inertia, non delay or up to .24 second delay Bombs: All GP bombs 100lb to 4000lb Air Travel to Arm: 2000ft Vertical fall required to arm with a dive angle of 0 degrees: 100kn - over 500 ft 200kn - ~400 ft 300kn - ~200 ft 400kn - ~140 ft Fuze: m160, 161, 162 Type: Impact inertia, non delay Bombs: All GP bombs Air Travel to Arm: 1500ft or 2200ft Vertical fall required to arm with a dive angle of 0 degrees: (1500ft) 100kn - over 500 ft 200kn - 300 ft 300kn - 140 ft 400kn - 80 ft How does this data compare to IL2 4.10? IL2's new bomb fuze system works like modern mechanical fuzes with governors on the arming vane. They arm after 2.5 (or 2?) seconds, regardless of aircraft speed. After a little testing in IL2 I found that this means you must be at or above 29.5m / 97ft for the bomb to detonate after it is released in level flight. This is regardless of speed. The fuze in IL2 acts like many wartime fuzes do when they are dropped in level flight at 200knots TAS. At 200knots it acts as if it where a fuze with a 850 foot air travel to arm distance There are, however some fuzes that armed faster and some fuzes that armed slower than this at 200knots. Below 200 knots IL2's bombs arm too quickly compared to most second war fuzes and above 200 knots IL2's bombs arm too slowly compared to most second war. Facts end here, opinion starts below. It's unreasonable for IL2 to model all fuzes. There are too many for US bombs alone and US bombs are only a fraction of the bombs ingame. We need to use ball-park figures for IL2's bombs. From the data above, we can see that IL2's current arming delay is well within the ball park for speeds between 100 knots to about 250 knots. Above these speeds IL2's bombs start to leave the ball-park a little as the two seconds become too long. The B25 has a top speed of about 200 knots and the A20 has a top speed of about 250 knots. At these speeds IL2's bomb arming delay compares well to real data for US bombs. The P47's top speed of about 300 knots means the bomb arming delay is going to be too long, even more so if it is in a dive. Ideally, the arming delay would be a result of the distance the bomb has traveled, but that kind of data may not be easy to calculate for the game. If you had to have a time based arming delay, IL2 4.10's delay is about the best you could pick. For most speeds it's about right, for some speeds it's too short, for other too long, but it is about in the middle. Certainly a huge improvement on having no delay. edit: I forgot to mention about what fuzes where most common. I have no idea what fuzes where most common. Last edited by Letum; 12-28-2010 at 04:13 AM. |
#4
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Thanks Letum. Great to have some solid data!
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Find my missions and much more at Mission4Today.com |
#5
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#6
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Did anyone manage to attack a single tank with the 2 sec arming delay?
Dudes! we are in a world of pain !!! LOL I guess we have to adapt eh? |
#7
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fifty/fifty chance to hit and destroy the moving tank in 4.10 @wutz: I´m preferring Bomber / Jabo flights, so don´t call me a fighter jock please ![]() and: no need to get personal! ![]() Last edited by W32Blaster; 12-28-2010 at 12:43 PM. |
#8
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![]() ![]() ![]() Seriously, I would myself appreciate ground pounding more if it would not be so ez. The same goes with ww2 flight sims in general - I can appreciate the real pilots more if the sim at least even tries to simulate how hard things was in real. So making realistical hard sims would be perhaps the best favor devs can do to the vets. It can help peeps to understand it was not ez in real. |
#9
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Did you not read Letum's post??
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#10
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You will also find that Il-2 pilots have to drop bomblets from higher altitudes. P.S. If anyone has information on the fusing of the smallest Polish, Czech and Russian bombs - it would be very interesting. |
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