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#541
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The large box girder type. First test of the mission is offline in multiplay. Set up as targets, a couple of 1000lb bombs could destroy the bridges. Once on a dedicated server, the same direct hits did nothing to the bridges. Maybe servers can choose to multiply the strength of bridges. If they do, the server operators never mentioned it. Quote:
One or two tanks can be destroyed with a single bomb run. There are also various German supply columns in the same mission, none of which display the same effect as the Studebecker column. The Studebecker columns at this point have parked themselves in the main streets of Lucenec on the Slovakia winter map. I've never had a problem with bomb runs against vehicles in streets until this one. I came back with an Me262/2a, dropped bombs into the street, and nothing destroyed, then turned back and fired the 108s at it, and I get Enemy vehicles destroyed. Quote:
There are two columns, two different streets. Same thing happens. I am going to try and get the mission put up looped on a test server so I can get a track or pictures. |
#542
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Got it up on a test server, the result was the whole convoy went up with one hit.
Went back to the public server to try and repeat this. 2x 250 kg bombs knocked out 2 trucks, came back around and the 1000kg did nothing but destroy buildings either side of the street. Repeated the attack on the second convoy with 1000kg and got this result. This is what I have been seeing for some time. Track is included. Images are taken from the .ntrk using external view. 1. Point of impact on road. SC1000 2. The bomb goes off, damage to buildings can be seen happening for some distance. 3. The crater with trucks undamaged. |
#543
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This is nothing new with SC1000kg
It been messed around with too much and is now classed as a demolition bomb. Vehicles in towns (targets) will survive but buildings wont. It just plain silly whats been done to the bombs and torps of late. There's no hard and fast guide to whats been done and any recommended method of their usage has extremely inconsistent results. Good thing is you can always go back to the old arming system and turn off bomb fuzes & fragile torps but you cant change the effectiveness or ineffectiveness of the SC1000 & SC2000 bombs. . Last edited by KG26_Alpha; 02-21-2014 at 07:48 PM. |
#544
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The bombs took out the whole convoy. ![]() It could be the proximity of buildings. Like most flyers of IL2, I know what happens, but not always how. The 1000 knocks out tanks on the open road, being a demolition bomb, it should be no more effective than a 500 at that task. |
#545
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During testing of a new mission type for Asura's DGen we have discovered a FMB problem. When the campfire object "vehicles.stationary.Campfire$CampfireAirfield " is set to "Army: Red/Blue" and the mission saved, the campfire will be automatically reset to "Army: none" when the mission is opened again in FMB.
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#546
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TD!
I've just flown a 1937 I-16; my wingman and I against a couple of Finnish Gladiators. I started a .ntrk as soon as the mission started (QMB). Unfortunately, the recording shows the wrong gunsight... one with a cover (the long tube kind... sorry if I don't remember the name). Also, was it just my terrible gunnery skills (which are truly terrible) or did the Gladiator I followed to the deck seem "nigh invincible"? I know that particular I-16 I was flying didn't have very powerful guns, but this seems just a bit ridiculous. I've attached the .ntrk to this post if you'd like to see it... but I know you guys are all pretty busy. Thanks! |
#547
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Its much more effective if used vs german planes, but indeed, ShKAS needs fixing. The problem is that you can fire it all the day, while doing minimal damage, just like the MG15/17 or .30 Browning. Seems like rate of fire isnt modeled properly.
ShKAS should run out of ammo very quickly, but in exchange, should do massive damage compared to guns mentioned above. |
#548
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Based on a test firing, QMB stats, wikipedia and calculations, I say that the ShKAS rate of fire is modeled correctly, at least on paper. But I would have to fire and hit with every round to be sure...
Gladiators may well feel overly strong, being able to fly while looking like Swiss cheese, but it's possible that nothing vital was hit. But it's actually like breakfast cheddar. You poke it and you get cheese on your fingers: firing from behind, you don't have the option to aim precisely at a weak spot. I thought I was aiming well with Cr.42, and shot at the fuselage, seemingly wasting tons of ammo, but a lucky close range short burst from a different angle took out the Gladiator's wing. Wing mounted ShKAS are tricky weapons, especially with a plane that has poor gunsights, high instability and no elevator trim. The key is to set weapon convergence to much less than 150m and fire at close range. With a bit of luck and an angle that just exposes e.g. the target's engine, even a short burst does the job. The problem is that even AI may start evading properly once you get to an effective range. And that imho is what makes early 109 sauerkraut guns (e.g. if the cannon is damaged) sometimes feel underpowered, too. |
#549
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Many bullets would just punch through or shred the fabric without hitting any part of the frame. Additionally, explosive rounds might not be triggered if they just hit fabric. Or, if they do explode, they just blow away the surrounding fabric with little actual damage to the airframe (since there is very little solid structure to contain the blast and increase its intensity). So, it's realistic for planes like the Cr.42, Gladiator or Hurricane to still be able to (sort of) fly if their fabric is shredded. Obviously, any hit of that sort will cause increased drag, though. Also, hits to the wings can easily cause strips of fabric to tear away due to slipstream effects, causing bigger problems in maintaining lift than the same damage to a monocoque or metal-skinned plane. |
#550
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Yep, but what about the Wellington? They do fly with 1/3 (or even more) of their wing surface gone due to MG hits. They are not like cheese, they're like flying skeletons.
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