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IL-2 Sturmovik The famous combat flight simulator. |
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Thread Tools | Display Modes |
#1
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Is there one of these about?
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#2
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Bomb fuzes
Bomb fuze feature is made in such a way that if the new "Bomb Fuzes" difficulty option is turned off, bombs behave like in 4.09 (zero arming time). When diff. option is on, the arming UI has extra fuze type selection box and available detonation delay values are limited to the values available for the selected fuze. Several historic fuzes are modelled and bombs now store a list of different fuzes that they can use. Complexity is hidden from the user by grouping the fuzes to few different groups so user doesn't need to learn several dozen of fuze names. Availability of fuzes even change by mission date. User only needs to select type of the fuze needed for the bombing task he is going to perform. Instant Required longer arming time/distance, but allows instant detonation (no long delays) or very very short delay of 0.1-0.5 seconds. Typical fuze for med/high-alt level bombing. Low level These fuzes are armed very quickly but the safety comes from delay. Usually doesn't allow delays below 4 seconds or so. Like the name says, these fuzes are suitable for low level attacks, but don't allow instant detonation for pilot's safety. Delay Generic fuzes that allow longer delays and have medium arming times. Something between types 1 & 2. Long delay Fuzes that allow very long delays like 90 seconds etc. When player selects a loadout which has bomb, the fuze type selection box is populated with the fuze types that are available for the selected bombs. Not all bombs have all different types available. When the fuze selection is made, the fuze detonation delay selection box is populated with the available values that the fuze supports. The actual fuze selection is made automatically when the mission starts or user spawns in dogfight mission. German electric fuzes are exception to this. These fuzes do not provide delay selection at all. Fuze has three different modes that can be changed during flight. This requires a new mapping at the controls menu. Available modes are "instant", "short delay" and "long delay". Detonation delay & arming time depend of the actual fuze type that is selected automatically. Electric fuze circuits work so that if the fuze fails to arm on instant or short delay mode, it automatically reverts to long delay mode which needs lower arming time. 8 / 22 Generic fuze changes In all previous IL-2 version, the selected detonation delay time was not propagated over the network. So other players that were not the "owners" of the bomb would always see visual effect of bomb exploding instantly when it hit ground. Actual invisible explosion (with killing effect) could happen even ten seconds after. In 4.11 the delay and everything else related to the bomb is propagated over network, so clients should see the effects in sync with the actual explosion. 4.11 introduces some changes to the bomb's penetrating effect which is related to the detonation delay. Bomb with instant detonation (zero delay) doesn't penetrate into ground or into target that it might hit and therefore its explosion is little different than if it would dig into ground/house/ship. Bomb digging into ground before exploding has slightly reduced "daisy cutter" effect, so its power against ground units is slightly reduced. In general you want to attack ground troops with zero delay or drop the bomb in so shallow angle that it doesn't dig into ground. Against houses and ships the penetration is desired effect. Bomb explosion makes more damage to confined space when it explodes inside it. Small bomb dropped on roof of a house might do only superficial damage to the roof if it explodes immediately and house it not destroyed. If the same bomb would penetrate the roof and explode inside the house, destruction is much more probable. Reworked bomb damage Bomb damage has been remodelled according to blast pressure strength and splinter density. Furthermore buildings have been made more resistant to damage. There have also been some smaller tunings. You will notice the following: • reduced differences between bombs of similar size and type • significant reduction in damage effect with increasing distance • less damage against buildings • more near miss damage against ships • more effective torpedoes • bombs under water are more effective against ships. • Please also note that the huge damage radius of a few bombs is no longer there.
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71st Eagle Squadron www.anon6.com - Blogger on DCS Series 71st Mastiff's You-Tube " any failure you meet is never a defeat; merely a set up for a greater come back " Asus||i7x5930k||16gb3200||GTX10808gb||ATX1200Corsa ir||CBTitanium7.1||Win10x64||TrackIr4Pro/ir||gladiator pro mkII||siatekpedals||X52Throttle||G15Keyboard/RazerMouse|| 32"LCD||2x7" lilliputs,1x9inc Last edited by GF_Mastiff; 01-28-2012 at 01:57 PM. |
#3
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Fragile Torpedoes option
When this options is enabled, the torpedoes can be broken easily when dropped. Old constraints from 4.10 apply. Basically this is just enable/disable switch for the feature introduced in 4.10.
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71st Eagle Squadron www.anon6.com - Blogger on DCS Series 71st Mastiff's You-Tube " any failure you meet is never a defeat; merely a set up for a greater come back " Asus||i7x5930k||16gb3200||GTX10808gb||ATX1200Corsa ir||CBTitanium7.1||Win10x64||TrackIr4Pro/ir||gladiator pro mkII||siatekpedals||X52Throttle||G15Keyboard/RazerMouse|| 32"LCD||2x7" lilliputs,1x9inc |
#4
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Realistic torpedoes appeared in the 4.10 patch and it doesn't appear there was any documentation for them.
As a rule of thumb, torpedo launch parameters are: 50 m or less altitude & no more than 150 kph for early war torpedoes. 100 m or less altitude & no more than 200 kph for late war torpedoes. And, generally, Japanese and German torpedoes are better than early war American torpedoes. |
#5
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The 4.10 PDF guide had a partial list of torpedo parameters. It was missing a couple of types used by the AI but otherwise included full details.
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Find my missions and much more at Mission4Today.com |
#6
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Ok thanks. I spent ages looking for this, a search of the forums turned up nothing. So for reference, from the 4.10 PDF:
Each torpedo type in IL-2 has its optimum drop parameters, of course some error is allowed, but not too much. • LT F5W (Italian Whitehead) 100m, 300Km/h • LT F5B 40m, 250Km/h • Mk13, Mk13a 30m, 205 km/h • Mk13 late 180m, 400 km/h (this torpedo had a much wider range of drop than the early one) • Type91 30m, 240 Km/h • Type91 late 60m, 330 km/h (this torpedo had a much wider range of drop than the early one) • 45-17 30m, 205 km/h Also torpedoes had to run for some time into the water to arm their warhead, so torpedoes cannot be dropped too close to the ship (distance should be bigger tan 400-600 meters). Torpedoes dropped on ground or directly on the ship (without hitting water) will not explode. |
#7
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Guys, if you're flying 4.11 and carrying a torp (or any ordinance for that matter), simply press TAB.
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#8
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TAB? Does that bring up the ordnance parameters? Cool.
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