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  #1  
Old 12-25-2010, 08:28 PM
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Aviar Aviar is offline
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Originally Posted by Wutz View Post
Classical skip bombing seems to be a no go now with 4.10.
If the bomb touches with its side the water and then hits its target, the effect is like you never released a bomb. Tried it using various loadouts using the G4M1
and even though ever single bomb hit its target, not one exploded.
Only on dive attacks did the bombs explode.
From the 4.10 Guide:

--------------------
Bomb Fusing

Real life bombs have generally an electrical or mechanical time fuse to avoid premature explosion in case of mishap (e.g. a bomb detaching from the aircraft while still on the runway, or a bomb hitting the bomb rack due to turbulence).

This has been implemented in IL-2, so that bombs now have a 2 seconds time fusing. If the bomb hits the target before that time, the fuse does not activate and the bomb does not explode. This means that in level flight bomb must be dropped from a minimum altitude of about 25 meters to explode.

If the bomb is dropped in a dive the altitude must be proportionally greater.This also applies to skip bombing: the bomb must be dropped from at least 25m and must not hit the ship before 2
seconds.
--------------------

You are correct in that the 'classical' (4.09m) skip bombing is no more. However, I tried the new version and skip-bombing is still possible. You will simply need to adjust to the new parameters.

Generally speaking, release the bombs above 50m and at an earlier point than in the past. It's harder, but in a strange way seems more realistic in the actual implementation.


*Note: Where it states "If the bomb hits the target before that time (2 seconds), the fuse does not activate and the bomb does not explode"...be aware that '...hits the target...' actually pertains to the initial contact with the ground or water, and may not be the actual 'target' (for instance, a ship, if you are skip-bombing).

So, if you are skip bombing a ship, the bombs must fall all least 2 seconds before they make contact with the water. If not, they will not arm.


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Last edited by Aviar; 12-25-2010 at 08:41 PM.
  #2  
Old 12-25-2010, 09:10 PM
Wutz Wutz is offline
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Quote:
Originally Posted by Aviar View Post
From the 4.10 Guide:

--------------------
Bomb Fusing

Real life bombs have generally an electrical or mechanical time fuse to avoid premature explosion in case of mishap (e.g. a bomb detaching from the aircraft while still on the runway, or a bomb hitting the bomb rack due to turbulence).

This has been implemented in IL-2, so that bombs now have a 2 seconds time fusing. If the bomb hits the target before that time, the fuse does not activate and the bomb does not explode. This means that in level flight bomb must be dropped from a minimum altitude of about 25 meters to explode.

If the bomb is dropped in a dive the altitude must be proportionally greater.This also applies to skip bombing: the bomb must be dropped from at least 25m and must not hit the ship before 2
seconds.
--------------------

You are correct in that the 'classical' (4.09m) skip bombing is no more. However, I tried the new version and skip-bombing is still possible. You will simply need to adjust to the new parameters.

Generally speaking, release the bombs above 50m and at an earlier point than in the past. It's harder, but in a strange way seems more realistic in the actual implementation.


*Note: Where it states "If the bomb hits the target before that time (2 seconds), the fuse does not activate and the bomb does not explode"...be aware that '...hits the target...' actually pertains to the initial contact with the ground or water, and may not be the actual 'target' (for instance, a ship, if you are skip-bombing).

So, if you are skip bombing a ship, the bombs must fall all least 2 seconds before they make contact with the water. If not, they will not arm.


Aviar
Thank you, I used to work as a EOD speciallist, so I am familiar with real bombs, and yes the main ones I helped defuse where WWII ones.
That a certain rpm has to be reached to arm the bomb is one thing, but how is the bomb to "know" how high she is? No there are no censors of any kind on the casing at all, just a max. of three detonators depending on the bomb.
Meaning normally if your bomb has the speed, and enough time before the detonator hits, mark you the detonator not the casing, height should not matter.
But good this is a game and some things differ. Will have to get used to that. I missed the bit with the 25m.....my fault usually I am down to about 10m or lower as to use other ships for cover.

Last edited by Wutz; 12-25-2010 at 09:14 PM.
  #3  
Old 12-26-2010, 01:29 AM
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Quote:
Originally Posted by Wutz View Post
Thank you, I used to work as a EOD speciallist, so I am familiar with real bombs, and yes the main ones I helped defuse where WWII ones.
That a certain rpm has to be reached to arm the bomb is one thing, but how is the bomb to "know" how high she is? No there are no censors of any kind on the casing at all, just a max. of three detonators depending on the bomb.
Meaning normally if your bomb has the speed, and enough time before the detonator hits, mark you the detonator not the casing, height should not matter.
But good this is a game and some things differ. Will have to get used to that. I missed the bit with the 25m.....my fault usually I am down to about 10m or lower as to use other ships for cover.
I think you are misinterpreting the part about "If the bomb is dropped in a dive the altitude must be proportionally greater."

Of course the bomb has no altitude sensors. However, this is simple physics. If you are in a dive, not only will the bombs be released at a steeper angle, but your speed will be much greater (as well as the speed of the bombs on release).

So, now you have the bombs traveling at a higher rate of speed as well as a much steeper angle (as compared to releasing the bombs on a skip-bombing run).

In other words, the bombs will travel a greater distance in 2 seconds if released in a steep dive. Thus, the need to release them from a higher altitude. I hope that clears it up for you.

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  #4  
Old 12-26-2010, 11:21 AM
JAMF JAMF is offline
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Originally Posted by Aviar View Post
In other words, the bombs will travel a greater distance in 2 seconds if released in a steep dive. Thus, the need to release them from a higher altitude. I hope that clears it up for you.

Aviar
The reverse should then also apply. One should be able to fly in at 5-10m above the waves, then nose up and release the bomb, so it gets an arc that will not necessarily travel above 25m but still fly for at least 2 seconds.

This will not be a good method though, as it's not a very stable launch and will raise you into view of the AI gunners and will be hard to reproduce successfully every time.
  #5  
Old 12-26-2010, 11:29 AM
Wutz Wutz is offline
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Quote:
Originally Posted by JAMF View Post
The reverse should then also apply. One should be able to fly in at 5-10m above the waves, then nose up and release the bomb, so it gets an arc that will not necessarily travel above 25m but still fly for at least 2 seconds.

This will not be a good method though, as it's not a very stable launch and will raise you into view of the AI gunners and will be hard to reproduce successfully every time.
Well the funny thing is as of 4.10m the bomb casing not the detonator touching something makes the differance. Also try dropping at 25m and see what happens! I can tell you absolutely nothing! At 40m the same, at 60m you can hit finally, at 70m you are dead reguardly what kind of a delay you have set, as now we know that mechanical and chemical detonators reset themselves automaticlly when not dropped at the exact right height.
I should maybe write my former instructors with whom I did my EOD training that they told us a bunch of bull about how mechanical detonators work.....
Sorry the momentary solution for skip bombing is straight out of the funny farm.
  #6  
Old 12-26-2010, 12:05 PM
slm slm is offline
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I wanted to test 4.10 in online environment. Not too many 4.10 servers yet, but I found one that had 4.10, FBDj and said mods allowed. In this server when I had a 2-engine plane, starting engines didn't work. First I did: Select all engines, then start engine - but nothing happened.

These same commands worked when trying in a COOP server I hosted myself (no mods or FBDj). Also in this problem server starting the engine was succesful when the plane had just 1 engine.
  #7  
Old 12-26-2010, 12:11 PM
pupo162 pupo162 is offline
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Quote:
Originally Posted by slm View Post
I wanted to test 4.10 in online environment. Not too many 4.10 servers yet, but I found one that had 4.10, FBDj and said mods allowed. In this server when I had a 2-engine plane, starting engines didn't work. First I did: Select all engines, then start engine - but nothing happened.

These same commands worked when trying in a COOP server I hosted myself (no mods or FBDj). Also in this problem server starting the engine was succesful when the plane had just 1 engine.
to start a multi engined plane you have to select engine 1 - start. engine 2 - start. starting both at the same is not possible in this game.
  #8  
Old 12-28-2010, 03:35 PM
Ernst Ernst is offline
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Quote:
Originally Posted by Wutz View Post
Well the funny thing is as of 4.10m the bomb casing not the detonator touching something makes the differance. Also try dropping at 25m and see what happens! I can tell you absolutely nothing! At 40m the same, at 60m you can hit finally, at 70m you are dead reguardly what kind of a delay you have set, as now we know that mechanical and chemical detonators reset themselves automaticlly when not dropped at the exact right height.
I should maybe write my former instructors with whom I did my EOD training that they told us a bunch of bull about how mechanical detonators work.....
Sorry the momentary solution for skip bombing is straight out of the funny farm.
Until as i known and reading (Air Combat Manouvres) they flew very near to the deck to evade enemy fire then climb when approaching the target to release the bombs cause bombs may not explode if dropped too low. I have nothing against with the new bomb fusing. I do not understand, what is the real thing then? If it is possible to improve it in next patches it ll be very pleasant but the actual is acceptable, and think it is better than 4.09 way

But this i described above is true, pilots flying very low climbed a little to release the bombs. Instead to be complaining you must develop new tactics but maybe you are right when you speak about the bomb casing and detonators.

Last edited by Ernst; 12-28-2010 at 03:46 PM.
  #9  
Old 12-28-2010, 03:51 PM
W32Blaster W32Blaster is offline
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can we please have a confirmation on changing Aimpoint of BK3.7 in Bf110?!

Is this messed up by the 'schwarze Maenner', by slobbily adjusting convergence?!
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