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#1
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In reality, bombs were fused for each mission bombing style. Original makers of IL-2 flight sim have made very fine bomb bounce modeling to enable low accuracy bombing styles like ground 'slide bombing' and ship 'bounce bombing' or 'skip bombing'. Now all these low bombing styles are denied from us with the 4.10m safety fuse! If there are bomb salvo settings, please let pilots set them! Safety fuse style forced 'idiot bombing' modes are good for AI pilots, but many human pilots like to learn precision bombing the real way - low! So please either remove that safety fuse from the next patch or let people set it with other bombing salvo settings -quite like in reality..! All the Best, - J. Hartikka - IL-2 Virtual Bomber Pilot Finland Links: Weapon control mode to set SALVO to drop any number of bombs individually or at desired intervals - http://ultrapack.il2war.com/index.ph....html#msg33351 Last edited by JHartikka; 01-04-2011 at 09:34 PM. |
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#2
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because in reality this type of bombing never happened. |
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#3
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![]() In reality, bombs were fused with suitable fuse delays for each mission. 4.10m style safety delay fuses were used for high level bombing. Precision low bombing fuses were different to level bombing fuses. For example, Finns sometimes precision bombed bridges low with a group of Blenheims carrying bombs delayed for 30 secs with no initial safety delay. This allowed the bomber group to drop bombs quickly and accurately low and the whole group would we away before the bombs exploded 30 secs later. A 4.10m style forced safety fuse would have prevented bombs from exploding. U.S. bomber pilots were notorious for their 'skip bombing' tactics - flying fast very low over sea to bounce bombs from water to the side of a ship - which are said to have made Japanese ship crews very scary for American bombers during latter part of war. Bombs would not have worked with a 4.10m safety fuse. 'Slide bombing' was used at least by German 'Jabo' pilots with ground battle versions of FW's, for example. They would approach the target very low almost parallel to ground and drop bomb so it would slide on ground to hit the target. Bombs were furnished with delay fuses for these low bombing styles of course. No 4.10m safety delay was set to these fuses, either! I bet some readers of this thread know more examples of low bombing practises. 4.10m style safety fuse could of course not be used for these bombing styles because it would have prevented the bomb from exploding in target. That is why I would like to ask to please remove the safety fuse from 4.10 patch... Regards, - J. Hartikka - IL-2 Virtual Bomber Pilot Last edited by JHartikka; 01-04-2011 at 09:39 PM. |
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#4
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In Il2 the bomb never "slides" but always bounces if the angle is right.
And skip-bombing is still possible by dropping from 30m in level flight! Also the fuse delay is still working as usual, only the arming delay is added.
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#5
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You are misinformed, or better to say, your information seems to be not very detailed. Such lowest attacks as your described, happend very seldom, as it was most dangerous for the plane, that did it (i.e.bombs could bounce back from water or surface and hit the plane itself). I think, you overestimate, what you call 'very low'. In a WW2 plane, flying 400km/h and more, even 50m is very low! Most players used this tactics, because it was too easy. I'm quite glad to see someone addicted to bombing (as most players only seem to be 'fighter jockeys'). The more you should be happy about doing it more the real way. The 2second fuse arming is a very average number (thats why it was chosen). Most times were larger - depending on bomb size and blast radius. Its still not a perfect display, its still very abstract, but its much more realistic than before and thus playing will be more realistic. We really digged into that topic, reading and discussion as much information as possible (not just stories). We wouldn't do this only by 'guessing'. EDIT: BTW - this feature was included by one of your compatriots.
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---------------------------------------------- For bugreports, help and support contact: daidalos.team@googlemail.com For modelers - The IL-2 standard modeling specifications: IL-Modeling Bible Last edited by EJGr.Ost_Caspar; 01-04-2011 at 10:46 PM. |
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#6
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I've already posted about this in the general Forum and in over 20 views not one answer, in trying to set up a server on FBDJ - I and my squadmates cannot find any reference to where the settings for difficulty ie:
difficulty GLimits 1 difficulty Reliability 1 difficulty RealisticPilotVulnerability 1 difficulty RealisticNavigationInstruments 1 difficulty NoPlayerIcon 1 difficulty NoFogOfWarIcons 1 are supposed to go, can someone who is familiar with the FBDJ please provide this information? Without it all these great features are not available. I would have thought that it would be easier to find this.. |
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#7
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Posted your question on our board, Krt_Bong.
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#8
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elsewhere on the forum someone answered my question;
"the simplest way of getting the proper difficulty settings into the dedicated server is to start the game, fly a quick mission with the wanted difficulty, go into "settings.ini" of the user in the /users folder and look for the [difficulty] section. You'll see a line that reads single=xxxxxxxxxx, with xxxxxxxxx being a number. You copy that number and put it into the confs.ini of the dedicated server, under the [NET] section in a line difficulty=xxxxxxxxxx. Another way is to edit the server.cmd file, where you can list all difficulty settings seperately with for instance "difficulty GLimits 1". If you want to know the names of all settings, enter "difficulty" into the server console." I relayed this info to the Guys who have access and assuming they understood it properly they made the adjustments and we still can't get the beacons to function, they will if I run the mission from my own PC but not on the dedicated Server. edit- problem has been solved http://forum.1cpublishing.eu/showthread.php?t=17968 put it in the Users/doe/settings.ini and it works in the server Last edited by Krt_Bong; 01-06-2011 at 09:32 PM. |
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#9
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In reality, pilots could suppress the ship AA guns by straffing the crew operating it, and then torpedo bombers or skip bombers could attack the ship with no or less risk to the aircraft, what you can't do in IL2 because the damage model of the ship doesn't include any crew. With your parameters, the attack of ships is way more difficult as it was in the reality because AA can't be suppressed. Flying at 30 - 50 meters to skip bomb while the AA is firing at you (with of course sniper AAA as we have in IL2, which is, like the AI gunners, totally unrealistic) is suicide. Fuses should be at least settable by the pilot, like convergence. |
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#10
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Don't forget that more extensive changes to ship DMs are already planned for 4.11. Perhaps this fusing feature would have been better left out until these DM changes were added.
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