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  #1  
Old 12-25-2010, 04:56 PM
kampfjager31 kampfjager31 is offline
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Default G indicator

G- INDICATOR on the invisible cockpit not working. I took a 109 to 10,000 and dived to the ground, made a track, while diving, the G's by speed bar came on, when reviewing track with the invisible cockpit the circle with the0.0, G indicator did not work, remain 0.0
  #2  
Old 12-25-2010, 05:50 PM
Wutz Wutz is offline
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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.
  #3  
Old 12-25-2010, 06:49 PM
mkubani mkubani is offline
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During your skip bombing, did your bomb fall for about 2 seconds before it hit the water?

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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.
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  #4  
Old 12-25-2010, 07:09 PM
Wutz Wutz is offline
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Originally Posted by mkubani View Post
During your skip bombing, did your bomb fall for about 2 seconds before it hit the water?
No as these attacks where below 50m height, will have to try it at heigher heights. Although, normally that should not have a big effect as the bombs side is hitting the water not the head where the detonater is. I know on a 1980s Matra 250kg all purpose bomb after the release wires where gone, there was a small prop like thing that needed to get a certain rpm before the bomb was armed, and I am assuming it should be simular with the WII ones too? Well never saw them in good condition up near only ones that I got to see up close had some kind of defect and had not gone off which we defused. So do I understand that right that droptime, reguardless the tip or the side of the bomb touching will make the differance?
As normally on the real ones the casing had nothing to do with the fuse.
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Old 01-13-2011, 03:09 AM
RAF_Swede RAF_Swede is offline
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Quote:
Originally Posted by Wutz View Post
No as these attacks where below 50m height, will have to try it at heigher heights. Although, normally that should not have a big effect as the bombs side is hitting the water not the head where the detonater is. I know on a 1980s Matra 250kg all purpose bomb after the release wires where gone, there was a small prop like thing that needed to get a certain rpm before the bomb was armed, and I am assuming it should be simular with the WII ones too? Well never saw them in good condition up near only ones that I got to see up close had some kind of defect and had not gone off which we defused. So do I understand that right that droptime, reguardless the tip or the side of the bomb touching will make the differance?
As normally on the real ones the casing had nothing to do with the fuse.
Hello
Has anyone posted a track on HOW skip bombing is done now? I would really like to see one.
Not being able to skip bomb is most disappointing..

In spite of this, TD did a marvelous job with 4.10..
  #6  
Old 01-13-2011, 06:56 AM
RAF_Swede RAF_Swede is offline
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Ok, went practicing a bit.. Found out it can be done. If ya come in at about 150-200 ft. (which makes you a nice fat target for naval guns..) and release just at the right time, it works.. It's easy to release too soon and the bombs don't quite make it. Relatively narrow window.
I'll experiment some more..It's all good..
  #7  
Old 12-25-2010, 07:28 PM
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Aviar Aviar is offline
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Quote:
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 07:41 PM.
  #8  
Old 12-25-2010, 08:10 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 08:14 PM.
  #9  
Old 12-26-2010, 12:29 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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  #10  
Old 12-26-2010, 10:21 AM
JAMF JAMF is offline
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Quote:
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.
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