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#1
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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
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#2
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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
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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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#4
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As normally on the real ones the casing had nothing to do with the fuse. |
#5
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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
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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
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-------------------- 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
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Intel i7-4790 4-Core @3.60GHz Asus Z97-C Motherboard 16GB DDR-3 1600 SDRAM @800 MHz NVIDIA GTX 760 - 2GB Creative SB ZX SBX Logitech X-530 5.1 Speakers 27" AOC LED - 2752 Logitech G15 Gaming Keyboard CH FighterStick-Pro Throttle-Pro Pedals Logitech G13 Gameboard GoFlight GF-T8 Module WIN 8.1 Last edited by Aviar; 12-25-2010 at 07:41 PM. |
#8
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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
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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. Aviar
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Intel i7-4790 4-Core @3.60GHz Asus Z97-C Motherboard 16GB DDR-3 1600 SDRAM @800 MHz NVIDIA GTX 760 - 2GB Creative SB ZX SBX Logitech X-530 5.1 Speakers 27" AOC LED - 2752 Logitech G15 Gaming Keyboard CH FighterStick-Pro Throttle-Pro Pedals Logitech G13 Gameboard GoFlight GF-T8 Module WIN 8.1 |
#10
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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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