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pfipfu1

Timers for bombs after impact.

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Being able to adjust timers for bombs to explode after impact would be really nice, I don't know if it's doable but I consider it a realistic and somehow necessary for dive bombers.

 

For some pilots who are used to dive in not so deep angles as others it could help them to be more precise since some drop the bombs infront of their targets instead of right over them, and a delay would help them hit it.

 

 

P.S: The delay should be adjustable before spawning, not mid-air.

Edited by pfipfu1
Forgot to add how it would affect the gameplay.

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Would be nice to be able to overfly the nme at treetop level to avoid aaa, was a real life tactic from what I've read.

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Well the problem here is that apparently the mechanic is using relative alt to determine whether the bomb is armed rather then distance traveled after release.  It's a spin arm thing.  Probably requires STO to do properly.

 

Historical planes did fly at treetop, nothing is stopping you here.  Just not releasing at point blank range, enabling kamikaze attack.

 

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Having that mechanic also will need multiple types of bombs...another loadout selection...to be selected before takeoff.

Thin case bombs have maximum blast destruction and maximum fragmentation lethality against soft targets. They always have instant fuzes, because the case cannot withstand full-deceleration impact against something solid, i.e. a steel or concrete object. Against ships, they cause topside damage (to AA crews, etc.) but no hull or propulsion damage. Against tanks, they sometimes break suspensions if they explode immediately alongside, or damage the engine's support systems if they explode on the engine deck. Against factories, they explode against the easily rebuilt roof, instead of penetrating through the roof structure and exploding among the difficult-to-replace production machinery.  

Thick case bombs are able to penetrate through strong objects and structures before a delay fuze operates. They are used against factories, steel ships, tanks and fortifications. They have significantly less blast volume and fragment count than thin case bombs. A delay fuze bomb that hits dirt will bury itself before exploding, resulting in a geyser of dirt and a crater but minimal or no blast and case-fragmentation damage.

Edited by jwilly
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On 19/01/2020 at 4:02 AM, jwilly said:

Having that mechanic also will need multiple types of bombs...another loadout selection...to be selected before takeoff.

Thin case bombs have maximum blast destruction and maximum fragmentation lethality against soft targets. They always have instant fuzes, because the case cannot withstand full-deceleration impact against something solid, i.e. a steel or concrete object. Against ships, they cause topside damage (to AA crews, etc.) but no hull or propulsion damage. Against tanks, they sometimes break suspensions if they explode immediately alongside, or damage the engine's support systems if they explode on the engine deck. Against factories, they explode against the easily rebuilt roof, instead of penetrating through the roof structure and exploding among the difficult-to-replace production machinery.  

Thick case bombs are able to penetrate through strong objects and structures before a delay fuze operates. They are used against factories, steel ships, tanks and fortifications. They have significantly less blast volume and fragment count than thin case bombs. A delay fuze bomb that hits dirt will bury itself before exploding, resulting in a geyser of dirt and a crater but minimal or no blast and case-fragmentation damage.

That's definitely something that would be nice to model accurately

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