Author Topic: Rocket and bomb effects  (Read 215 times)

Offline Fokker

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Rocket and bomb effects
« on: April 13, 2001, 03:10:00 PM »
I looked at the last beta release of WBIII today. The way they have modelled rocket launch was great. Less and greyish smoke from rocks made it easy to follow the rocket path. Helps aiming and looked cool. They seem to have a very good impact on targets to.

I have noticed that rockets are not much used in AH. An improvement could change that.

In general i wish rocket and bomb impacts could be more spetacular then at present.
specially the very big bombs should make a tremendous blast and huge craters.

Offline Tac

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Rocket and bomb effects
« Reply #1 on: April 13, 2001, 04:29:00 PM »
Yeah, also, if you notice, in AH the rockets follows the vector the plane is at, not where the nose is pointing.

I've fired rockets with full rudder and they fly in the direction my plane was heading before the rudder was kicked in. Pretty nifty vector-tracking rocket pods eh? Where's my FLIR?

Flat spin a plane, fire rockets.. rocket trails go downwards.

Offline Dowding

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Rocket and bomb effects
« Reply #2 on: April 13, 2001, 05:56:00 PM »
I agree on the crator/explosion effects. At the moment, I don't think there is any difference in explosion between a 100 lb bomb and a 1000 lb bomb.

Maybe they will get around to changing things like this once they have fleshed out the plane set.
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Offline MiG Eater

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Rocket and bomb effects
« Reply #3 on: April 14, 2001, 01:39:00 AM »
While there is no exploding debris that cascades up then down when a rocket explodes, they are highly effective in AH.  The notion that they are not used much is quite far from the truth.  With a little practice they can be used to kill ships, hangers, acks, buildings as well as ground vehicles.  Firing them in a salvo will guarantee a lot of damage if they are on target.  If they don't kill a target outright, they will significantly soften it.  While it is true that blast effects are limited if you don't hit the target, few small targets can survice a direct hit from a rocket.  Rockets fired from LW aircraft can be used air-air with their proximity fused warheads.  

Spend a some time watching rocket attacks from both the attacker's and the defender's viewpoint.  Most have come to appreciate the firepower that they offer unless they are on the receiving end!

MiG

Offline juzz

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Rocket and bomb effects
« Reply #4 on: April 14, 2001, 02:47:00 AM »
 
Quote
Yeah, also, if you notice, in AH the rockets follows the vector the plane is at, not where the nose is pointing.

It's that way because it's supposed to be. It's called "weather vaning" I think, they try and point into the "wind" because of the fins on the rear end.

Offline Dux

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Rocket and bomb effects
« Reply #5 on: April 14, 2001, 09:24:00 AM »
Rockets are my ord of choice for most targets, and I almost always load them up just in case I run into anything deserving of them. I see many others using them, so I don't feel they are as rare as you believe. I have had good success using them on everything from flakpanzers to carriers.
Sure they take practice to use. As for Tac's issue with the rudder... rockets are meant to be fired from a STABLE platform, not snapshots, so I'm not really sure how to respond to that comment.
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Offline Tac

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Rocket and bomb effects
« Reply #6 on: April 14, 2001, 02:26:00 PM »
well dux, if you stall your plane in a hammerhead and flip the plane downwards (less than 50mph) and fire rockets when rudder is applied, the rockets go straight down, not where the nose is pointing.

Rockets have propellant, where the nose is pointed means the rockets are pointed since they are fixed to the wings. When fired, the rockets should fly in that direction (affected by the plane's vector as well of course). Thing is, the game doesnt seem to take the plane's nose direction into account.

Flat spin plane (nose pointing at horizon but plane falling straight down) the rockets go down. Get shot down with your rockets still on (read: P-38 has tail booms blown off), your plane spins downward, nose going up and down up and down... when nose up, fire the rockets. The rocks will fire straight down the plane's vector (aka, earthwards) , not where the nose is pointing (aka, skywards).

Offline Dux

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Rocket and bomb effects
« Reply #7 on: April 14, 2001, 03:56:00 PM »
Okay, fair enough. But are these actual rocket-delivery tactics you would use? Hammerheads and flatspins? I shouldn't think so. Is this a real issue for you, Tac?

A few years ago I read a really good book titled "A very private war" (author escapes me) about a FAC pilot flying OV-10 Broncos in Vietnam. Their primary weapon was rockets, and they always went through the same drill every time they used them... at least a 45 degree dive, wings level, turn-and-bank indicator centered, zero pressure on the controls, and fire.

I highly recommend the book btw.

<S>
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Offline Tac

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Rocket and bomb effects
« Reply #8 on: April 14, 2001, 05:16:00 PM »
Lol, no, but it is something that I find interesting. Especially on a said 45 degree dive, aimpoint steady, then windlayer fubars you and you got less than a second to fire or the golden bb AAA of doom will hit you... rudder hard to aim nose, fire rocks... watch them go on your vector. I dont like that  

I do however, use a loop/hammerhead when attacking GV's. First pass is a bomb..if miss then I will already be straight above it and bearing down on it..correct with rudder a little bit, fire rockets... watch them go the other way.  

Offline Fokker

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Rocket and bomb effects
« Reply #9 on: April 14, 2001, 05:42:00 PM »
I think you all should try the WBIII beta and say what you think about the way they have modelled rockets there. To me that seemed a very good modell. Realy fun to use.