Author Topic: Rocket power....  (Read 1258 times)

Offline Airwolf

  • Copper Member
  • **
  • Posts: 124
Rocket power....
« on: August 15, 2010, 03:52:21 PM »
Looking at what it takes to destroy stuff like a FH or VH, it occurred to that I have not seen a chart that indicates the power of the various rockets that used in AH (or perhaps I just missed it).....Are they equivalent to 66 lbs, 150 lbs?...Fighter Ace listed the power for the rockets available, so, how are they rated in AH?......

Offline Delirium

  • Platinum Member
  • ******
  • Posts: 7276
Re: Rocket power....
« Reply #1 on: August 15, 2010, 03:55:48 PM »
Delirium
80th "Headhunters"
Retired AH Trainer (but still teach the P38 selectively)

I found an air leak in my inflatable sheep and plugged the hole! Honest!

Offline Airwolf

  • Copper Member
  • **
  • Posts: 124
Re: Rocket power....
« Reply #2 on: August 15, 2010, 05:17:44 PM »

Offline curry1

  • Gold Member
  • *****
  • Posts: 2321
Re: Rocket power....
« Reply #3 on: August 15, 2010, 07:41:35 PM »
hmm seems like the town building are much softer now is that just me?
Curry1-Since Tour 101

Offline phatzo

  • Gold Member
  • *****
  • Posts: 3734
      • No Crying
Re: Rocket power....
« Reply #4 on: August 15, 2010, 10:55:36 PM »
hmm seems like the town building are much softer now is that just me?
You could be right, I was a little surprised at how easy they were going down with .50
No thank you Turkish, I'm sweet enough.

Offline SPKmes

  • Gold Member
  • *****
  • Posts: 3271
Re: Rocket power....
« Reply #5 on: August 15, 2010, 11:19:11 PM »
Yes defiantly easier, 1 he round 1 building...makes the T34/85 not so bad to take town busting now...just don't get stuck in that.....I don't know what you call it...the valley that runs under the bridges...that is a painful place to get out of.

I'm still waiting for a full on GV battle within a town..I reckon that would be wicked

Offline danny37

  • Copper Member
  • **
  • Posts: 329
Re: Rocket power....
« Reply #6 on: August 15, 2010, 11:42:33 PM »
http://trainers.hitechcreations.com/guns/guns.htm

http://trainers.hitechcreations.com/levelbombing/levelbombing.htm

With those two links, you can definitely get the answers you need.
i think those need to be seriously updated cause just a quick glance at the downtimes on that chart
the only ones that are correct are for the hangers and town builds,ords definitly do not stay down for
 2 hours,even if not resupplied,neither does field ack,dar,fuels,barracks.
usually they are back up before you land if your flying buffs and hit more than 1 base.
and a cv can be taken down with only 6000lbs when its fully up. :salute



Offline WMLute

  • Platinum Member
  • ******
  • Posts: 4512
Re: Rocket power....
« Reply #7 on: August 16, 2010, 02:50:14 AM »
i think those need to be seriously updated cause just a quick glance at the downtimes on that chart
the only ones that are correct are for the hangers and town builds,ords definitly do not stay down for
 2 hours,even if not resupplied,neither does field ack,dar,fuels,barracks.
usually they are back up before you land if your flying buffs and hit more than 1 base.
and a cv can be taken down with only 6000lbs when its fully up. :salute

You just looked at the chart and didn't bother reading the paragraph or two above it didn't you...

Quote
Note the down times listed are the maximum down times if the base is not re-supplied. Drone supply convoys are constantly running and the enemy can re-supply a field from nearby bases so, with the exception of hangars and CVs, you will rarely see items down as long as indicated in the chart.

And yes Flat tops take 8,000lbs of bombs to kill.
"Never tell people how to do things. Tell them what to do and they will surprise you with their ingenuity."
— George Patton

Absurdum est ut alios regat, qui seipsum regere nescit

Offline danny37

  • Copper Member
  • **
  • Posts: 329
Re: Rocket power....
« Reply #8 on: August 16, 2010, 05:55:37 AM »
You just looked at the chart and didn't bother reading the paragraph or two above it didn't you...

And yes Flat tops take 8,000lbs of bombs to kill.
i think those need to be seriously updated cause just a quick glance at the downtimes on that chart




just a quick glanced at the chart as stated
and 6000lbs will kill a cv,have done it many times

Offline Lepape2

  • Nickel Member
  • ***
  • Posts: 597
      • YouTube musician/video channel
Re: Rocket power....
« Reply #9 on: August 16, 2010, 09:05:43 AM »
Just like a 7 X 50kg bomb salvo from a Ju88 formation can take out a hangar (which is equal to 2314lbs).
Jug Movie 1 - Hunt or Prey
Jug Movie 2 - The Jug's Tail

Offline Vinkman

  • Gold Member
  • *****
  • Posts: 2884
Re: Rocket power....
« Reply #10 on: August 16, 2010, 09:15:19 AM »
http://trainers.hitechcreations.com/guns/guns.htm

http://trainers.hitechcreations.com/levelbombing/levelbombing.htm

With those two links, you can definitely get the answers you need.

The values in the table state that they are for objects so they do not include Kinetic engergy effects. Any idea how the Ke values (used for Planes and Vehicles) relate to those in the table?
Who is John Galt?

Offline Hawk55

  • Nickel Member
  • ***
  • Posts: 458
Re: Rocket power....
« Reply #11 on: August 16, 2010, 09:17:28 AM »
and 6000lbs will kill a cv,have done it many times

I believe in another thread both HT & Skuzzy affirmed it was 8k to take down a cv.
The Lynchmob-Outlaws--HAWK

Offline WMLute

  • Platinum Member
  • ******
  • Posts: 4512
Re: Rocket power....
« Reply #12 on: August 16, 2010, 01:08:20 PM »
just a quick glanced at the chart as stated
and 6000lbs will kill a cv,have done it many times

And you STILL probably have not read what I quoted or the rest of the page.

Had you done so you would understand how the times are being figured out.

And no, 6,000lbs will not kill a CV.

No you have never dropped 6k on an untouched CV and sunk it.

Nobody ever has and nobody ever will.
(not online and not with the current hardness settings we have been using for years and years)

That is like saying you have captured fields all the time with 9 troops.
« Last Edit: August 16, 2010, 01:10:37 PM by WMLute »
"Never tell people how to do things. Tell them what to do and they will surprise you with their ingenuity."
— George Patton

Absurdum est ut alios regat, qui seipsum regere nescit

Offline Lusche

  • Radioactive Member
  • *******
  • Posts: 23931
      • Last.FM Profile
Re: Rocket power....
« Reply #13 on: August 16, 2010, 01:16:56 PM »
The values in the table state that they are for objects so they do not include Kinetic engergy effects. Any idea how the Ke values (used for Planes and Vehicles) relate to those in the table?

As far as destructive power vs planes goes, you might just use that numbers as a rough guide (while keeping in mind other qualities like ROF & ballistic performance)

Against armored vehicles it's a different matter, here it is all about armor penetration (=mainly kinetic energy). For tank guns, you can the armor penetration information in game (hangar).

In case of planes vs tanks, there are only 3 planes with a true anti tank gun capability: Il-2 (both versions), B-25H, Hurricane IID, with the 37mm Il-2 outclassing the field.
Steam: DrKalv
E:D Snailman

In November 2025, Lusche will return for a 20th anniversary tour. Get your tickets now!

Offline Vinkman

  • Gold Member
  • *****
  • Posts: 2884
Re: Rocket power....
« Reply #14 on: August 16, 2010, 01:56:54 PM »
As far as destructive power vs planes goes, you might just use that numbers as a rough guide (while keeping in mind other qualities like ROF & ballistic performance)

Against armored vehicles it's a different matter, here it is all about armor penetration (=mainly kinetic energy). For tank guns, you can the armor penetration information in game (hangar).

In case of planes vs tanks, there are only 3 planes with a true anti tank gun capability: Il-2 (both versions), B-25H, Hurricane IID, with the 37mm Il-2 outclassing the field.

I was thinking about it in terms of Plane vs Plane. Max range of .50 caliber round is somewhere between 1000 and 1500 yds, I don't know exactly where the program assumes the bullet disappears. But before that, the round is slowing down.  If I were to plot Ke on the Y-axis, and distance from Muzzle exit on the X-axis, the plot would look like a horizontal line starting at 100% and dropping off exponentially as it moved to the right. I don't think the code lets the bullet travel to velocity Zero. So it may calculate it to some preset distance like 1000yds. So a chart that showed the percent of original Ke remaining at end of flight would tell me what I was looking for.  It would be different for each round, with the destructive power at the end being the sum of the Ke and the chemical explosive Energy [for cannon rounds].

Here's why...

I thought about this many months ago when I started AH. If I'm attacking a buff at long range from the rear [stupid but humor me for a minute], it's conceivable that an FW-190 sitting at 800-900yrds back would have a big advantage over the bomber guns because it was outside the formation's convergence so only 1 pair of the buff's .50s would be able to land at time, AND the .50 would hit like BBs because of the distance travelled. Where as the exploding cannon rounds from the FW-190 would retain most of their destructive power because most of it is the chemical explosive.

Might be good to know.  :aok
Who is John Galt?