Originally posted by Seagoon
AKD,
Firstly, Bombs designed to explode after a delay, whether it be the 11 second delay bombs designed to allow a bomber to safely exit the blast zone, or the purpose-built UXBs used by the Germans (and later the allies) where a historical fact of the Second World War, there were far more of them than say Ostwinds, and apparently they did not totally disrupt gameplay there.
Firstly, these bombs were also dropped from a high angle of attack... divebombing. If its not going to detonate on impact... there needs to be a manner of ensuring it is dropped on target. Once again... what would happen to these bombs if dropped by a plane NOE?
Secondly, having bombs that "stick" is not as unrealistic as you maintain. Fuse delayed bombs dropped from altitudes over a 1000 ft tended to bore into soft ground,
Ah.. so now we have to bump it over 1000 ft to prove the point? Doesn't that make the issue kinda moot once again? The bombs aren't currently a problem over 1000 feet.
also we already have bullets that do not ricochet
Are you sure about that? They sure as hell seem to be modeled to ricochet off of armor.
and bombs that are gloriously unaffected by the wind (the same goes for bullets/shells)
Ah... we need to pop this one up again. A fun one that hasn't been brought up in a while is just how little the wind affects a bomb's trajectory. But throw it in there anyway.
so maintaining absolute real world ballistic purity is obviously not our prime directive.
Who is our? I do believe it is HTC's objective to keep it as close as possible.
Lastly, the parafrags that I mentioned would address all the concerns you've mentioned. When they hit the ground (or target), they explode, the delay is only in the amount of time it takes them to actually reach the ground. Why would this be difficult or unrealistic to model?
I don't believe it would be difficult or unrealistic. I don't believe I've adressed it at all. I do know that parafrags were primarily for anti-personel and anti-aircraft-parked-on-runway missions primarily... neither of which we currently have. Not a whole lot of them were used to destroy structures... which we primarily have.
Revvin said:A percentage of bombs will either skip or stick and there is no hard and fast rule to say what percentage this would be, as Seagoon says we have bullets that do not ricochet so are you now going to lobby to get those modelled correctly?
Actually that isn't necessary. HTC seems to be concerned with that aspect of the game moreso than those posting in this thread. They've already introduced ricochet effects on GVs. What you are asking is for a step backwards.
And... as you get lower... the "chance" becomes less and less of a factor. If you are flying NOE... bombs don't have the vertical velocity to slow enough. If you've been around them.... this would be very clear. Once again... the fuze would work for a dive bomb... but just what would it do in ANY other circumstance?
Count 11 seconds, now consider each bounce or skip shaving off alot of energy and add an 11 sec fuse...how far away do you think an unhindered plane will be flying at 250-300mph? its your argument that is flawed. Not once did I ask for a bomb that sticks in the ground every time so kindly stop trying to put words into my mouth or are you so short of a valid reason for not having this feature that is all thats left for you to do?
Next time you are flying.. count how long it takes a bomb dropped from 600 feet to impact (if you are flying level). Now.. accept that it is possible that the bounce or skip can result in launching that bomb 600 feet back in the air with a very slight reduction in velocity. Now you have a bomb impacting right where you are.
Snakeyes were invented for a reason. Para-bombs were invented for a reason. There is zero reliable ways to drop a bomb at low level if the bomb is not slowed via drag. ZERO. Damn dude... you just have to do a little research to learn this.
AKDejaVu