Author Topic: WGr 21 rockets and the time fuze/impact fuze  (Read 715 times)

Offline ra

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WGr 21 rockets and the time fuze/impact fuze
« Reply #15 on: October 04, 2002, 05:20:32 PM »
<<>>

Closer to 1100 yards.

Offline hazed-

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WGr 21 rockets and the time fuze/impact fuze
« Reply #16 on: October 04, 2002, 09:54:08 PM »
ra theres roughly 3 yards to a metre so what are you talking about 1100 yards?

do you mean you have to fire at 1100? or are you saying 1000 metres is equivalent to 1100 yards??

Offline Innominate

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WGr 21 rockets and the time fuze/impact fuze
« Reply #17 on: October 04, 2002, 11:29:25 PM »
Quote
Originally posted by hazed-
ra theres roughly 3 yards to a metre so what are you talking about 1100 yards?

do you mean you have to fire at 1100? or are you saying 1000 metres is equivalent to 1100 yards??


nono, There is roughly three FEET to a meter.  And three feet to a yard. 1100yards is about right.

Offline hazed-

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WGr 21 rockets and the time fuze/impact fuze
« Reply #18 on: October 04, 2002, 11:37:49 PM »
ah :) youre right

feet and yards mix up :) doh!

Offline Toad

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WGr 21 rockets and the time fuze/impact fuze
« Reply #19 on: October 05, 2002, 12:53:52 AM »
That whole "meters v yards" thing is just another AH anti-LW conspiracy plot. Everyone knows the meters were much, much better. They're VERY undermodeled here.

:p
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Offline Raubvogel

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WGr 21 rockets and the time fuze/impact fuze
« Reply #20 on: October 05, 2002, 11:34:20 PM »
I can't kill a damn thing in the air with them, but they will kick the watermelon out of a PT Boat :) Just fire from about 1.5 out and watch them explode right above the boat.

Offline GRUNHERZ

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WGr 21 rockets and the time fuze/impact fuze
« Reply #21 on: October 06, 2002, 01:11:24 AM »
Very simple!  Why not just keep the current timer setting as is but also add an impact fuze in the same rocket. That way it will either blow up on impact or eventually go off at the timer setting.  This cant be too hard to model and would be the most elegant way to represent the actal weapon.

However I am bothered by the fact that the rocket tubes cant be jettisoned after firing at least according to last I heard from HTC, I know this was possible and done in combat. I have heard some people excuse this fault by saying that it was only done in an emergency when under attack by other fighters, but why else would you jettison them except when they were endangering your life. It would be almost as stuid to say well you cant drop bombs before target when bounced because it was only done like that when in danger of getting shot and the bombs reduced performance.  Jettison the damn tubes.

Offline BenDover

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WGr 21 rockets and the time fuze/impact fuze
« Reply #22 on: October 06, 2002, 07:44:40 AM »
1000m = 1093.613298 yards/3280.839895 feet/0.621371 mile;)

Offline brady

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WGr 21 rockets and the time fuze/impact fuze
« Reply #23 on: November 19, 2002, 12:32:54 AM »
Punt.

Offline Urchin

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WGr 21 rockets and the time fuze/impact fuze
« Reply #24 on: November 19, 2002, 01:28:25 AM »
There *is* an impact fuse on the rockets.  We tested it in the DA.  If you *hit* a bomber before the rocket travels 1.3 to 1.4k, it will blow up and take the bomber (and the other bombers) with it.

I don't know why it doesnt work on ground targets, but it isn't a ground rocket, it is an air to air rocket.  That may be why people have trouble killing ground targets with it.

Offline brady

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WGr 21 rockets and the time fuze/impact fuze
« Reply #25 on: November 19, 2002, 02:23:18 AM »
It was initialy intended to be used as an air to ground weapon, and was later adopted for air to air use aganst bomber streams, that is why it has that fuse I mentioned above.

 If it is indead capable of point detontating aganst an air target this is the first I have ever heard of it, are u shure it simply did not time detonate at the right spot, the range will drop/rise depending on you spead and the targets spead.

 Another very curoius thing about this would be why it would detonate aganst a plane and not any other object, unless HTC fixed this, it has been a while since i fiddled with them having deamed them useless, long ago.

Offline Urchin

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WGr 21 rockets and the time fuze/impact fuze
« Reply #26 on: November 19, 2002, 02:40:38 AM »
I'm 100% positive it has an impact fuze.  Lazer, Fork, Ely, and Rugby all fired CLOSER than 1.2-1.3k yards.  They fired at 700-800 yards, and the rocket actually HIT the bomber and blew up the formation.

At least, I think it did.  I suppose if an 8 inch rocket powered projectile hit a bomber it could blow it up, but the drones blow up to, leading me to believe the rocket explodes on impact.

If you shoot at 800 yards and miss, it will fly past the bombers before the time fuze blows it up.  Believe me, I know.  I missed at all kinds of ranges from 300 yards to 1,300 yards.

Offline brady

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WGr 21 rockets and the time fuze/impact fuze
« Reply #27 on: November 19, 2002, 05:44:47 AM »
Wierd, i wounder what would happen if you taxied o a static tank or osty and fired at them if they would blow, and if so why does it have no effect aganst buildings.

Offline BlckMgk

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WGr 21 rockets and the time fuze/impact fuze
« Reply #28 on: November 19, 2002, 10:30:55 AM »
Didnt HT revise the model for tanks and buildings so that the bigger cannons i.e. 37mm, 40mm don't do as much damage as they should do. I read somewhere that after 30mm it begins to taper off. In the post I read it mentioned something about shooting a hanger with 30mm is much more effective than shooting it with a 37mm, to strafe kill it. I dunno just something I'd relay... don't know much about it..

-BlckMgk

Offline Urchin

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WGr 21 rockets and the time fuze/impact fuze
« Reply #29 on: November 20, 2002, 02:41:55 PM »
Punt.. Hitech, Pyro, Natedog, Superfly, Yankee, Ronni, Skuzzy, whoever your coffee boy is (if you don't have one, hire me)-  

I'd like to know if there are any plans to make the rocket tubes jettisonable like there was in real life.  

Thanks in advance.