Aces High Bulletin Board
General Forums => Wishlist => Topic started by: Vudu15 on May 29, 2017, 04:01:54 AM
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Id like an option to set our arm distance on our bombs sick of dropping bombs and fail to arm.
Or simply turn the safety off or on, where you have the default arm distance or contact.
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More suicide bombers? Why?
Wiley.
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More suicide bombers? Why?
Wiley.
:rofl :aok
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I would have no problem with a instantly armed bomb as long as the dropping plane is susceptible to splash damage from said bomb.
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We used to have no time to arm, ages ago. But it was changed after people used them to kill vulchers by releasing on the runway as the vulcher passed over.
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will that include include attack fighters because gv'rs won't like it
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I would have no problem with a instantly armed bomb as long as the dropping plane is susceptible to splash damage from said bomb.
I'm pretty sure I've managed to damage myself with a bomb.
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You still can if you drop steep and low enough to be in the blast radius.
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We used to have no time to arm, ages ago. But it was changed after people used them to kill vulchers by releasing on the runway as the vulcher passed over.
My fav tactic in WBs. Delay Fuse with a 1000 lb bomb to kill the vulching scum! :aok
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Totally OT but bomb****ing in a Moss 16 is fun, just throw a cookie in the general direction of the foes...
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IF HT removed the mandatory 1,000 yds arming distance, then we'd be susceptible to having the bombs go off with any sudden jolt, bird strike, .303 round hitting the fuze (yes I know the odds are tiny), etc..
Impellers on fuzes are there for a reason ... to keep the airplane driver from inadvertently blowing themselves up.
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cookies can blow up same with 2k lbers iirc spawn a plan.. drop a bomb on runway watch it go boom(note you go boom to)
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Having loaded hundreds of 250lb and 500lb bomb's on the F4B Phantom in the mid-late sixties (USMC Air Wing) I can tell you the bombs are only armed when they are dropped from the plane. A safety wire keeps the spinner on the fuse from turning and only when released will the bomb begin to arm. Fuse's have different delay rates as to when they are armed.
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I can think of two or three places this would start up lengthy whine posts and possibly cost a few customers if Hitech gave us an updated to .salvo for the fuse arming distance or time in flight.
1. - Tanks hiding under or in trees in those infuriating positions with the engine off that you can only see them by flying inside the tree canopy's to look under the canopy your tank is sitting. So guys would start saying hello with a grass level equivalent of mast head bombing. I watch guys on Buzzsaw in an A20 miss by 20ft on every pass trying to dive bomb a single tank sitting under one tree mostly hidden. If you can set the fuse to contact or even half the 800 minimum we have now, you can level bomb the tank from 100ft AGL.
2. - Popup mast head bombing of task groups. Same thing if you can reduce the minimum travel distance for the fuse, task groups will last less time after that than the short lifespan they have now from level bombing.
3. - Last moment rapid corrections by a low flying fighter to get bombs on a GV that the pilot keeps loosing sight of the icon. Most of the the time I've witnessed in 15 years, the fuse never arms. So if they can set the fuse under 800, it will make killing GV's that much easier. Then we are back to how badly we chewed up GV's from the air before Hitech introduced commander mode which some players leveraged into single shot skeet shooting mode against fighters.
It's not that Hitech is a neophyte when it comes to the armament he codes into his universe and needs real world justification of fuse S.O.P.. Over the last 15 years it's been obvious he researches all of this at the engineering level so he can create the physics modeling. Many years back he posted a screen capture of the blast radius mapping he used for some explosions. Do any of you remember that the 16in gun has a 200yd first salvo randomization for the IP when you switch to land mode? One salvo can take out a shore battery while the reload is very slow taking 30sec. During that 30sec if someone is in the shore battery, they have at least two shots to destroy the 16in battery targeting them.
From reading this kind of wish about the bomb fusing and discussions over all of these years, it looks like 800 is fixed for reasons like the 16in land mode first salvo has a 200yd randomization.
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Here ya go...everything you ever wanted to know about ballistics, fuses, damage, safe separation, safe escape..etc...
https://drive.google.com/file/d/0B-kwhapBgCtYd2pIR090dW02NmM/view?usp=sharing (https://drive.google.com/file/d/0B-kwhapBgCtYd2pIR090dW02NmM/view?usp=sharing)
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I can think of two or three places this would start up lengthy whine posts and possibly cost a few customers if Hitech gave us an updated to .salvo for the fuse arming distance or time in flight.
1. - Tanks hiding under or in trees in those infuriating positions with the engine off that you can only see them by flying inside the tree canopy's to look under the canopy your tank is sitting. So guys would start saying hello with a grass level equivalent of mast head bombing. I watch guys on Buzzsaw in an A20 miss by 20ft on every pass trying to dive bomb a single tank sitting under one tree mostly hidden. If you can set the fuse to contact or even half the 800 minimum we have now, you can level bomb the tank from 100ft AGL.
2. - Popup mast head bombing of task groups. Same thing if you can reduce the minimum travel distance for the fuse, task groups will last less time after that than the short lifespan they have now from level bombing.
3. - Last moment rapid corrections by a low flying fighter to get bombs on a GV that the pilot keeps loosing sight of the icon. Most of the the time I've witnessed in 15 years, the fuse never arms. So if they can set the fuse under 800, it will make killing GV's that much easier. Then we are back to how badly we chewed up GV's from the air before Hitech introduced commander mode which some players leveraged into single shot skeet shooting mode against fighters.
It's not that Hitech is a neophyte when it comes to the armament he codes into his universe and needs real world justification of fuse S.O.P.. Over the last 15 years it's been obvious he researches all of this at the engineering level so he can create the physics modeling. Many years back he posted a screen capture of the blast radius mapping he used for some explosions. Do any of you remember that the 16in gun has a 200yd first salvo randomization for the IP when you switch to land mode? One salvo can take out a shore battery while the reload is very slow taking 30sec. During that 30sec if someone is in the shore battery, they have at least two shots to destroy the 16in battery targeting them.
From reading this kind of wish about the bomb fusing and discussions over all of these years, it looks like 800 is fixed for reasons like the 16in land mode first salvo has a 200yd randomization.
Everything is a compromise between the will of Gv:ers and attack pilots. And since both sides are complaining it is a pretty good compromise..
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Or use some teamwork and have a storch smoke the target. Or have a smoke rocket option as part of loadout to mark targets
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K this is another great idea and exactly how hard would it be to program this? Ever blown yourself up of course you have this feature could save lives lol. Sounds funny saving lives.
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Or have a smoke rocket option as part of loadout to mark targets
+1
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Oh hell yes
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It is irritating when it happens but I think it is fare play. It was much worse when buzzsaw map had the very high base layout.
A P-38L is a good choice for a drop platform if you have the problem often. It has the power and lift to achieve bombing altitude in a hurry.
The 38L and trackir is a deadly combination for GVs. It is what I most miss about using VR.
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Or have a smoke rocket option as part of loadout to mark targets
Willy Pete rockets. +1
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My fav tactic in WBs. Delay Fuse with a 1000 lb bomb to kill the vulching scum! :aok
Was mine too.