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Ballistics Tables for Manual Dive Bombing


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xThrottle_Geek
Posted

Does anyone know where to find Ballistics tables for 100kg and/or 250kg bomb releases for dive bombing?

xThrottle_Geek
Posted (edited)

So, after three days of searching the googlewebz this was pretty much all I've been able to find.

 

https://drive.google.com/file/d/0B7VYEhWAnBfbMnFib2UyUHZ6VDA/view

 

This is the type of data tables I would like to see. This one is for two different types of Mk 82 GP bombs (retarded and unretarded) for various speeds, release altitudes and dive angles. It's not a big deal but I would prefer something closer to what is in game so I'm not converting knots to kph and feet to meters and so forth. I suppose I could use the in-game bomb cheat reticle to formulate my own tables but that would be a laborious process that I don't really want to commit the time to. Not to mention, the bomb weights are off so there is a certain amount of fudging here, but at least a little guidance is presented

Edited by =CAF=xThrottle_Geek
  • Upvote 1
unreasonable
Posted

Well done for finding that. Whenever I have tried to find fairly simple tables or calculators for artillery shells - that is real ones that take into account at least air resistance - I have always come up blank, although there are lots for small arms.

 

I would be inclined to make a simplified version of those tables (unretarded) into a spreadsheet to convert units if you need. I would think that the difference in trajectory between different types of bomb in the game would be very small: for all I know there is just one simplified ballistics ballistics calculation applied to all projectiles, which may not even take into account weight at all, never mind shape, spin etc.  After all, who would be able to tell?  Cannot remember any post from the developers on the topic. 

xThrottle_Geek
Posted (edited)

Definitely small between, say, the 100kg and 250kg for sure. And you're probably correct when saying there is most likely a simplified ballistics calculation for all the bombs. I would just like to find out more info if possible from the devs about it so we could at least find a starting point. I've recently become more interested in playing the strike fighter role and I'm realizing there is very little in the way of guidance to be found. The conversion is not too bad so much as its annoying. The tables are useful guidance. I've been practicing tonight trying to perfect a 1k release of the 100kg FAB in the Lagg-3. I'm consistent enough for buildings but arty I'm about 1 for 5. I would like to achieve at least a 1 for 3 consistency. I'll keep practicing.   :)

 

Also, wish I had the reference angle gauge from the Sturmovik in my Lagg...     :(

Edited by =CAF=xThrottle_Geek
unreasonable
Posted

I recall somewhere in one of my books by Prien about the JGs - cannot remember which one - which recounted accounts from GAF pilots recently tasked to fly Jabo missions when one Staffel per Gruppe was ordered to do this.  They had very little guidance as well, apparently. Eventually they found that a roughly 40 dive (IIRC) was about right to give a good compromise between keeping the target in view long enough and being able to control speed and pull up!  Some of them had a line drawn on the cockpit as a guide.

 

I always found that a 30=40% dive at a controlled speed was about right: pull up and press the tit just as the target disappears below the nose.  Gets a good number of hits and not to complex to do in the heat of battle.  Classic tutorial video here; for the Il-2 Classic but I think the advice is still good, plus an opportunity to listen to a charming Dixie (?) accent. ;)

 

 

Unlike the more-or-less sophistication of level bombing sights, for the fighter-bomber role in WW2 I do not think it was ever more than rule of thumb.  

US63_SpadLivesMatter
Posted (edited)

I deploy flaps and pull a stall just above the target, then dive down as close to vertical as possible. You only need to hold the reticle on the target a few seconds and release.

 

Stalling beforehand and having extended flaps ensures you don't build up too much speed to be able to pull out of the dive.

 

That said, it isn't very historical, but it's how I get my bombs on target.

Edited by hrafnkolbrandr
xThrottle_Geek
Posted

I like the accuracy you can get in that vertical dive, but on TAW (server I mostly play on) stalling directly above enemy forces will get you shredded by the AAA. I'm interested in these tables because they offer a relatively safe release altitude and range from the ground fire.

Posted

The Dart videos are great. It would be nice to see them remade for BOS. I notice engine torque changes with throttle and moves the nose. Also the trees in BoS line most of the roads and make G/A more of a challenge

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