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Week#5 Rockets and Bombs!


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Posted

Looking / sounding great.

Posted (edited)

Explosions look and sound great, yes, but I have to admit, that I'm rather underwhelmed by the visual damage modeling of ground vehicles. It's basically exactly the same as RoF, with slight visual indication of hits, damaged vehicles trailing smoke and every single kill being a fiery explosion that stops the vehicle dead in its tracks and leaves a burned out hulk. No vehicles running off the road or tumbling over. No parts blown off or chassis collapsing. No signs of damage at all other than smoke and fire. Also, no signs of any kind of vehicle AI at all, they simply follow their route mindlessly, no matter what happens.

 

In reality vehicle DM has hardly moved an inch since the first IL2, and that's something of a letdown. In RoF it kinda made sense not to put a lot of effort in ground unit DM, since ground attack wasn't really much of a focus there, but in BoS there is going to be a much bigger emphasis on ground attack, and that's gonna require more interesting DM and AI than what is shown in this version.

 

I have some hope, that the current DM is just a placeholder carried over from RoF and will be expanded upon later and that real ground vehicle AI is being worked on, but I fear that might not be the case, and it's really a shame.

Edited by Finkeren
  • Upvote 2
Posted (edited)

 

In reality vehicle DM has hardly moved an inch since the first IL2, and that's something of a letdown.

 

 

In Cl+D I see vehicle damage some "inches ahead"  first il-2:

 

Bombs cause: vehicle parts ejected that dastroied other vehicles, fuel tankers hit that start smoke and after some time explode, sometimes no.

Vehicles in fire that after some time are extinguished leaving blackened carcasses.

Vehicles drivers dead due shockwave, but vechicle still in good shape with engine on.

And all this after the "dumbed down" in "patch's party"...

 

Only strafed vehicles damaged is poor like first iL-2: a instant carcass and fire.

 

Sokol1

Edited by Sokol1
LLv34_Flanker
Posted

S!

 

 I find it fun to bomb and strafe targets. Yet to test rockets, next on the list.

Posted

Explosions look and sound great, yes, but I have to admit, that I'm rather underwhelmed by the visual damage modeling of ground vehicles. It's basically exactly the same as RoF, with slight visual indication of hits, damaged vehicles trailing smoke and every single kill being a fiery explosion that stops the vehicle dead in its tracks and leaves a burned out hulk. No vehicles running off the road or tumbling over. No parts blown off or chassis collapsing. No signs of damage at all other than smoke and fire. Also, no signs of any kind of vehicle AI at all, they simply follow their route mindlessly, no matter what happens.

 

In reality vehicle DM has hardly moved an inch since the first IL2, and that's something of a letdown. In RoF it kinda made sense not to put a lot of effort in ground unit DM, since ground attack wasn't really much of a focus there, but in BoS there is going to be a much bigger emphasis on ground attack, and that's gonna require more interesting DM and AI than what is shown in this version.

 

I have some hope, that the current DM is just a placeholder carried over from RoF and will be expanded upon later and that real ground vehicle AI is being worked on, but I fear that might not be the case, and it's really a shame.

 

 

+1

 

would love to see better ground units AI!

Posted

Direct!

 

Awesome!

HeavyCavalrySgt
Posted

Has anyone found a way to bomb or use rockets accurately?  About all I have found is that a 109 with a 250kg bomb is a more even match for a LaGG.

Posted

Hitting with bombs is pretty straightforward for sim pilots like us with many many hours of experience in fighter bombers.

 

The very first attempt with the SC 250 in the Bf 109 landed smack in the middle of the truck collumn and took out three targets and damaged a fourth.

 

Rockets are a different story though. I have yet to hit anything useful, though I get the feeling, that once you get to know them, they can be somewhat accurate, though never as accurate as guns. I think part of the difficulty of using them has to do with the great sense of speed at low level. It just feels like there is a very short time to line up the target before you have to push the button.

Posted

To destroy tanks, you have to manage direct bomb hits...otherwise it's just useless if it falls even beside.

=38=Tatarenko
Posted

I have missed by about 8-10m and damaged a PzKw4 which drove away smoking.

 

Re rockets - anyone else feel they fire too high? I have to aim using 2 ticks up.

Posted

Re rockets - anyone else feel they fire too high? I have to aim using 2 ticks up.

 

I have no knowledge about the historicity of this, but is it posible, that the rockets are aimed a bit upwards to facilitate aiming at certain angles and distances, and you're just firing a little too late or at a too steep angle?

=38=Tatarenko
Posted

I have no knowledge about the historicity of this, but is it posible, that the rockets are aimed a bit upwards to facilitate aiming at certain angles and distances, and you're just firing a little too late or at a too steep angle?

It would appear so. There are three rocket settings, 300, 500 and 1000m and so it makes sense if the 300m one is high, the 500m is on and the 1000m is low. Unfortunately we can't test that atm as we only have 300m to play with.

Posted

Re: Rockets.

 

I concur on them hitting two notches high.   After numerous practice runs I have suceeded in killing one PzIV with direct rocket hits.   More testing is needed to confirm but it looks like two hits are required to make the kill (first hit was on the front glacis plate, second the commanders hatch).    I have made a single direct hit on the top deck of the StugIII as well with some effect, ran out of rockets before I could get a follow up but managed to finish it off with the 20mm.

 

As for the rocket settings, I have been able to use all 4.  The base setting has no air fuse, the 300,500, and 1000m seem to explode at the appropriate distances for me.

 

I have run into an issue with playing back recorded tracks using the air burst fuses.   Popup window gives me an error message (failure to load XXXXXX or something like it)

 

If the rocket convergence is supposed to be set at 300m, it is still 2 notches high.  Found out by using the 300m airburst that I usualy open fire from around 300m anyway. (fired early and got one to explode a few feet from the ground)

  • 1CGS
Posted

It would appear so. There are three rocket settings, 300, 500 and 1000m and so it makes sense if the 300m one is high, the 500m is on and the 1000m is low. Unfortunately we can't test that atm as we only have 300m to play with.

 

If you scroll up and down with your mouse wheel in the center of the loadout interface, you'll see the rocket distances change.

=38=Tatarenko
Posted

Ah - thank you. It was a late night so I'll try again today.

Posted (edited)

The only thing I was able to hit with rockets so far, was a 109.

 

No problems with bombs though and I like how you need a direct hit to destroy tanks.

Edited by Matt
=38=Tatarenko
Posted

Has anyone had any joy with salvo size? Any way to drop all the 50kg bombs together or in pairs? There is a button for it in the controls set up but maybe it's not implemented yet? But I wouldn't put it past me to miss something obvious (again). It has been a crazy week in the post business!

Posted

Stupid question i know, but what key in controles do i assign to fire rockets. No "fire rockets" option what i can see. (Witch would be the most obvious) "Drop bombs" etc. is there but no rockets.

Posted

This is the first result of my bombs ;

 

Two_little_bombs.jpg
 

Two_little_bombs_2.jpg
 

Posted

Stupid question i know, but what key in controles do i assign to fire rockets. No "fire rockets" option what i can see. (Witch would be the most obvious) "Drop bombs" etc. is there but no rockets.

 

The drop bombs command also fires the rockets for now.

Posted

Testing out the bombs on the 109, LaGG to come.

 

 

 

  • Upvote 1
71st_AH_Mastiff
Posted

Kraut, you need to get ruder pedals and a CH fighter stick its, much smoother. your ruder is all over the place.

Posted

Has anyone successfully killed a tank with the rockets? I can't hit anything with them. (Also, the type we have in game right now seem to have frag heads, are they only meant for soft targets?) 

Posted (edited)

I have killed one PzIV with rockets. It took two hits, the first to the glacis (at the front end) and the second got the job done by impacting the commanders hatch.

 

I have had a single direct hit dead center on the tracks themselves on the PzIV with little visual effect, and a single top deck hit on the StugIII got it smoking lightly.

Edited by =69.GIAP=GRACH
Posted

I'm finding the sounds have strange artifacts now, i get a pop when i change camera view and I'm hoping the sounds for rocket launches are templates because they sound very poor, there's no umph in explosions either. compared to RoF the sound thus far is disapointing.

Posted

The "pop" when you change camera views happens with a 5.1/7.1 sound setup for me. Was this way from the very first alpha release.

Posted (edited)

Kraut, you need to get ruder pedals and a CH fighter stick its, much smoother. your ruder is all over the place.

 

I have the saitek combat pedals. It was even worse before I set an insane curve on it for this video, I have no idea why they are so sensitive. I'll have to look at my curve and see if I can get it any less touchy.

 

The bigger issue I have is the pitch sensitivity, but that's due to a dying x52. I'm getting something new soon, so that should take care of that.

Edited by [AKA]Kraut
Posted

I'm hoping the sounds for rocket launches are templates because they sound very poor, there's no umph in explosions either. compared to RoF the sound thus far is disapointing.

I must say, I disagree. I think the sounds are rather powerful. The bomb detonations especially have a nice punch to them.

 

The launching sound of the rockets is pretty muted and the explosions are weak, but I honestly I don't know what you'd expect. It's a very small rocket (though with a long range) and it has ab explosive charge the size of a hand grenade.

 

I think it's about right.

Posted (edited)

I must say, I disagree. I think the sounds are rather powerful. The bomb detonations especially have a nice punch to them.

 

The launching sound of the rockets is pretty muted and the explosions are weak, but I honestly I don't know what you'd expect. It's a very small rocket (though with a long range) and it has ab explosive charge the size of a hand grenade.

 

I think it's about right.

 

I think the rocket launch in particular is bad, it sounds weak and it not muted. I feel the total opposite to you, the engines have lost the power as the updates are been happening, that raw engine sound is gone now they sound like race engines. The machine guns and cannons have reverb on them, they should be muted.

The rocket explosion is good but bombs lack i feel. I'd expect internal and external sounds to be vastly different, inside I'd expect to hear the weapon and not the mechanic working parts as is heard now but the airframe vibration or shake, external should just be the raw muted retort of the weapon firing.

 

There are many examples of these things on the net, a quick look reveals much.

 

If the devs allow sound mods for BoS I will make a small weapons sound pack, I guess I have to hope for this.

Edited by BigPickle
Posted

I sorta agree about the engine sound having lost a bit of oomph in the last updates, but the rest I can't recognise. Maybe it's due to different audio setup? I personally don't use a surround system but just a regular set of gaming headphones.

71st_AH_Mastiff
Posted

I have the saitek combat pedals. It was even worse before I set an insane curve on it for this video, I have no idea why they are so sensitive. I'll have to look at my curve and see if I can get it any less touchy.

 

The bigger issue I have is the pitch sensitivity, but that's due to a dying x52. I'm getting something new soon, so that should take care of that.

you see the new Rhino X55?

Posted

you see the new Rhino X55?

 

Yup, just posted the trailer for it in another thread actually lol

I still think the Warthog will be better for me, but I think I'll get both and compare them.

I just hope the finally fixed all the issues the x52 had, the x55 might be really good if that's the case.

reddog=11blueleader*
Posted

Boy, do I need some pratice! If I can ever hold the nose steady long enough I can do pretty good. It is a challenge in a dive and traveling at that speed(even with throttle pulled back) you only have a few seconds after you get in range to hit your target.

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