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Posted

Hi all, it just occurred to me that the reason I have problems with ground vehicles not being affected by close bomb detonation, may have something to do with the fuse delay I commonly use.

 

I typically use 2 seconds, so I can get reasonably low, drop and run before the blast turns me into a fiery lawn dart. I don't knkw if the game models  the next part though...

 

By using a delay fuse, the bomb has 2 seconds to bury itself in the ground before detonation, which in real life, would reduce and limit the frag pattern. I'll give it a bit of testing later on this arvo and see what if any difference there is, but does anyone know if the game models this?

 

I'm not the most accurate with bombs, but I can usually get pretty close and quite often seem to do no damage to soft skinned vehicles. In most cases impact is within 2 - 3 vehicle spaces... close enough to expect to do some severe damage with a 250/500kg bomb.

Posted

Yes, apparently bombs do more fragmentation damage if they have a contact fuse - and do more damage to ships if they have a delayed fuse. At least that is what I've heard :) I tend to follow that advice and thus don't have points of comparison.

 

It'd be interesting to see the results of systematic tests if you decide to conduct them.

Posted

What I noticed, contact fuse helps for destroying bridges. When you don't hit the bridge, but the water surface next to it, the bomb explodes on the surface and not under water. That way a nearby miss usually is enough to destroy the bridge.

Posted (edited)
2 hours ago, Avimimus said:

Yes, apparently bombs do more fragmentation damage if they have a contact fuse - and do more damage to ships if they have a delayed fuse. At least that is what I've heard :) I tend to follow that advice and thus don't have points of comparison.

 

It'd be interesting to see the results of systematic tests if you decide to conduct them.

Well. Tests are somewhat inconclusive so far... mostly due to the overestimate of my bombing skills lol.

 

I made a 5x5 grid of Gaz trucks, with 2x truck length spacing between each vehicle. I was dropping a 250kg bomb from a 109 F2 with 2sec and contact fuses.

 

I think there may be a slightly larger damage area with contact fuses. Trucks just outside the crater decal were either destroyed or damaged. Whereas the 2sec fuses seemed to be limited to the crater decal... but I can't really say for sure as I've yet to land a direct hit in the grid ? I seem to consistently drop a fraction of a second late and hit closer to the outer edge

 

I don't believe the crater decal has anything to do with the effective damage area, just usefull as a visual point of reference

Edited by R33GZ
1PL-Husar-1Esk
Posted (edited)
13 minutes ago, R33GZ said:

Well. Tests are somewhat inconclusive so far... mostly due to the overestimate of my bombing skills lol.

 

I made a 5x5 grid of Gaz trucks, with 2x truck length spacing between each vehicle. I was dropping a 250kg bomb from a 109 F2 with 2sec and contact fuses.

 

I think there may be a slightly larger damage area with contact fuses. Trucks just outside the crater decal were either destroyed or damaged. Whereas the 2sec fuses seemed to be limited to the crater decal... but I can't really say for sure as I've yet to land a direct hit in the grid ? I seem to consistently drop a fraction of a second late and hit closer to the outer edge

 

I don't believe the crater decal has anything to do with the effective damage area, just usefull as a visual point of reference

That's very interesting, what about buildings , I dropped 2000lb boom between them, very closely, contact fuse to 5 sec and they weren't destroyed. I need to test with contact fuse.  I do always use 5 sec because lesser time if dropped from low level they do not detonate, i don't know what altitude is enough for contact fuse.

Edited by 1PL-Husar-1Esk
Posted
20 minutes ago, 1PL-Husar-1Esk said:

That's very interesting, what about buildings , I dropped 2000lb boom between them, very closely, contact fuse to 5 sec and they weren't destroyed. I need to test with contact fuse.  I do always use 5 sec because lesser time if dropped from low level they do not detonate, i don't know what altitude is enough for contact fuse.

I haven't bothered with objects as you can vary the results by changing the destruction values. I was using vehicles. Hard to say what altitude I was releasing at, I was kinda focused on the target. High enough to not get any splash damage... I'd say 500-800m maybe?

Jaegermeister
Posted (edited)
1 hour ago, R33GZ said:

Well. Tests are somewhat inconclusive so far... mostly due to the overestimate of my bombing skills lol.

 

If you set up an attack area MCU with attack ground selected and let the autopilot drop the bombs as you fly over, you will hit the target every time. Set altitude, speed, etc and they become known factors. Then you can focus on the other parameters you want to test. You can also give wingmen different loadouts to see the difference in real time.

 

Also one reason I found that the bombs released at low altitude were not doing what I thought they should is that if you release them too low, they do not detonate. The fusing activation time is modeled. Just ballpark guessing, I would say below about 200 meters, you won't get an explosion.

 

 

Edited by Jaegermeister
Posted

I was under the impression that fuse delay made no difference to the blast effect in game. I recall testing SC50s against trucks last year and not being able to measure a difference. I'm curious if others are seeing different results.

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