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  #1  
Old 12-26-2010, 12:29 AM
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Aviar Aviar is offline
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Originally Posted by Wutz View Post
Thank you, I used to work as a EOD speciallist, so I am familiar with real bombs, and yes the main ones I helped defuse where WWII ones.
That a certain rpm has to be reached to arm the bomb is one thing, but how is the bomb to "know" how high she is? No there are no censors of any kind on the casing at all, just a max. of three detonators depending on the bomb.
Meaning normally if your bomb has the speed, and enough time before the detonator hits, mark you the detonator not the casing, height should not matter.
But good this is a game and some things differ. Will have to get used to that. I missed the bit with the 25m.....my fault usually I am down to about 10m or lower as to use other ships for cover.
I think you are misinterpreting the part about "If the bomb is dropped in a dive the altitude must be proportionally greater."

Of course the bomb has no altitude sensors. However, this is simple physics. If you are in a dive, not only will the bombs be released at a steeper angle, but your speed will be much greater (as well as the speed of the bombs on release).

So, now you have the bombs traveling at a higher rate of speed as well as a much steeper angle (as compared to releasing the bombs on a skip-bombing run).

In other words, the bombs will travel a greater distance in 2 seconds if released in a steep dive. Thus, the need to release them from a higher altitude. I hope that clears it up for you.

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  #2  
Old 12-26-2010, 10:21 AM
JAMF JAMF is offline
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Originally Posted by Aviar View Post
In other words, the bombs will travel a greater distance in 2 seconds if released in a steep dive. Thus, the need to release them from a higher altitude. I hope that clears it up for you.

Aviar
The reverse should then also apply. One should be able to fly in at 5-10m above the waves, then nose up and release the bomb, so it gets an arc that will not necessarily travel above 25m but still fly for at least 2 seconds.

This will not be a good method though, as it's not a very stable launch and will raise you into view of the AI gunners and will be hard to reproduce successfully every time.
  #3  
Old 12-26-2010, 10:29 AM
Wutz Wutz is offline
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Originally Posted by JAMF View Post
The reverse should then also apply. One should be able to fly in at 5-10m above the waves, then nose up and release the bomb, so it gets an arc that will not necessarily travel above 25m but still fly for at least 2 seconds.

This will not be a good method though, as it's not a very stable launch and will raise you into view of the AI gunners and will be hard to reproduce successfully every time.
Well the funny thing is as of 4.10m the bomb casing not the detonator touching something makes the differance. Also try dropping at 25m and see what happens! I can tell you absolutely nothing! At 40m the same, at 60m you can hit finally, at 70m you are dead reguardly what kind of a delay you have set, as now we know that mechanical and chemical detonators reset themselves automaticlly when not dropped at the exact right height.
I should maybe write my former instructors with whom I did my EOD training that they told us a bunch of bull about how mechanical detonators work.....
Sorry the momentary solution for skip bombing is straight out of the funny farm.
  #4  
Old 12-26-2010, 11:05 AM
slm slm is offline
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I wanted to test 4.10 in online environment. Not too many 4.10 servers yet, but I found one that had 4.10, FBDj and said mods allowed. In this server when I had a 2-engine plane, starting engines didn't work. First I did: Select all engines, then start engine - but nothing happened.

These same commands worked when trying in a COOP server I hosted myself (no mods or FBDj). Also in this problem server starting the engine was succesful when the plane had just 1 engine.
  #5  
Old 12-26-2010, 11:11 AM
pupo162 pupo162 is offline
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Originally Posted by slm View Post
I wanted to test 4.10 in online environment. Not too many 4.10 servers yet, but I found one that had 4.10, FBDj and said mods allowed. In this server when I had a 2-engine plane, starting engines didn't work. First I did: Select all engines, then start engine - but nothing happened.

These same commands worked when trying in a COOP server I hosted myself (no mods or FBDj). Also in this problem server starting the engine was succesful when the plane had just 1 engine.
to start a multi engined plane you have to select engine 1 - start. engine 2 - start. starting both at the same is not possible in this game.
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Old 12-26-2010, 11:30 AM
slm slm is offline
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Like I wrote earlier, starting both engines at the same time *is* possible in 4.10.
I've tried both COOP and dogfight servers where I created the server.
  #7  
Old 12-26-2010, 11:45 AM
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robtek robtek is offline
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@wutz
Might it be possible that you have a kind of obsession with this bomb arming workaround
in this game full of workarounds?
This solution is not 100%, so what, it is closer to reality than in 4.09 -> that says for me -> great, good job.

@Arsenal53

to be disappointed by a present??? I really dont know, i think we are lucky to get anything at all!
The chuzpe of some people is really something to wonder about.
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Last edited by robtek; 12-26-2010 at 11:49 AM.
  #8  
Old 12-26-2010, 12:11 PM
pupo162 pupo162 is offline
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Quote:
Originally Posted by slm View Post
Like I wrote earlier, starting both engines at the same time *is* possible in 4.10.
I've tried both COOP and dogfight servers where I created the server.
missed your post on that, sorry, cant help
  #9  
Old 12-26-2010, 01:52 PM
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Originally Posted by slm View Post
Like I wrote earlier, starting both engines at the same time *is* possible in 4.10.
I've tried both COOP and dogfight servers where I created the server.
...but it depends on whether the difficulty option 'Separate Engine Start' is checked.
  #10  
Old 12-26-2010, 01:05 PM
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Azimech Azimech is offline
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Quote:
Originally Posted by Arsenal53 View Post
this is not a message to report a bug.

Personally I'm disappointed to have waited so long for a result as poor.
Apart from one or two new feature (G limit, radio compass ...) This patch is a small compilation of mods already out, the real expectations are not there (AI vision, triggers ...). Have ignored a bunch of other interesting stuff and make a poor attempt to make all incompatible with the mods disappoints me from the the team established
Your first post on this forum, already a rant. There are better ways to introduce yourself. Your name will be stuck in my memory as "that one".

Maybe someone will be kind enough to teach you the concept of gratitude, if you're lucky.
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