PDA

View Full Version : BUG with Bombs not Exploding 4.10m



h009291
12-27-2010, 06:39 PM
I've flown a few missions on both Quick Mission and Online and it seems weird that many time when I drop bombs, they never go off?? Anyone else notice the same?

And no, I've been playing since 2001 and know how to set up delay fuse. etc. Never seen anything like this before http://forums.ubi.com/groupee_common/emoticons/icon_frown.gif

M_Gunz
12-27-2010, 06:51 PM
They need to fall 2 full seconds undisturbed fall before arming. Then the fuse may be active. Big hoo-ha about that. Apparently the little generator prop on the nose has simulated function now. Try dropping from higher up on dive-bombing?

PF_Coastie
12-27-2010, 07:14 PM
It's not a bug, it's a feature.

Aviar
12-27-2010, 08:10 PM
From the 4.10 Guide:

--------------------
Bomb Fusing

Real life bombs have generally an electrical or mechanical time fuse to avoid premature explosion in case of mishap (e.g. a bomb detaching from the aircraft while still on the runway, or a bomb hitting the bomb rack due to turbulence).

This has been implemented in IL-2, so that bombs now have a 2 seconds time fusing. If the bomb hits the target before that time, the fuse does not activate and the bomb does not explode. This means that in level flight bomb must be dropped from a minimum altitude of about 25 meters to explode.

If the bomb is dropped in a dive the altitude must be proportionally greater.This also applies to skip bombing: the bomb must be dropped from at least 25m and must not hit the ship before 2
seconds.
--------------------


Generally speaking, release the bombs above 50m and at an earlier point than in the past. It's harder, but in a strange way seems more realistic in the actual implementation.

*Note: Where it states "If the bomb hits the target before that time (2 seconds), the fuse does not activate and the bomb does not explode"...be aware that '...hits the target...' actually pertains to the initial contact with the ground or water, and may not be the actual 'target' (for instance, a ship, if you are skip-bombing).

So, if you are skip bombing a ship, the bombs must fall all least 2 seconds before they make contact with the water. If not, they will not arm.

Aviar

h009291
12-27-2010, 08:30 PM
hmmm ... ok that explains that. So I guess if you accidently drop a bomb while sitting on the runway it will never go off?

At least this will eliminate the Team Killer Dweebs that sit and blow themselves (and others) up on DF servers.

EJGrOst_Caspar
12-28-2010, 02:08 AM
Indeed. Now they seem to kill themself in forums instead. http://forums.ubi.com/groupee_common/emoticons/icon_rolleyes.gif

Feathered_IV
12-28-2010, 05:06 AM
I'm really quite pleased with the added level of realism and challenge that this new feature gives us. I'd read in the past accounts by B-25 strafer pilots in the Pacific, and how they recommended raising the nose 2 or 3 degrees at the point of release. I'd always wondered why they deliberately obscured the target at such a critical moment. Now that I think about it, it would have the effect of giving the bombs an extra second or so in the air to arm themselves. It would also mean they could fly correspondingly lower on the run-in and "lob" the bombs at the target. Must go practice that...

Thanks TD! http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif

Choctaw111
12-28-2010, 08:13 AM
Originally posted by PF_Coastie:
It's not a bug, it's a feature.

Even years later I still enjoy seeing quotes from Oleg. http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif

PF_Coastie
12-28-2010, 11:08 AM
Yep, one of my all time favorites!

M_Gunz
12-28-2010, 02:45 PM
That line was old in 83!

Sillius_Sodus
01-30-2011, 11:54 PM
Ok, ok, I know it's Wikipedia but...

...Just sayin'

http://en.wikipedia.org/wiki/Skip_bombing

DKoor
01-31-2011, 12:53 AM
Originally posted by EJGrOst_Caspar:
Indeed. Now they seem to kill themself in forums instead. http://forums.ubi.com/groupee_common/emoticons/icon_rolleyes.gif http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

DKoor
01-31-2011, 12:57 AM
Originally posted by Sillius_Sodus:
Ok, ok, I know it's Wikipedia but...

...Just sayin'

http://en.wikipedia.org/wiki/Skip_bombing Hehe you think anyone really cares for it to be like RL?
Give it to me. All. Nao. mentality prevails http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif.

It doesn't matter that no one ever did sea level skip bomb attacks (usual online 0-20m cr@p runs) nor it matters that bombs had fusing (I honestly admit I didn't knew that, I mixed it with delay).
I wouldn't be surprised to see that the most hardcore whiners wont be satisfied with the ability to toggle it on/off, with the "doesn't give that ace full difficulty feel" explanation.

Sillius_Sodus
01-31-2011, 01:36 PM
Corsair, P-40, 150ft, 300 mph, drop when the outline of the ship touches the top of the cowling, nine hits out of ten on transport ships.

Smaller ships, i.e. armed fishing boats are a bit more difficult, as is ground pounding, but not enough to turn me off the new fusing.

Just sayin' http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

Aviar
01-31-2011, 03:49 PM
Don't get too comfortable. From Daidalos Team:

---------------------------------------------
First of all, thank you for your testing and bug reporting of patch 4.10. Even though we did not have enough time to respond to each individual post, we have been reading your reports and comments carefully. As we speak, we are in a process of internal testing of patch 4.101 Release Candidate which will address most of the issues you have found in 4.10.

One of the most commented features of 4.10 has been the 2s bomb arming delay. We have listened to your feedback and spent a lot of time and energy reviewing and discussing this feature inside our team. In 4.101 we have removed arming delay from ampoule loadouts only. In 4.11 - we will rework the arming delay for each individual bomb based on available historical references and within limitations of IL-2 code. Plus we will make this feature optional either via an existing or a new difficulty switch.
----------------------------------------------

http://forum.1cpublishing.eu/showthread.php?t=18367


Aviar

Treetop64
01-31-2011, 04:33 PM
The squeaky wheel prevails...

DKoor
01-31-2011, 04:50 PM
Originally posted by Treetop64:
The squeaky wheel prevails... http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif http://forums.ubi.com/images/smilies/11.gif

RSS-Martin
01-31-2011, 09:55 PM
Well the bomb thingy is the only really anoying thing on 4.10 as it is purely random, and that just to curb some nut jobs from spawn bombing.
I donīt mind a change but then please based on facts and not just some number pulled out of the hat.
I think this is the one thing that enoyed most.
Either proper or leave it away until it can be done properly.
But I think UltraPack has already a fix for that. http://forums.ubi.com/images/smilies/16x16_smiley-very-happy.gif

I would have rather seen a fix on the bombers for blue that when you lose a engine, and you have no fuel leaks and no fire, that for certain with in a few minutes your plane gets multiple fuel leaks and catches fire all the time. You do not have that on red as I have noticed. A A20 can lose an engine and still fly all the way across a map and back again, try that with a blue bomber, at the latest with in 5 min your bomber will always explode.

WTE_Galway
01-31-2011, 09:59 PM
not sure what the fuss is about

On mod servers you will be able to drop bombs from 6" off the tarmac again just like always as soon as they get a chance to hack the 4.10 code.

JtD
01-31-2011, 10:37 PM
The "bomb thingy" is not random, it is 2 seconds. Always.

M_Gunz
02-01-2011, 10:08 PM
So now the reality of arming fuses is not based of facts but pulled out of a hat. That's some insight there. Sure there's one value but then a different value for each and every bomb would require cracking the code open ever more to provide support on an item by item basis and the longer code to implement that in what is already spaghetti. Even if you do the writing it may take a long time and a few more changes, being a modification of spaghetti code, getting it to compile.

Is two seconds realistic? Is it a median or even shorter than median choice? Or is it just there to purposely honk YOU off?

Gee. How to find out? I know! INSULT the people who did it! That'll get 'em crawlin' up to you askin' forgiveness!

DKoor
02-02-2011, 03:00 AM
Yeah...

http://www.jokeszilla.com/wp-content/uploads/2009/03/put-out-fire.jpg

...that will work.

IL2-chuter
02-05-2011, 06:26 AM
Concerning the Hs129: The diverging vanes to the left of the gunsight are bomb-drop sight-lines for four different altitudes, from the top vane down they are for 10 meters, 50 meters, 100 meters and 200 meters. This is the sort of thing the D Team are trying to sort out in the fix.

IL2-chuter
02-05-2011, 07:03 AM
Life magazine Nov. 12, 1943. Scroll Down to page 93 where the Army demonstrates skip bombing for all the spies on too small of a budget to get to the bombing range. It's an all-around great issue, by the way ...


http://oldlifemagazines.com/th...3-life-magazine.html (http://oldlifemagazines.com/the-1940s/1943/november-15-1943-life-magazine.html)

M_Gunz
02-05-2011, 02:21 PM
While the bomb is skipping along, nothing has bumped the nose and the thing is moving fast so wouldn't the nose prop winder keep on spinning to arm the fuse?

Difference to 4.10 is that IL2 measures vertical halt in under 2 sec as end of arming when IRL a skipping bomb would still be arming.