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jamesdeanoo7
10-06-2008, 06:59 PM
Has anyone seen or know if a chart or fact sheet has ever been made explaining the different types of weapons available for aircraft. Their names, and what they do??? Just a thought only I see loads of different loadouts possible but I see nothing in the manual explaining any of this. Some are obvious others are not.

jamesdeanoo7
10-06-2008, 06:59 PM
Has anyone seen or know if a chart or fact sheet has ever been made explaining the different types of weapons available for aircraft. Their names, and what they do??? Just a thought only I see loads of different loadouts possible but I see nothing in the manual explaining any of this. Some are obvious others are not.

WTE_Galway
10-06-2008, 07:04 PM
Its all here ...

http://www.mission4today.com/index.php?name=Downloads&file=details&id=333

It has particularly good descriptions of the weird stuff like the AJ-2 cluster bombs with their pretty green smoke and the VAP250.

M_Gunz
10-06-2008, 07:14 PM
try looking "ordanence" up on google

WTE_Galway
10-06-2008, 10:28 PM
Also ... here is a good summary from Algorex in a thread at:

http://www.battle-fields.com/commscentre/showthread.php?p=153887



German ordinance:

AB - cluster bombs
AB250 has 108 sd-2 "butter-fly bombs" effective against anything but tanks and ships
AB500 has 74 SD-4HL anti-tank bombs with minimal radius so a direct hit it needed
AB1000 lauches several hundred 1B or 2B Incendiary bombs

SC - general purpose bombs
SD - semi-armour piercing and fragmentation bomb
In the game these are pretty much identical in everyway

PC-1600 - armor piercing bomb
Should be effective against armoured ships and bunkers, but in the game it's not, go with big SC bombs

Wf.Gr.21- anti-aircraft rocket
R4M "Orkan" - anti-aircraft rocket

Russian ordinance
FAB - general purpose bombs
VAP-250 - napalm canister
Drops a long line of napalm

AJ-2 - incendiary cluster bombs
As above but with incendiary bombs (takes out Panzer IIIs)

AO-10 - fragmentation cluster bombs
Again drops in a long line, can take out Panzer III with direct hits

PTAB-2.5 - anti armor cluster bombs
The mother of all convoy killing weapons, drops a long line of anti-tank bomblets, kills pretty much anything bar king tigers.

RS-82, RS-132 - general purpose rockets
ROFS-132 - high explosive fragmentation rocket
These kill light tanks as well, bigger destructive radius than on the BRS.

BRS-82, BRS-132 - anti armor rockets
Kills every tank in the game.

M-13 - incendiary rockets

Western allies

- parafrag bombs - general purpose ******ed bombs
These work wvery well against linear targets like airfields and convoys
- 100 lb bomb - general purpose
- 250 lb bomb - general purpose
- 500 lb bomb - general purpose
- 1000 lb bomb - general purpose
- 2000 lb bomb - general purpose

60lb RP-3 rockets - general purpose rocket
2,75' HVAR - general purpose rocket
5' HVAR - general purpose rocket
5 ' AP HVAR - armour-piercing rocket
Again the AP rocket has smaller destructive radius, and against japanese tanks the GP rockets are enough.

"Tiny Tim" - general purpose rocket
These are do as much damage as 500lb bombs, as incidently the warhead is a normal 500lb SAP bomb.

M_Gunz
10-07-2008, 02:34 AM
People should understand the terrible destructive power of the HE bombs. The bigger the bomb,
the bigger the blast radius.

This is about modern (Vietnam Era) HE GP bombs. WWII bombs, maybe 75% or more effective.

Bombs for beginners. (http://www.fas.org/man/dod-101/sys/dumb/bombs.htm)

<BLOCKQUOTE class="ip-ubbcode-quote"><div class="ip-ubbcode-quote-title">quote:</div><div class="ip-ubbcode-quote-content"> Blast is caused by tremendous dynamic overpressures generated by the detonation of a high explosive. Complete (high order) detonation of high-explosives can generate pressures up to 700 tons per square inch and temperatures in the range of 3,000 to 4,500� prior to bomb case fragmentation. It is essential that the bomb casing remain intact long enough after the detonation sequence begins to contain the hot gases and achieve a high order explosion. A consideration when striking hardened targets is that deformation of the weapon casing or fuze may cause the warhead to dud or experience a low order detonation. Approximately half of the total energy generated will be used in swelling the bomb casing to 1.5 times its normal size prior to fragmenting and then imparting velocity to those fragments. The remainder of this energy is expended in compression of the air surrounding the bomb and is responsible for the blast effect. This effect is most desirable for attacking walls, collapsing roofs, and destroying or damaging machinery. The effect of blast on personnel is confined to a relatively short distance (110 feet for a 2000 pound bomb). For surface targets blast is maximized by using a general purpose (GP) bomb with an instantaneous fuzing system that will produce a surface burst with little or no confinement of the overpressures generated by excessive burial. For buildings or bunkers the use of a delayed fuzing system allows the blast to occur within the structure maximizing the damage caused by the explosion.

Fragmentation is caused by the break-up of the weapon casing upon detonation. Fragments of a bomb case can achieve velocities from 3,000 to 11,000 fps depending on the type of bomb (for example GP bomb fragments have velocities of 5,000 to 9,000 fps). Fragmentation is effective against troops, vehicles, aircraft and other soft targets. The fragmentation effects generated from the detonation of a high-explosive bomb have greater effective range than blast, usually up to approximately 3,000 feet regardless of bomb size. The fragmentation effect can be maximized by using a bomb specifically designed for this effect, or by using a GP bomb with an airburst functioning fuze.
</div></BLOCKQUOTE>