rdibley Posted November 7, 2019 Posted November 7, 2019 Sorry if this has been asked before, but I haven't been able to find an answer. I've been flying anti-ship missions with 6 GBU-16 and a TPOD. I configure the bombs for AUTO, and typically drop in pairs of 2, 4, or 6 at a time from level flight. When I drop 4 or 6 at once, I will often get blown up immediately after release. I'm guessing that the bombs hit each other shortly after release? Is there a proper way to drop more than 2 bombs at a time?
razo+r Posted November 7, 2019 Posted November 7, 2019 I hope you don't push the stick upon release otherwise they hit the plane and that would be why you explode.
Yeti42 Posted November 7, 2019 Posted November 7, 2019 (edited) Fusing functionality is not fully modeled in DCS as far as I'm aware, the different types of fuses used are often set for a Safe Separation Time (SST) either electronically or mechanically (using a rotating vain which screws the tail fuse in and makes it live) This ensures the weapon does not detonate immediately after or during launch. All of the bombs I've ever worked on had an SST set ... but that was some time ago. Public domain information is naturally sparse when it comes to modern bomb fuzes... BUT a catch-all setting of say a 1.5-second delay for arming of all weapons would be useful in DCS... Edited November 7, 2019 by BIGNEWY 1.16 removed link Windows 10 64 bit | Intel i5-9600k OC 5 Ghz | RTX 2080 |VENGEANCE® LPX 32GB DDR 4 OC 3200 Hotas Warthog | Logitech G Flight Rudder Pedals | Track IR 4
rdibley Posted November 7, 2019 Author Posted November 7, 2019 I hope you don't push the stick upon release otherwise they hit the plane and that would be why you explode. I think that was the case in some circumstances, but there have been other times when I didn’t have any pitch stick input and it still happened. Not sure if the trim contributed somehow? I would really like to be able to release using multiples in AUTO (2 at a time, every 100ft, 6 total), but that doesn’t seem to work. Is that feature not available for an AUTO release, or is that functionality not available in the harrier module at this time?
shagrat Posted November 7, 2019 Posted November 7, 2019 I think that was the case in some circumstances, but there have been other times when I didn’t have any pitch stick input and it still happened. Not sure if the trim contributed somehow? I would really like to be able to release using multiples in AUTO (2 at a time, every 100ft, 6 total), but that doesn’t seem to work. Is that feature not available for an AUTO release, or is that functionality not available in the harrier module at this time?It is, just a bit "weird" if you aren't used to it. Qty is the total(!) number of bombs to release in the sequence, multi is the number of bombs released on each interval (number of stations to drop from at the same time) and the intv is the spacing between these drops in ft x 10. So Qty 6 with Multi 2 and interval 50 will release a sequence of 3 x 2 bombs with 500 ft spacing. If you drop multiple bombs from one station, you have a high risk of collisions. So loaded with 14 Mk-82 on 6 Stations with TERs and a setting of Qty 6 x Multi 6 will drop 1 bomb from each station and exponentially increase the risk of a midair collision... in general a maximum of Multi 4 should work, if you fly steady, level and without crosswinds. Shagrat - Flying Sims since 1984 - Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
rdibley Posted November 8, 2019 Author Posted November 8, 2019 Thanks. I should have read more on the weapons system before posting my last message. It makes sense to me now. I've done a number of weapons releases with a QTY of 4 or 6, with a multiple of 2 and spacing around 50ft and it seems to have fixed my problem.
DmitriKozlowsky Posted November 8, 2019 Posted November 8, 2019 In fusing options there is DL settings, which delayes detonation to allow aircraft to escape lethal blast radius, with low level, delivery. Try that. For LGB delivery ripple one at time.If weapons are dropped at same time, there is a chance of them colliding on separation, or during terminal guidance. I think , in DCS, for LGB and MK family of bombs, fuse is armed at moment of separation, and detonates upon contact with anything. From analysing TACVIEW telemetry, it seems that in DCS contact is determined by bounding box of bomb intersecting bounding box of something else. So if bounding volumes of bombs intersect with bounding volume of aircraft, or each other, weapon will detonate.
rdibley Posted November 9, 2019 Author Posted November 9, 2019 I tried rippling them off one at a time and that worked great. I was worried about the asymmetric loading, but it’s such a short period of time between each bomb drop that it doesn’t seem to be a problem. Regarding the delay, is that to allow for separation, or to delay in case of penetrator bombs? Anyone know of the delay is functional, and what’s are the actual delay values?
shagrat Posted November 10, 2019 Posted November 10, 2019 I tried rippling them off one at a time and that worked great. I was worried about the asymmetric loading, but it’s such a short period of time between each bomb drop that it doesn’t seem to be a problem. Regarding the delay, is that to allow for separation, or to delay in case of penetrator bombs? Anyone know of the delay is functional, and what’s are the actual delay values? Delay (fuzing) is the fuse delay on impact, as you guessed correct for penetration or to allow the pilot to clear the blast area before detonation. I am not sure about the exact delay times and too lazy to look it up. ;) Was a very short delay around/below a second... IIRC. Delay should work, though no difference in damage to buildings etc. through "penetration" AFAIK. Shagrat - Flying Sims since 1984 - Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
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