edudix Posted June 23, 2023 Posted June 23, 2023 (edited) Hello everyone, Can someone explain the differences aun usage of the different type of fuzes you get when rearming: FMU 139 or 152 ones and the M90s. Thanks in advance. Edited June 23, 2023 by edudix 1
Solution Tholozor Posted June 23, 2023 Solution Posted June 23, 2023 New fuze options are WIP and can currently be ignored, but basically: - M904/M905 are old-school mechanical impact fuzes. - FMU-139 is an electro-mechanical fuze installed in the tail. - FMU-152 is the Joint Programmable Fuze (JPF) installed in the tail that permits cockpit programming. 2 2 REAPER 51 | Tholozor VFA-136 (c.2007): https://www.digitalcombatsimulator.com/en/files/3305981/ Arleigh Burke Destroyer Pack (2020): https://www.digitalcombatsimulator.com/en/files/3313752/
edudix Posted June 24, 2023 Author Posted June 24, 2023 On 6/23/2023 at 5:10 PM, Tholozor said: New fuze options are WIP and can currently be ignored, but basically: - M904/M905 are old-school mechanical impact fuzes. - FMU-139 is an electro-mechanical fuze installed in the tail. - FMU-152 is the Joint Programmable Fuze (JPF) installed in the tail that permits cockpit programming. Thanks for the explanation, related to the 139 and 152, which one do you reccomend to use?
Tholozor Posted June 24, 2023 Posted June 24, 2023 The new fuze options are WIP and currently don't do anything, selection is irrelevant at this time. REAPER 51 | Tholozor VFA-136 (c.2007): https://www.digitalcombatsimulator.com/en/files/3305981/ Arleigh Burke Destroyer Pack (2020): https://www.digitalcombatsimulator.com/en/files/3313752/
edudix Posted June 25, 2023 Author Posted June 25, 2023 20 hours ago, Tholozor said: The new fuze options are WIP and currently don't do anything, selection is irrelevant at this time. Thanks man!!!
AvroLanc Posted June 25, 2023 Posted June 25, 2023 On 6/24/2023 at 8:06 PM, Tholozor said: The new fuze options are WIP and currently don't do anything, selection is irrelevant at this time. That’s not quite true. The various function delays (I.e impact delays) do actually work. Not that you need to weaponeer anything in DCS but a 0.25 delay, for example, is noticeable.
edudix Posted June 26, 2023 Author Posted June 26, 2023 21 hours ago, AvroLanc said: That’s not quite true. The various function delays (I.e impact delays) do actually work. Not that you need to weaponeer anything in DCS but a 0.25 delay, for example, is noticeable. Ok. So I assume that although actually there is no difference between both 139 and 152 you can programme the delay, right??? Related to this topic, I don´t know if its just me, because I´m doing anything wrong, but when using guided or unguided bombs on the stores page (DDI) I just only get the NOSE option and not the tail one. Does anyone know why?
rob10 Posted June 26, 2023 Posted June 26, 2023 (edited) 4 hours ago, edudix said: Related to this topic, I don´t know if its just me, because I´m doing anything wrong, but when using guided or unguided bombs on the stores page (DDI) I just only get the NOSE option and not the tail one. Does anyone know why? You won't get a tail option with most of your guided weapons since the hardware to control the tail fins for guidance are using that space, and the same for HIGH drag bombs (except it's the ballute/retarder rather than guidance there). With simple dumb bombs (ie MK-82) you should have a tail fuse option. Edited June 26, 2023 by rob10
edudix Posted July 1, 2023 Author Posted July 1, 2023 On 6/27/2023 at 1:22 AM, rob10 said: You won't get a tail option with most of your guided weapons since the hardware to control the tail fins for guidance are using that space, and the same for HIGH drag bombs (except it's the ballute/retarder rather than guidance there). With simple dumb bombs (ie MK-82) you should have a tail fuse option. thanks
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