SUHANG Posted July 20, 2024 Posted July 20, 2024 Hi ED, I am really a little fed up with the new fuse options. Can ED prepare a manual for how to use different fuses( tail and nose, delayed and instant) for FA 18? here is the problem I would report. I load 4 MK83 on each of the pylons. I choose a fuse combination of DSU-33 for nose and M905 for two of the pylons and M904e4+M905 combination for the other two pylons. Then when I choose the bomb in the store page of MFCD, the CCIP indicator were crossed on the HUD, and there are no fuse options appear below the MODE options on the left side of the MFCD. But if I choose all of the 4 bomb on the four pylons for the same type of fuse combinations, then the FUSE options would appear, either shows MFUS or EFUSE, depends on what fuse combinations I choose. So this means ,for the same type of the bomb, I can only choose one type of fuse? Plus I choose a DSU-33( air explosions 22feet) and plug fuse combination, expecting to see the air explosions above the target tank. The fuse options come up with Tail on the left side of MFCD below the MODE options. But should't the nose fuse (DSU-33) taking the job? So I choose tail options and choose OFF( the only options I have on the MFCD). Then what I got is a dumb bomb went into the soil. So is this a bug or I just didn't use the fuse right? This is why in the very beginning, I ask for a manual guide for different fuse usage on FA 18. thanks
rob10 Posted July 20, 2024 Posted July 20, 2024 Are you using the current version? The mixed fuses for same bomb type causing them to DUD should have been fixed according to the change log. If you're still seeing it post a track. I agree that it would be really nice if ED could give more details on the fuses. It's definitely not very clear yet. I'm not sure the air fuzing actually works, but I know ED has said that any extra/different effects of that aren't yet modelled (so even if it did visually explode in the air it wouldn't have any different effect).
Tholozor Posted July 20, 2024 Posted July 20, 2024 All bombs of the same type must have the same fuze(s), you can't mix them. The armament computer on the Hornet has specific codes that the stores system reads when ordnance is loaded that tells it what kind of weapon it is and what fuze(s) it's equipped with (if applicable). This controls what options will be available on the STORES page. If the stores system detects that more than one of the same kind of weapon is loaded with mis-matched fuzes (or any invalid weapon code was entered), it will throw a LOAD (crossed out) advisory, indicating the fuze mis-match. 1 1 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/
rob10 Posted July 20, 2024 Posted July 20, 2024 13 minutes ago, Tholozor said: All bombs of the same type must have the same fuze(s), you can't mix them. The armament computer on the Hornet has specific codes that the stores system reads when ordnance is loaded that tells it what kind of weapon it is and what fuze(s) it's equipped with (if applicable). This controls what options will be available on the STORES page. If the stores system detects that more than one of the same kind of weapon is loaded with mis-matched fuzes (or any invalid weapon code was entered), it will throw a LOAD (crossed out) advisory, indicating the fuze mis-match. That makes total sense, but it appears that ED doesn't have it modelled that way. It was brought up in this thread: And appears to have been corrected based on that thread according to this in the patch notes (unless I'm misunderstanding): Fixed: Selecting different nose fuses will produce dud bombs. So maybe it's now incorrect to what it should be and that need to be reported. From your post it sounds like it should go back to pre-patch behaviour but with an added ADV warning indicating the problem. 1
Muchocracker Posted July 21, 2024 Posted July 21, 2024 10 hours ago, rob10 said: That makes total sense, but it appears that ED doesn't have it modelled that way. It was brought up in this thread: And appears to have been corrected based on that thread according to this in the patch notes (unless I'm misunderstanding): Fixed: Selecting different nose fuses will produce dud bombs. So maybe it's now incorrect to what it should be and that need to be reported. From your post it sounds like it should go back to pre-patch behaviour but with an added ADV warning indicating the problem. The MC LOAD fault that happens when you load different fuses on the same bombs is correct. I'm not able to play these tracks at the moment, but the OP didn't specificy if he meant that one bomb had a nose cone and the other had a different nose cone or if it was one had a nose cone and the other had a fuse. If it was in fact the former then in that case it would have been a bug. Fuses are what matters to the SMS. 1
ED Team Lord Vader Posted July 23, 2024 ED Team Posted July 23, 2024 Hi @SUHANG The loading of different fuzes will produce a MC LOAD fault and will not allow the activation of any fuze on any of the affected bombs. This is correct behaviour. Although set like a fuze and often (wrongly) depicted as a fuse, the DSU-33 is actually a proximity sensor and indeed you need to choose the tail fuze when it's equipped. But don't worry, the bomb will still airburst at about 20 ft. Esquadra 701 - DCS Portugal - Discord
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