tonym Posted October 25, 2012 Posted October 25, 2012 When deploying a CBU the usual time to impact is displayed in the HUD, but it is well after zero is reached before explosions occur. Does the timer have any relevance with CBU's?
mnrty Posted October 25, 2012 Posted October 25, 2012 I think the timer in the HUD shows you the time until the bomb itselfe seperate itselfe. Then the additional time is the time your bomblets use to reach the ground.
WildBillKelsoe Posted October 25, 2012 Posted October 25, 2012 for more info on how CBU works, check out this AWESOME video: to cut is short, the extra time is from high drag owing to the mini lickle chutes on each puck. If you use the 87, which pops open at an altitude, and freefalls thereafter, the time to impact numeric is kosher. and I think the guy on the video works for A2A.. AWAITING ED NEW DAMAGE MODEL IMPLEMENTATION FOR WW2 BIRDS Fat T is above, thin T is below. Long T is faster, Short T is slower. Open triangle is AWACS, closed triangle is your own sensors. Double dash is friendly, Single dash is enemy. Circle is friendly. Strobe is jammer. Strobe to dash is under 35 km. HDD is 7 times range key. Radar to 160 km, IRST to 10 km. Stay low, but never slow.
CAT_101st Posted October 26, 2012 Posted October 26, 2012 Loved that video. explains a few belifes that I had about the timeing setting. Home built PC Win 10 Pro 64bit, MB ASUS Z170 WS, 6700K, EVGA 1080Ti Hybrid, 32GB DDR4 3200, Thermaltake 120x360 RAD, Custom built A-10C sim pit, TM WARTHOG HOTAS, Cougar MFD's, 3D printed UFC and Saitek rudders. HTC VIVE VR. https://digitalcombatmercenaries.enjin.com/
PFunk1606688187 Posted October 26, 2012 Posted October 26, 2012 The timer pretty much seems to indicate when the bomb's fuze initiates its primary function. If you're using the "smart" ones like the 97 then it really comes down to when the little pucks detect a vehicle (if they do at all). One thing to remember is that normal bombs the timer is set to detect the impact of the bomb on the target, whereas with a cluster munition things get a bit hazier. I'm not sure exactly what the software is trying to predict specifically but when it comes to the 97 its clear that it isn't accurate if you're trying to determine point of "thing is dead". My observations seem to show it indicates time of fuze activation which itself doesn't tell you much other than when it'll start the process to get near killing stuff. I can't claim any recollection as to its accuracy with regard to the dumber CBUs but generally its pretty obvious that the fuzing on the CBUs being slightly more complex than with a standard munition where the impact is the main event throws it off or just doesn't lead to the kind of countdown most of us are accustomed to. In general though I find that the 97s are very much subject to the winds. In that sense I frequently find that if I just want to point and kill something they're the most unreliable weapon (with the exception of the ridiculous no splash HVARS). Warning: Nothing I say is automatically correct, even if I think it is.
WildBillKelsoe Posted October 26, 2012 Posted October 26, 2012 The timer pretty much seems to indicate when the bomb's fuze initiates its primary function. If you're using the "smart" ones like the 97 then it really comes down to when the little pucks detect a vehicle (if they do at all). One thing to remember is that normal bombs the timer is set to detect the impact of the bomb on the target, whereas with a cluster munition things get a bit hazier. I'm not sure exactly what the software is trying to predict specifically but when it comes to the 97 its clear that it isn't accurate if you're trying to determine point of "thing is dead". My observations seem to show it indicates time of fuze activation which itself doesn't tell you much other than when it'll start the process to get near killing stuff. I can't claim any recollection as to its accuracy with regard to the dumber CBUs but generally its pretty obvious that the fuzing on the CBUs being slightly more complex than with a standard munition where the impact is the main event throws it off or just doesn't lead to the kind of countdown most of us are accustomed to. In general though I find that the 97s are very much subject to the winds. In that sense I frequently find that if I just want to point and kill something they're the most unreliable weapon (with the exception of the ridiculous no splash HVARS). I have to disagree. 97's are by far the most one shot-at-least-2-kills weapon I've ever come across in the entire arsenal. However, you maybe partly right when it comes to excessive windage set by mission maker. I just want to know how the CDU wind edit function works.. AWAITING ED NEW DAMAGE MODEL IMPLEMENTATION FOR WW2 BIRDS Fat T is above, thin T is below. Long T is faster, Short T is slower. Open triangle is AWACS, closed triangle is your own sensors. Double dash is friendly, Single dash is enemy. Circle is friendly. Strobe is jammer. Strobe to dash is under 35 km. HDD is 7 times range key. Radar to 160 km, IRST to 10 km. Stay low, but never slow.
PFunk1606688187 Posted October 26, 2012 Posted October 26, 2012 I have to disagree. 97's are by far the most one shot-at-least-2-kills weapon I've ever come across in the entire arsenal. However, you maybe partly right when it comes to excessive windage set by mission maker. I just want to know how the CDU wind edit function works.. Well yes if you get the parachutes to fly over your targets then its pretty much the most absurdly effective weapon. But if it happens that it doesn't, then its going to be a long day at the office. I've used CCRP and CCIP with 97s and had some very radical misses. I know that my CCIP methodology isn't my best asset, but CCRP definitely demonstrates how while the computer can put the trajectory over a markpoint to within a good tolerance, that if you don't take wind into consideration then its very easy to miss. I also think that maybe splash damage is borked with 87s these days? I dunno, I know rockets are definitely not working right but I've dropped some 87s on targets and not hit anything even though it was a pretty tight blanket. But in the heat of battle its hard to decide if you just aimed poorly or if the game is in fact demonstrating a bug. I know you can read the windage from your CDU, but I don't know if the CCRP/CCIP is actively taking that factor into account when drawing the Bomb Impact Line or not. Warning: Nothing I say is automatically correct, even if I think it is.
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