RIPTIDE Posted August 6, 2013 Posted August 6, 2013 Ballistic computer in FC3 calculates impact point for ordnance assuming that weight and air resistance of the bomb will be constant on whole trajectory. In the case of the CBU-97 - bomblets, after separation, actively slowed down by rocket boosters and then descend by a parachutes. FC3 script simply calculates and displays the impact point of a dumb bomb. IMHO. This^^ Basically the aiming point is calculated as if the Bomb continues down on its ballistic trajectory without dispensing sub-munitions. Which of course is not what happens... the bomb sub munitions are dispenses far off the ground (and back behind the aiming reticle) and then drop directly down. Current solution? Aim behind targets + takes practice or... go for a very steep, nose down, dive bomb, so that the reticle is close to the point under which the BLUs deploy. [sIGPIC][/sIGPIC]
PFunk1606688187 Posted August 6, 2013 Posted August 6, 2013 One of the many things I hope to see fixed one day. The art of unguided ordnance delivery is complicated severely by systems that not only don't work as they do in real life, but don't work at all in some cases. If you need to use Kentucky windage to deliver a CBU, you might as well learn to use the depressible pipper. At least the technique will be more authentic. Warning: Nothing I say is automatically correct, even if I think it is.
kontiuka Posted August 6, 2013 Posted August 6, 2013 Current solution? Aim behind targets + takes practice or... go for a very steep, nose down, dive bomb, so that the reticle is close to the point under which the BLUs deploy.Don't you mean aim ahead of the targets?
RIPTIDE Posted August 6, 2013 Posted August 6, 2013 Don't you mean aim ahead of the targets? Well, lol, I can't get the right word remembered today... but I would say behind... as in... further away behind. Aim long... [sIGPIC][/sIGPIC]
Windsortheater Posted August 7, 2013 Posted August 7, 2013 This is good info. 4 sec delay for submunition disperse means you need a pretty high release point to allow for 4 seconds of freefall - maybe 5k feet? I assumed that the impact point was for the dumb bomb line and not the submunition so aiming 'long' was always part of my attack plan. The 4 second free-fall was not however so this is very helpful! Thanks! Dave Seems like there is no burst altitude for CBU-97 applying for A-10A, alike it was in FC2's bomb table script - 4 sec. delay only before submunition disperse... And, of course, absence of WMCD makes bombing run more unpredictable, compared with A-10C systems. / CO mod OFF/ Ballistic computer in FC3 calculates impact point for ordnance assuming that weight and air resistance of the bomb will be constant on whole trajectory. In the case of the CBU-97 - bomblets, after separation, actively slowed down by rocket boosters and then descend by a parachutes. FC3 script simply calculates and displays the impact point of a dumb bomb. IMHO.
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