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Chutedangle

First Strike Mission In B-52

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First attempt  to bomb enemy runway

 

post-64756-0-74777800-1402492546_thumb.jpg

 

Are there any explanations as how to use shiny new plane?

Thanks...

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Nukes man, nukes

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First attempt  to bomb enemy runway

 

 

Are there any explanations as how to use shiny new plane?

Thanks...

 

Nothing special , all the planes are different , you must get to know how to fly them, it is not the same thing to fly a Mirage III than a B-52. Moreover you must learn how to deal with weapons , how they work and how they behave, because all the weapons are different etc etc etc

Edited by FRPignon

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High altitude, ECMs, chaffs / flares.

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Streaming smoke?  A few engines on fire?

 

Seems normal for a B-52.

 

Seriously though, as others have said stay high, use chaff/flares/ECM, make sure to have fighter escort, and be prepared to accept a deep sense of helplessness. 

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Nukes sound like a good idea.

Yes I understand that flying a big fat bomber is not the same as a compact fighter.

But if your going to present a plane, that at least you document how the radar bombing

works? Understand that I am not bad mouthing the people who do all this modding and 

make an average game into something special. But you should understand that not all

of us are computer expects or can focus our lives on this game.

But I will take your advice as to practice. It would be most helpful though if someone has

already written an explanation, since inventing the wheel twice makes no sense.  :biggrin:

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easy:

radar bombing doesn't work in these games. the very reason ALL bombers are, and should be, left under AI control.

 

As I put in EVERY readme for all the Heavies I've work on....

 

 

It should also be noted, the Game Engine ™ really does =NOT= support player-controlled bombers. These have NO provision for bombsights, etc. As I've always stated, "leave the heavies under AI control, even if they have cockpits".

 

Bombers in the SF series exist for 2 reasons:

1) something to protect/escort
2) something to intercept/shoot down

 

If one tries and stays within those parameters, all should be well.

 

and there ya have it.

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Fast. Low. Retarded. 

 

(Bombs that is)

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After playing around with the MiG-25RB [classed as a BOMBER] for God knows how many hours, I threw up my hands in despair. It seems you can adjust the bombing altitude by adjusting some level bomb AI data but the accuracy for dumb bombs is very hard coded. I had the MiG-25RB level bombing from 42000ft but when giving the "Attack my Target" command the AI free fall bombs would land about 3-4 Km from the target. I think for aircraft classed as BOMBERS, the game engine for bomb accuracy is coded for large formations and the formation tends to "walk" the "dumb" bombs in from a considerable distance from the target. Probably worth pointing out, I even experimented with differerent glide ratios for the free fall bombs but it had no effect. I suspect the MiG-25RB in real life would work in single or small groups dropping bombs at high speed and high altitude so I made an attempt to replicate that in Paulo's recent upload but had no success. [ I think the RB used pre computed INS [for the target coordinates] and doppler radar [to compute wind drift] for strikes against relatively large but high priority targets. [ Regarding accurracy, think dropping free fall bombs within airport boundarys]  Also worth mentioning, I equipped the MiG-25RB to carry LGB's and, when classed as BOMBERS, and using the revised high altitude LevelBomb AI, my wingmen did, in fact, hit the target. This would seem to be contrary to some previous posts I have read on the topic. [bOMBERS using smart bombs. Maybe something got changed with SF-2NA?]  Anyway, for B-52's, for those who like to experiment, I would suggest adjusting the LevelBomb AI data like so:

 

[LevelBombAI]
ReleaseAlt=12801.6//9144.0
ReleaseCount=24
ReleaseInterval=0.1

 

This will raise the level bomb AI from 30000ft to 42000ft. I have no idea if they can actually hit a target from that altitude.

 

The B-52 data.ini can be extracted from ObjectData012.

 

P.S. Don't EVER forget what Wrench said about BOMBER aircraft!

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As I've said many times before in these threads... pretty sure your problem is that you're not using a B-1B.

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After reading all of this I guess I'm returning to fighters.

I will leave the big bombers to the AI, he seems to be

a lot smarter than I am.

Thanks for all the help. :biggrin:

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After giving this some thought, which took a lot of thought,

I wonder why someone would put so much time and effort

into something that provided so little pay off?

If you can't create a plane that can't bomb the ground and

no one can figure out the radar, what was the point?

Again I am just asking, not trying to bad mouth anyone.

Maybe they didn't know at the time what we know now?

I guess from all that I know and have read, this is a fighter

game. Anyway, thank you all who make a good game

into a great game. :biggrin:

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I'd suggest re-reading the section I posted above on "Why Bombers Exist in the 3W Series".

 

 

 

There's nothing wrong with the radar. This isn't Falcon4; you can't lock ground targets in 3W games. In fact; I'm pretty sure you can't do it Real Life either (but I expect those more knowledgeable, with Real World ™ experience to correct me. After all, we have an Bone driver on staff)

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Wrench,

I understand what you said, at least I think I do.

They are there for the benefit of other types of missions.

Makes sense to me. But what I am wondering is, why waste

so must time and energy on something that isn't going to work

because of so many other problems?

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Answer to all your problems:SRAMs. Can even take on the Kiev BG single ship so long as Im packing about 20 of those babies........

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Apply the CCIP mod for the A-6 to the B-52 and you can use it as a substitute radar bombing cue. Then you can nail that tarmac from 35,000 ft.

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