S3 Series

Home Page FAQ Team Search
  Register
Login 
View unanswered posts View active topics  

Delete all board cookies

All times are UTC




New Topic Post Reply  [ 11 posts ]  Go to page
1, 2
 >> Next 
  Print view
Previous topic | Next topic 
Author Message
Offline 
 Post subject: 4FG AAR SOF Frame 2
PostPosted: Mon May 01, 2017 3:17 pm 

Joined: Sat Nov 16, 2013 12:17 pm
Posts: 241
Sortie1: 11 Pilots launched for assigned targets. All went well for the first 10 min when over half of our Group had major CPU lock ups and Discos which cause a complete re-evaluation of our attack sequence and assigned targets. Took another 5-10 minutes it took to get setup and re-launched. Lead aircraft continued NOE to 7.3X then to 6.3 and back to 7.3 to give additional time for re-launched aircraft to join the original attack group and then to the bridges at F99 up the canyon south half way turning to 7.1X and then turning inbound East to attack enemy DAR installations at F136. All targets were attacked but all experienced failure of dfuse +10 bombs to detinate (22 total), even though we had practiced all week in the main and off line (since arena was not available), have never seen 100% failure so I beleive something is wrong with code. This caused us to re-attack 136 to strafe down targets which got all AAA down, but allowed LW to close on us. Only two pilots returned to their home field to launch for the second sortie but both got kills on the way. Cudos to Robert and T-bird.

With 2nd life for all TIFFIES, launched 2nd sortie to finish 136. Again ingressed all the way NOE to target with more southern approach route without being engaged and struck this time using no defuse. Took down all remaining targets but did not see the site close. I went back after the frame and went to 136 in an M-16 to check and found everything down except a very small concrete bunker near the antenna's but it was black from bombing and not occupied so I would call the site closed. On 2nd sortie we lost two to bomb detonation and two more to LW with the remainder escaping to take down the AAA and one span of bridge near 99. Launched the two who recovered earlier plus a late arrival to finish the 2nd span.
RESULTS: Remaining Targets destroyed, Lost 7

3rd sortie for all remaining pilots sent 3 to attack bridge at 104 (2nd span), and finish the bridge at 99. Both were taken down without loss. While RTB, approaching the 8.4X , the Frame CO requested help for a group of Allied fighters being intercepted at 8.5X. GCI vectored the FG to the requested location destroying 2 e/a with the loss of one 4th pilot.

The remaining 4th pilots RTB to F31 landing about T+200.

Comment: Need to take the coode for dfused bombs back to they way we have had it in WB for years. Bomb detonates at setting after contact. What we have is not working.

bombr-
4FG/CC


Top
 Profile  
Reply with quote  
Offline 
 Post subject: Re: 4FG AAR SOF Frame 2
PostPosted: Mon May 01, 2017 3:50 pm 
User avatar

Joined: Sat Nov 09, 2013 3:00 pm
Posts: 672
Location: Florida
Salute!

First of all, a big salute to the 4th for keeping on and keeping on and.....

For practice, try to get the S3 arena, then offline to save the settings ( most of time).
I used the "privatearena s3" dot command from main screen, then went online to the S3 arena. Flight not enabled, but used the "parachute" icon and used the offline Channel terrain. It seemed to keep the S3 settings like the old days, as I was mostly checking BDA. BTW, the boats were at the ports!

Dropped a 2000 pounder on a tunnel using dfuse 10 and it worked. So something is FUBAR.

I also tried the drones ahead trick someone mentioned on the AI thread. So "trail" formation and "minus" 1000 feet. Hell, should have used more, but it worked offline and during the frame at our first tgt. I used the ".flitecom s ak" in the buffer. Sure enuf, those suckers attacked the acks at the port nd really helped, although I got a fuel tank hit. Somehow, by switching tanks I was "refueled" and did not have to ditch.

Bomber and I agree about some of the "tweeks" to the sim, and there are still fish to fry for the buffs besides fancy graphic skins and such.

- no green light on some Nord displays
- no "doors open" light on many Nords, and this is maddening when you reach the tgt and doors are closed!!
- canopy bows and struts still too big, and makes it hard to fly formation
- overmodeled yaw and roll for multi-engine planes
- no more "5%" throttle changes using the keyboard
- gunner selection/request FUBAR
- and on and on,

BTW, I prolly dropped 800 real bombs on second tour and close to 2,000 on my first tour. No problem with long dfuse that we tried in order to close tunnels or create mudslides on the Trail. That was the "impact" delay and was anything from "instant" to 0.01 or 0.1 or even 5 seconds. I want to make it clear about the actual "arming" delay versus the impact fuzing delay. I owe my life to the arming delay we had on our bombs. Standard back then was 4 seconds for slicks and 2 seconds for high drag snakeyes or nape. So one day the FAC got excited and said, "they're running, so drop nape on that dike". Having just dropped a 500 pounder and having already selected another, I selected a nape and rolled in. Dropped at about 200 or 300 feet and had good results. So now back to another 500 pounder, but guess what? Sucker was gone and had hit right under me with the nape. I had not de-selected it, but the 4 second arming delay saved my skinny, dumb butt that day.

Gums sends...


"God in your guts, good men at your back, wings that stay on - and Tally Ho!"


Top
 Profile  
Reply with quote  
Offline 
 Post subject: Re: 4FG AAR SOF Frame 2
PostPosted: Mon May 01, 2017 4:42 pm 
User avatar

Joined: Tue Apr 01, 2014 1:09 pm
Posts: 571
Location: Northern Minnesota
Gums wrote:
BTW, I prolly dropped 800 real bombs on second tour and close to 2,000 on my first tour. No problem with long dfuse that we tried in order to close tunnels or create mudslides on the Trail. That was the "impact" delay and was anything from "instant" to 0.01 or 0.1 or even 5 seconds. I want to make it clear about the actual "arming" delay versus the impact fuzing delay. I owe my life to the arming delay we had on our bombs. Standard back then was 4 seconds for slicks and 2 seconds for high drag snakeyes or nape. So one day the FAC got excited and said, "they're running, so drop nape on that dike". Having just dropped a 500 pounder and having already selected another, I selected a nape and rolled in. Dropped at about 200 or 300 feet and had good results. So now back to another 500 pounder, but guess what? Sucker was gone and had hit right under me with the nape. I had not de-selected it, but the 4 second arming delay saved my skinny, dumb butt that day.

Gums sends...


I love hearing the stories you real hero's have!
God bless you all!


<S!>
MuskyZ
Newest member of the 4th

No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
George S. Patton


Top
 Profile  
Reply with quote  
Offline 
 Post subject: Re: 4FG AAR SOF Frame 2
PostPosted: Mon May 01, 2017 11:34 pm 
User avatar

Joined: Mon Nov 11, 2013 12:35 am
Posts: 88
Location: Edmonton, Alberta, Canada
Thanks for the help in the 8.4 grid on Sortie #2. That was a great fight.

S!
Crommm
American Eagles


Top
 Profile  
Reply with quote  
Offline 
 Post subject: Re: 4FG AAR SOF Frame 2
PostPosted: Tue May 02, 2017 12:05 am 
User avatar

Joined: Fri Nov 08, 2013 9:34 pm
Posts: 1899
Location: Toronto, ON
Iwas in the air wheb you attacked 136, I saw 3 messages about "emmiter down", do grats, you closed it. :D


CO Beaver
RCAF 417 (II/Wing 127)
City of Windsor


Top
 Profile  
Reply with quote  
Offline 
 Post subject: Re: 4FG AAR SOF Frame 2
PostPosted: Tue May 02, 2017 5:44 pm 
Site Admin

Joined: Fri Nov 08, 2013 12:38 am
Posts: 1470
From Dan Hammer

Hi, quick test with the 1000lb loadout of the typhoon in the S3 arena with 10 second diffuse was succesfull, however that weapon does have an "arm time" of 4 seconds (ie, it needs to be dropping for at least 4 seconds before it can detonate) so if they were dropping it really low, it would not have armed.

That explains the dfuse issue. Its not an arena setting but in the code. Not sure if its for all weapons or just the big ones.


Top
 Profile  
Reply with quote  
Offline 
 Post subject: Re: 4FG AAR SOF Frame 2
PostPosted: Tue May 02, 2017 7:07 pm 
User avatar

Joined: Tue Nov 12, 2013 5:25 pm
Posts: 660
Location: Northern Indiana
Experience says it is ONLY 1000 lb and heavier. THAT sounds exactly the issue.

I have no idea what purpose this serves in the GAME... seems that we have dfuse to use for that.

If you look at it from an S3 perspective. plan mission days ahead... fly a half hour to put you in position... friends get shot down getting you to target... bomb drops... nothing happens.

You have now created a VERY bad experience in game, rather than creating a good experience. Those bad experiences stay with us a long time. Especially when it is something that appears to "not work" in game.


coolon
4th Fighter Group

formerly: -=Night Stalkers=- | 44th FS Vampires | Widowmakers


Top
 Profile  
Reply with quote  
Offline 
 Post subject: Re: 4FG AAR SOF Frame 2
PostPosted: Tue May 02, 2017 8:06 pm 

Joined: Sat Nov 16, 2013 12:17 pm
Posts: 241
For Dan, WildBill et. al. Change the dfuse back to way it was for years. The 4 second arm may be realistc but not really as in the RW we had the ability to change it and more often than not when dropped a delayed fues bome fromlow altitude (high drag bomb) the setting was 1 sec too arm. so we didn't need to gain altitude to drop. So either go back to the way it was or give us the ability to set it as we have in selecting the delayed detonation time. All this has done is up set a lot of very experienced WB players and we really don't need to do that. Just say'n : bombr-

PS: This explanation still does not explain why we had it work for us in practice off line but had it fail fling the same profile on line. WRF ????


Top
 Profile  
Reply with quote  
Offline 
 Post subject: Re: 4FG AAR SOF Frame 2
PostPosted: Tue May 02, 2017 11:46 pm 
Site Admin

Joined: Fri Nov 08, 2013 12:38 am
Posts: 1470
I would test your bombs online but if its 1000lb or heavier then the sneaky guys can take 500lbers and drop low. Several targets are vehicles and aircraft so the smaller bombs would do well against them. Because very few of us fly strike in the MA we are surprised when certain things crop up like this. I am sure it was only done to stop MA dweebery but event guys were not asked if it would mess up their plans.


Top
 Profile  
Reply with quote  
Offline 
 Post subject: Re: 4FG AAR SOF Frame 2
PostPosted: Wed May 03, 2017 7:04 pm 
User avatar

Joined: Tue Apr 01, 2014 1:09 pm
Posts: 571
Location: Northern Minnesota
jabo wrote:
I would test your bombs online but if its 1000lb or heavier then the sneaky guys can take 500lbers and drop low. Several targets are vehicles and aircraft so the smaller bombs would do well against them. Because very few of us fly strike in the MA we are surprised when certain things crop up like this. I am sure it was only done to stop MA dweebery but event guys were not asked if it would mess up their plans.


strike guys have known this for years. question, can it be changed?


<S!>
MuskyZ
Newest member of the 4th

No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
George S. Patton


Top
 Profile  
Reply with quote  
Search for:
Display posts from previous:  Sort by  
New Topic Post Reply  [ 11 posts ]  Go to page
1, 2
 >> Next 

All times are UTC


Who is online

Users browsing this forum: No registered users and 26 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum
Jump to:  

Powered by The S-3.