Page 1 sur 1

topilles non armées

Publié : jeu. mars 01, 2012 7:38 pm
par gilouz
Bonjour tous,
quelqu'un pourrait il me dire comment armer les torpilles Type mk13 dans il2 1946 4.11m ,j'ai essayé avec le beaufighter et les torpilles arrivent au but mais n'explosent pas :wacko:( message: torpille non armée:crying:)
et autre petite question faut il armer les bombes pour qu'elles pêtent au toucher du sols vpl?
Merci d'avance

Publié : jeu. mars 01, 2012 9:30 pm
par UF-hallacar
il faut une distance minimum et peut être aussi une alti de largage et un vistesse de largage à respecter

Publié : jeu. mars 01, 2012 10:48 pm
par ClaudeJ
Bonjour Gilouz,

au sujet des torpilles, comme l'indique Hallacar, il faut respecter des paramètres de tir pour que le poisson fonctionne.

Voici un extrait du guide 4.10m:

[quote]Realistic Torpedoes

WWII aerial torpedoes were delicate equipment that needed be dropped with some precautions. Each torpedo type had an optimum altitude and speed of drop that allowed it to hit the water with a determined, optimum angle. If the angle was bigger, the torpedo tended to sink. If it was smaller, it did not enter the water and skipped on the surface. Also, the torpedo could not be dropped from too high altitude, because if it impacted the water too hard, its internal mechanism could be damaged.

Each torpedo type in IL-2 has its optimum drop parameters, of course some error is allowed, but not too much.

[list]
[*]LT F5W (Italian Whitehead)
100m, 300Km/h
---------------------------------------
[*]LT F5B
40m, 250Km/h
---------------------------------------
[*]Mk13, Mk13a
30m, 205 km/h (100 Pieds, 111 Noeuds, 127 MPH)
---------------------------------------
[*] Mk13 late
180m, 400 km/h (590 Pieds, 216 Noeuds, 248 MPH)
---------------------------------------
[*]Type91
30m, 240 Km/h
---------------------------------------
[*]Type91 late
60m, 330 km/h
---------------------------------------
[*]45-12
30m, 205 km/h[/list]

Also torpedoes had to run for some time into the water to arm their warhead, so torpedoes cannot be dropped too close to the ship (distance should be bigger than 400-600 meters).
Torpedoes dropped on ground or directly on the ship (without hitting water) will not explode.[/quote]

A propos des bombes maintenant, en activant dans les options de difficulté le paramètre Bomb Fuzes option, tu as la possibilité de régler l'amorce (fuze) de la bombe afin de retarder sa détonation.

( Extrait du guide 4.11: )

[quote]Bomb fuzes

Bomb fuze feature is made in such a way that if the new "Bomb Fuzes" difficulty option is turned off, bombs behave like in 4.09 (zero arming time). When diff. option is on, the arming UI has extra fuze type selection box and available detonation delay values are limited to the values available for the selected fuze.

Several historic fuzes are modelled and bombs now store a list of different fuzes that they can use. Complexity is hidden from the user by grouping the fuzes to few different groups so user doesn't need to learn several dozen of fuze names. Availability of fuzes even change by mission date. User only needs to select type of the fuze needed for the bombing task he is going to perform.

Instant
Required longer arming time/distance, but allows instant detonation (no long delays) or very very short delay of 0.1-0.5 seconds. Typical fuze for med/high-alt level bombing.

Low level
These fuzes are armed very quickly but the safety comes from delay. Usually doesn't allow delays below 4 seconds or so. Like the name says, these fuzes are suitable for low level attacks, but don't allow instant detonation for pilot's safety.

Delay
Generic fuzes that allow longer delays and have medium arming times. Something between types 1 & 2.

Long delay
Fuzes that allow very long delays like 90 seconds etc.

When player selects a loadout which has bomb, the fuze type selection box is populated with the fuze types that are available for the selected bombs. Not all bombs have all different types available. When the fuze selection is made, the fuze detonation delay selection box is populated with the available values that the fuze supports. The actual fuze selection is made automatically when the mission starts or user spawns in dogfight mission.

German electric fuzes are exception to this. These fuzes do not provide delay selection at all. Fuze has three different modes that can be changed during flight. This requires a new mapping at the controls menu. Available modes are "instant", "short delay" and "long delay". Detonation delay & arming time depend of the actual fuze type that is selected automatically. Electric fuze circuits work so that if the fuze fails to arm on instant or short delay mode, it automatically reverts to long delay mode which needs lower arming time.[/quote]

Publié : ven. mars 02, 2012 9:50 am
par gilouz
Salut, ok merci bien les gars , j'essaye et vous tiends au jus
A+++