Quote:
Originally Posted by gap
Maybe the plane is ricochetting on the sea surface? Try resetting its max speed to 380 kts and reduce the rebound coefficient (in CollisionableObject controller) instead
|
It looks like ricochetting, but it's not : the airplane crashes, sinks a few meters below the surface, and rise again to the surface without loosing speed. But I will try to change this setting (rebound coefficient), thanks for the advise.
I saw it too, but it's only 0,05, so I decided to not try to change it. But, we never know with this strange hardcode ...
Quote:
Originally Posted by gap
That's not a joke lol: airborne depth charges, air torpedoes and ASW bombs ricochetting on the sea surface was a factor that the Allies had to deal with. There are even records of bombs jumping back and exploding against the low-altitude patrol craft that had dropped them. For minimizing/avoiding that risk, pilots were instructed to drop their explosives only at certain speeds/altitudes/angles of attack, and in the course of WWII air ordnance was fitted with a variety of weird-looking appendices whose function was to increase water penetration
|
Exactly ! I was watching an allied training film dealing with that problem a few months ago.
Quote:
Originally Posted by propbeanie
so instead of skipping stones on the water, Kendras is skipping planes... - now to just do that with some bombs...
|
The Allies destroyed a German dam at the end of the war, with a special ricochetting bomb.
Quote:
Originally Posted by gap
I think that could be mimicked in game by making air bombs collisionable and by playing with their rebound coeffcients, but a lot of testing and fine-tunig would be required if we wanted to simulate the different water penetrations of the many bomb marks/mods used during the war
|
Now, I'm more looking towards air dropped torpedoes ...