khugan 24 Posted January 12, 2011 Which part of the reticle is supposed to be the spot where the bomb lands? Short answer is the larger circle with the 'w' symbol and it is hard to see this symbol if you're not in a dive. Which part of this symbol tends to change for me. I usually go with the center of it. If all goes well, the spot in that circle when you release the bomb should get bruised pretty badly. Arma 2 uses a sort-of CCIP (Continuously Computed Impact Point) mode for unguided bombing. The computer continuously computes the impact point of the selected bomb if it were released. Basically you eye-ball it! I hope one day BIS will give us CCRP (Continuously Computed Release Point) mode for unguided bombs. With it you can mark a point on the ground and when everything is lined up the computer releases the bomb perfectly. Share this post Link to post Share on other sites
wolfbite 8 Posted January 12, 2011 Steep dive (like a stuka) aim with the gun marker... Bobs your uncle and Fannies your aunt! Share this post Link to post Share on other sites
turin turambar 0 Posted March 13, 2011 Short answer is the larger circle with the 'w' symbol and it is hard to see this symbol if you're not in a dive. Which part of this symbol tends to change for me. I usually go with the center of it. If all goes well, the spot in that circle when you release the bomb should get bruised pretty badly.Arma 2 uses a sort-of CCIP (Continuously Computed Impact Point) mode for unguided bombing. The computer continuously computes the impact point of the selected bomb if it were released. Basically you eye-ball it! I hope one day BIS will give us CCRP (Continuously Computed Release Point) mode for unguided bombs. With it you can mark a point on the ground and when everything is lined up the computer releases the bomb perfectly. I was trying to use the gbu today, without much success. Can you post a screenshot of what point is the ccip indicator? Share this post Link to post Share on other sites
ScareCroweb 10 Posted March 13, 2011 But alas radar cant lock for LGB's I believe he meant laser designate, you can laze a target from the pod on the aircraft and the A10 have such a device too. ---------- Post added at 02:49 PM ---------- Previous post was at 02:47 PM ---------- You can aim GBUs with the hud. There is a small circle that is the path of the nose of the aircraft, extending from it is a line and a larger circle with a 'W' shaped symbol in it. That is the "dumb bomb" aiming reticle. Not very accurate though. incorrect there is no such thing as a ccip pipper in the arma engine at the moment, mando missile has one though. the thing you are looking at that looks like a W is the virtual horizon marker.. ---------- Post added at 02:50 PM ---------- Previous post was at 02:49 PM ---------- Short answer is the larger circle with the 'w' symbol and it is hard to see this symbol if you're not in a dive. Which part of this symbol tends to change for me. I usually go with the center of it. If all goes well, the spot in that circle when you release the bomb should get bruised pretty badly.Arma 2 uses a sort-of CCIP (Continuously Computed Impact Point) mode for unguided bombing. The computer continuously computes the impact point of the selected bomb if it were released. Basically you eye-ball it! I hope one day BIS will give us CCRP (Continuously Computed Release Point) mode for unguided bombs. With it you can mark a point on the ground and when everything is lined up the computer releases the bomb perfectly. I repeat my previous the arma engine and Ace does NOT have any kind of ccip or ccrp at current time, the only way to release a bomb acurately is to guestimate where the impact point is. ---------- Post added at 02:51 PM ---------- Previous post was at 02:50 PM ---------- I was trying to use the gbu today, without much success. Can you post a screenshot of what point is the ccip indicator? only way to use the GBU acuratly is to have someone use a laser designator, or the dumb way by guestimating, experienced pilots can have an advantage there. Share this post Link to post Share on other sites
pooroldspike 129 Posted March 13, 2011 (edited) I set up this small Laser Marker training mission in the editor inside 2 minutes. (vanilla Comb Ops, Regular difficulty) Place a Man (you), a 'Flying' A-10, and a 'US Army Special Weapons' ammo crate (the orange square) Some crates don't contain a Laser Marker so make sure you place the correct one ('Army') Take the LM out of the crate and go to a good position to look for targets, such as here on top of Vybor chimney (Chernarus map). That's the LM in his hands. Aha! that could be the enemy Secret Police HQ (I've circled it yellow) Note your A-10 patiently orbiting the map waiting to be called in. Click right mouse button to peer through the LM, then click the left mouse button to designate the building as a target. (the green circle confirms the laser is activated) After a short time (it varies) the flyboy will pick up the laser beam and drop an LGB. Scratch one Secret Police HQ.. Don't forget to SWITCH OFF the LM with a left mouse click or he might come back and drop one where you don't want it. He'll resume orbiting until you call him in again to drop his remaining 3 LGB's on other targets. MORE:- http://www.thefewgoodmen.com/thefgmforum/showthread.php?7486-Calling-in-airstrikes Edited April 12, 2011 by PoorOldSpike Share this post Link to post Share on other sites
wipman 1 Posted March 13, 2011 Hi, on the ArmA2 the LGB-12s work well for me, when the pilot is good and knows what's my duty on the ground; move from spot to spot... understand that walk from point A to point B and ensure that you don't have NMEs arround take some time... etc etc. The LGBs are not meant to be used without an observer (with a LD) on the ground, i don't know any way of aim 'em with success without the LD; maybe practice alot releasing 'em using the HUD's lines, at a fixed dive angle and fixed speed range or ranges. But they're not meant to be used in that way. Let's C ya Share this post Link to post Share on other sites
ScareCroweb 10 Posted March 14, 2011 So what is this then? The blinking L means the laser is firing from the A10 laser pod while the GB12 is falling and steering onto the laser. this means that there is no need for a laser designator on the ground. the option to use a buddy laze is only another option when a ground unit is in need of an emediate strike on a known target to make it easier for pilots to hit the correct target fast. :) Share this post Link to post Share on other sites
The Hebrew Hammer 10 Posted March 14, 2011 How can I get an AI piloted A10 to recognize me lazing a target and then dropping ordnance on it? Share this post Link to post Share on other sites
pooroldspike 129 Posted March 14, 2011 How can I get an AI piloted A10 to recognize me lazing a target and then dropping ordnance on it? Just shine your Laser Marker at the target and the pilot will bomb it..:) Share this post Link to post Share on other sites
khugan 24 Posted March 14, 2011 It's in my game for sure. I set up an a10 me as pilot and a hovering MH6 as playable near the oil platform. I lined up, dropped the bombs (missed of course) then switched to the little bird. 1 2 Share this post Link to post Share on other sites
Cobra84 0 Posted March 15, 2011 I do find the GBU-12s to be too much work for little payoff. MK-82s can be extremely accurate with a bit of practice and even guided with a lock-on (why?). Why rely on someone else when I do it myself just as easily? The GBU-12s aren't very loadout friendly either. The AV-8 loses 2 AIM-9s and 2 rocket pods just to carry the same weight in GBU-12s as MK-82s. The A-10 could really use an 8 Mk-82 loadout option instead of the 4 GBU-12s. Share this post Link to post Share on other sites
avengerzx 10 Posted March 15, 2011 Unfortunately the targeting pod cannot be used without any mods like Mando Missile (MMA) or ACE. Share this post Link to post Share on other sites
Beagle 684 Posted March 15, 2011 I do find the GBU-12s to be too much work for little payoff. MK-82s can be extremely accurate with a bit of practice and even guided with a lock-on (why?). Why rely on someone else when I do it myself just as easily?The GBU-12s aren't very loadout friendly either. The AV-8 loses 2 AIM-9s and 2 rocket pods just to carry the same weight in GBU-12s as MK-82s. The A-10 could really use an 8 Mk-82 loadout option instead of the 4 GBU-12s. You can not target nonvehicle or non active tagets with MK82 in this game, also the main reason for lasing is the precision you can have while staying out of range of AA defense. In OA the A-10 is the only plane to carry GBUs... Share this post Link to post Share on other sites
maturin 12 Posted March 15, 2011 And in real life the A-10 is capable of lazing bombs for itself, and Mk. 82s are dumb bombs. Share this post Link to post Share on other sites
Beagle 684 Posted March 15, 2011 And in real life the A-10 is capable of lazing bombs for itself, and Mk. 82s are dumb bombs.Only A-10C and that's a fairly new plane in service. Share this post Link to post Share on other sites
concurssi 11 Posted March 15, 2011 In OA the A-10 is the only plane to carry GBUs... So get CO? Share this post Link to post Share on other sites
Ollie1983 10 Posted March 15, 2011 How does any aircraft or pilot use ironbombs? He flies along in a straight path and drops a number of bombs in sequence, thus guaranteeing a hit of a least one OR he drops his bombs in a shallow dive when he can actually see the target and 'point' the bombs at it. Difficult to master, yes, but impractical, no. There is probably a calculation you can do based on airspeed, height and speed of bomb drop to give you the ideal aiming point and time. Share this post Link to post Share on other sites
concurssi 11 Posted March 15, 2011 Some planes have targeting reticules that calculate that for you. Share this post Link to post Share on other sites
ScareCroweb 10 Posted March 15, 2011 How does any aircraft or pilot use ironbombs?He flies along in a straight path and drops a number of bombs in sequence, thus guaranteeing a hit of a least one OR he drops his bombs in a shallow dive when he can actually see the target and 'point' the bombs at it. Difficult to master, yes, but impractical, no. There is probably a calculation you can do based on airspeed, height and speed of bomb drop to give you the ideal aiming point and time. you can use many methods but most used today is flying straight at 2000 feet and just before dropping you point your nose down and points the ccip pipper on the target and release bomb or ccrp pipper ccip = continuesly calculated impact point ccrp = continuesly calculated release point ccrp can be used further away and at altitudes much much higher like 20 000 feet above ground.even beyond visual range but thats more for fighterjets like F16's :) Share this post Link to post Share on other sites
Ollie1983 10 Posted March 15, 2011 (edited) Even better solution. There is indeed a pod for self target designation, often in a combined FLIR package so the backseater/pilot can designate his own targets. Similarly if the aircraft has a good enough radar, (F16 etc) can acquire targets from a distance, feed the information into a weapon and launch from outside AAA range or in a quick pop up maneuver. JDAMS are essentially dumb bombs, usually big ones, with steering fins and a GPS nosecone to guide it to a point on the earth. Hence this has to be programmed into the weapon to start with IE lats, longs and altitude as well as its starting position, the bomb simply keeps steering until its own position matches that of the end target. The idea being an aircraft can enter the target area at high speed and release the bomb from many miles away and the escape in the other direction leaving the bomb to work for itself. Some longer range missiles larger than your typical Maverick allow the aircraft to attack from much farther away. IE SLAM, TLAM, JSOW etc. Some missiles use millimetric radar to hit the target, others use IR or follow a laser beam (hellfire). Im not certain but I think the US did develop a fire and forget hellfire for a time. The main thing is in arma, is that we are used to attacking at much shorter ranges than in real life- we don't have the draw distance although in reality many pilots would never be able to see their targets visually anyway. Interestingly I would like to see napalm and very large iron bombs as well as cluster bombs or white phos being used in arma but I guess that is mod territory. Edited March 15, 2011 by Ollie1983 Share this post Link to post Share on other sites
Noraf 0 Posted March 15, 2011 you could always toss it in there. Thats used ( or, was used ) for long range bomb release. You release the bomb wile moving your stick backwards, thus slinging the bomb towards target. with anough practise, you can be pretty accurate. though, if you got fae \ cluster or nuclear munitions, you don't, on the other hand, need to be that precise ;) Share this post Link to post Share on other sites
Tonci87 163 Posted March 15, 2011 If I want to be really precise with dumb Bombs in Arma, I just do a loop after passing the target. My plane should be pointing directly towards the target (I should be right above it) in the last half of the loop. Release Bomb, finish loop, good bye sucker. Share this post Link to post Share on other sites
Noraf 0 Posted March 16, 2011 If I want to be really precise with dumb Bombs in Arma, I just do a loop after passing the target. My plane should be pointing directly towards the target (I should be right above it) in the last half of the loop. Release Bomb, finish loop, good bye sucker. thats pretty close to an over the shoulder toss A more dynamic variant of toss bombing, called over-the-shoulder bombing, or the LABS (Low Altitude Bombing System) maneuver (known to pilots as the "idiot's loop"), is a particular kind of loft bombing where the bomb is released past the vertical so it is tossed back towards the target. This tactic was first made public on 7 May 1957 at Eglin AFB, when a B–47 entered its bombing run at low altitude, pulled up sharply (3.5 g) into a half loop, releasing its bomb under computer control at a predetermined point in its climb, then executed a half roll, completing a maneuver similar to an Immelmann turn or Half Cuban Eight. The bomb continued upward for some time in a high arc before falling on a target which was a considerable distance from its point of release. In the meantime, the maneuver had allowed the bomber to change direction and distance itself from the target. Share this post Link to post Share on other sites
Tonci87 163 Posted March 16, 2011 No, when doing the over the shoulder toss, you release the bomb while flying upwards, I´m rather dive Bombing to deliver the bomb directly on target. Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted March 17, 2011 No, when doing the over the shoulder toss, you release the bomb while flying upwards, I´m rather dive Bombing to deliver the bomb directly on target. I do a very similar thing when using the unguided munitions. I will fly over the target, roll onto my planes "back" while looking at the ground to confirm I am over my target then I'll pull back and dive bomb the area.:) Advantages of this are: Only pass over the target once Very easy to hit the target Your egress route is the same as your ingress route thus minimising time spent vulnerable to enemy AA. Share this post Link to post Share on other sites