PDA

View Full Version : Dive bombing: bomb delay, tactics, etc (SBD)



SkyMonkey2
02-18-2005, 08:43 AM
I've spent a few sorties the last few evening attempting to dive bomb in the Zeke's Vs Wildcats server. With the SBD, I usually get up to like ~10000 ft or so, and then when the ship is below me, roll inverted, make sure I'm at 90, pop the dive break and release the eggs at around 3k or so. I've not had much success doing this yet, but it will take some practice to get my dives straight and accurate.

For dive bombing, should my delay be set to zero? I know in skip bombing it should be, but skip bombing a carrier group in a SBD is sucide. Can I kill a ship by hitting the water very close to it w/ a delay of zero, or does it take a direct hit on the deck? I managed to kill someone taking off last night, but I'm unsure if the bomb (1600lbs) hit the deck or the water...it didn't sink the ship. The track didn't get saved.

Are steep but non-90 degree dive bombing runs feasible in the SBD? I think it'd be much harder to be accurate this way...might make it easier to escape though, if I built a lot of speed and didn't use the dive flaps.

Also, any tips for escaping the hornets nest of Zeros and KIs after the dive would be helpful http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif. So far bombing carrier groups has been sucide, every time.

Any tips?

SkyMonkey2
02-18-2005, 08:43 AM
I've spent a few sorties the last few evening attempting to dive bomb in the Zeke's Vs Wildcats server. With the SBD, I usually get up to like ~10000 ft or so, and then when the ship is below me, roll inverted, make sure I'm at 90, pop the dive break and release the eggs at around 3k or so. I've not had much success doing this yet, but it will take some practice to get my dives straight and accurate.

For dive bombing, should my delay be set to zero? I know in skip bombing it should be, but skip bombing a carrier group in a SBD is sucide. Can I kill a ship by hitting the water very close to it w/ a delay of zero, or does it take a direct hit on the deck? I managed to kill someone taking off last night, but I'm unsure if the bomb (1600lbs) hit the deck or the water...it didn't sink the ship. The track didn't get saved.

Are steep but non-90 degree dive bombing runs feasible in the SBD? I think it'd be much harder to be accurate this way...might make it easier to escape though, if I built a lot of speed and didn't use the dive flaps.

Also, any tips for escaping the hornets nest of Zeros and KIs after the dive would be helpful http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif. So far bombing carrier groups has been sucide, every time.

Any tips?

Latico
02-18-2005, 05:26 PM
Skymonkey,

I've got 3 ways of dilevering the iron with the SBD. Steep dive, shallow dive, and skip.

Standard steep dive - I try to climb to between 10k and 14k before I get to the target. If I'm bombing a ship I like to keep in in view just off to one side of the fusalog and just ahead of my wing. I'll role the plane just a little now and then if I need to to check the target. Then I'll dip my wing and role over to the target and pushover at the same time, attempting to get a 50 to 70 degree angle of attack. I like to approach a ship length wise. In other words have the ship lined up so that one end of it is pointed towards me and the other away. I aim for the farthest end of the ship and release at around 2,500 to 1,000 ft, and then pull up and level out low to the deck weaving to avoid AA or bandits as I egress the target. I don't use the dive breaks that much, if at all. I've broken 350 mph a few times without losing a wing on pullout.

Shallow Dive - I do this on low level runs from 3500 ft. I usually find my target and begin a fast shallow dessent towards it, gaining speed. The faster your speed, the longer the bomb trajectory. I'll aim just a little high and release my bomb just before the taret starts to leave the peep site (on the SBD-3) and pull up. Takes some practice to get the timing right. I usually release at an Alt of only 150-200 ft.

Skip bombing - This one is probably the easiest for cargo ships and sometimes DD's. I'll drop to about 50 ft and hold that alt as I approach the ship braodside. When it looks like I'm about 75 yards from the ship I release and pull up. Gotta whatch out for masks and stuff. I'll usually be doing about 190 to 200 mph on my approach. If I'm attacking a DD, I've found that firing my nose guns at the ship as I approach sometimes suppresses the AA a little.

Fuse Delays?
You definitely want to use this if your skip bombing or releasing at low level alt. I use a 1 sec delay for 1000 pounders and 3 sec delay for the 1600 pounder. Without a delayed fuse your bombs will take you out too when release from low level. I tried a 2 sec delay with the 1600 pounder in skip bombing and I still felt it kick me in the six.

Another thing, I've seen you in Zekes vs Wildcats a time or 2. When ever possible wing up with another SBD or 2 and go bomb together. There's safety in numbers with those old crates against bandits, and when you spread a little for your run, it spreads the AA and AAA as well. Beats the hell out of having all that firepower trained on you alone. http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

Oh and BTW, when you get jumped by a bandit in the dive bombers, stay out of the back seat. It's ok to take a look around from back there to see if your being followed, but once a zeke gets on your six, stay in the front seat and fly the plane. Weave back and forth to keep the tail out of the AI gunners way. If you get in the back and get killed back there you can't go back to the pilots seat and fly. I've downed a few fools that tried to take my plane from the six this way. hehehe http://forums.ubi.com/images/smilies/34.gif

When you have made your run and expect bandits, stay close to the deck. That way they can't get under you. A smart zeke pilot will try to come up from below, hiding behind your own tail section out of the line of fire of the back seat gunner. If your at 50 feet or lower they can't use that tactic.

Yimmy
02-18-2005, 08:17 PM
"Oh and BTW, when you get jumped by a bandit in the dive bombers, stay out of the back seat. It's ok to take a look around from back there to see if your being followed, but once a zeke gets on your six, stay in the front seat and fly the plane. Weave back and forth to keep the tail out of the AI gunners way. If you get in the back and get killed back there you can't go back to the pilots seat and fly. I've downed a few fools that tried to take my plane from the six this way. hehehe"

****

I have to disagree with that - the twin MG in the rear seat of the SBD can easily light up zeroes and Ki43's if you fly straight in a shallow climb - as it fools them into flying straight while on you tail. I have got a good few zkes that way.

Of course, I would not reccomend doing the same in a Val against an F4F or F6F, as you will only upset them. http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif

SkyMonkey2
02-18-2005, 08:22 PM
Thanks a lot for the tips. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif Some good stuff there. I'll be practicing tactics/aim for sure. I've not tried shallow dive bombing against ships, but on land I'm pretty decent at it in a P-47/51/38. Steep dives seem to be the way to go against grouped ships for sure, skip bombing is suicide when going up against those heavily defended carrier groups.

I've only just started flying again after a long break, and only started flying on HL again this week. I will be getting my comms set up soon, and will be joining the TS servers again.

When I practiced skip bombing before (back before PF), I was told always to use a delay of 0, and release early enough to clear the blast. Had fair success with the tactic. Longer delays do work then? I was under the impression that with a delay of any type, skip bombing wouldn't work as well/at all.

As a rule I stay out of the back seat, unless I'm just taking a peak. With my current HOTAS setup, I can't use the mouse to aim the turret anyway http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif.

Griffon_25th
02-18-2005, 08:25 PM
Funny you say that Yimmy cause today in Z vs W server I owned two zeros from the back seat....the AI gunner just doesnt cut it. And I can still weave back and forth.

Latico
02-19-2005, 12:35 AM
Yimmy, Griffon, if your coordinated enough to fly the plane and man the back seat gun at the same time, more power to ya. LOL http://forums.ubi.com/images/smilies/11.gif

I, on the other hand, am not. http://forums.ubi.com/images/smilies/16x16_smiley-sad.gif

I cause myself more problems than it's worth. So far My AI gunners haven't done bad. And I've even been able to down a few allied planes in the Val, with the same tactics I stated above for the SBD. They still usually punch holes in my fuel tanks before they go down, though. http://forums.ubi.com/images/smilies/16x16_smiley-mad.gif

Art-J
02-19-2005, 10:24 AM
SkyMonkey, delaying the fuse for skip-bombing works now as it should. Before the PF patch 3.03, You had to set it to 0, otherwise the bomb wouldn't damaege the ship at all. Fortunately, in 3.03, the developers fixed this issue and now You can easily blow ships up with time-fused bombs, not worrying about Your crate beeing blast by the bomb itself. http://forums.ubi.com/groupee_common/emoticons/icon_smile.gif Good luck with Your practice!

eddiemac0
02-19-2005, 06:43 PM
you can skip bomb carrier groups, just get lower. I've done it in WvsZ, after being shot up by a zero, so, it can be done.

p1ngu666
02-19-2005, 08:54 PM
i dont use dive brakes if i can help it

speed makes rudder less effective, thus i hit more, and the extra speed gets u out quicker too http://forums.ubi.com/images/smilies/16x16_smiley-happy.gif

VF51_Flatspin
02-19-2005, 11:40 PM
Skip bombing carrier groups isn't suicide all the time. Try an arc approach to the target. I knocked a couple destroyers out tonight by doing this. Essentially, in a higher approach, start a 15-30 degree descending turn into the target ship ending ~50ft or so off the water for your straight run. AAA has a harder time locking on you as you're never holding a steady heading until the last second or two before bomb release. And as mentioned above, it helps to coordinate with others or at least go in when there are other friendlies over the target soaking up some of that AAA.

I hardly ever come away unscathed...but often make it home this way. What's a real hoot, is when a Zeke gets on you just before you drop...and he gets eaten by your bomb exploding! http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif