-
Sufficient
Altitude:
8-10K is a good place to be right on approach in a dive
bomber such as the SBD or Val. You will, of course, need
to gain most of this altitude from a rearward base, away
from contacts. This altitude will not only ensure bombing
accuracy, but a margin of safety from enema fighters.
-
Navigation:
Don't begin your descent too soon. Using the map mode
you should plant your ac right in front of the target,
flying level. You just can't see over that nose to do
much from inside the plane. And the temptation is to look
down to see the target and ruin your angle of attack out
of the sky. Hence there were two men in this machine in
the war. The idea is to go down perpendicular to the ground,
90 degrees. Yee hah! Just like dropping lawn darts from
the backyard tree on unsuspecting birds below. (G)
-
Aim
Easy:
In the dive you'll begin to see your target at 5k. You
can line up the target with rudders and aileron roll.
You should not need any elevator at this point, minimum
at most. You must drop unloaded (on the stick and rudder
pedals). Hands and feet off, and the bomb goes where the
sight is pointing. Add some rudder and you will slide
the bomb to the side.
In a dive bomber it is foolish to try a second approach,
unless there are absolutely no enema about. After your
pullout you are in a rather precarious position. You can
still bomb like the fighters do... skipping stones across
the water. But you are slow and the AAA can still eat
you up.
-
Pull
Out:
You just can't miss at this game. As long as your approach
is perpendicular, you can line up your target for some
5,000 feet. Plenty of time. Now, however, comes the tricky
part. You should release early and have plenty of time
for recovery. Don't stay too long for pictures... it brings
you too low. Get off the dive brakes as soon as you begin
to pull out and hit the throttle full. You should know
exactly which way to exit, for once you start heading
this way, there will be no turning back. It should be
a straight egress out ASAP, with no hard turns on the
deck. You can exit any direction you want with aileron
roll first, and then use elevator to bring you out of
the dive.
[ Top of Page ]
Tactical
Considerations
Here
are some tactical considerations for basic mud moving in fighter
aircraft. Some are remedial others you may not have considered
before. Let me start with some common mistakes:
Over-Dependance
on Rockets. They are not as cool looking, there isn't
the confirmation of an explosion at your twelve, and there
isn't the reduced drag, but there is nothing like bombs to
get the job done.
Shooting
too Soon. There is an anxiety on the part of most to get
your load off by the first or even second run, so that you
are light enough to do some air to air. Yet floating rockets
into the target from too far out, do as much good as no rockets
at all, except you wasted more gas and time getting to the
target with them.
Bombing
from too Low. You can hit your target by coming in low,
but accuracy goes up rapidly once you get a three or more
showing on your negative ladder. You can use the VSI gauge
as well. Remember... we are dropping eggs and not skipping
stones. (unless iMOL actually gives us the skip bombs of the
latter part of the war.) The greater your nose down aspect
when you release the more accurate the bomb. 45 degrees is
wonderful.
There is a tendency as one approaches the enema base to vis
it and then begin your descent immediately. Try holding level
for a bit longer, and going without the view. When you've
come in a few more clicks then begin your descent from closer
in.
Personally, I like to drop my bombs first for two reasons:
Coming
in too Fast. It is easy to forget how fast or how slow
you are going when you are busy with bombing or orchestrating.
If, however, you come in at, say, 500 ias, and you start to
adjust for a target line up... you'll find your Forked Tail
Devil locking in that turn and pulling you down like a stone.
Forgetting
to Land Right Away. Once the base closes, it begins to
repair immediately, and how. According to what I heard HT
say some time ago... it takes 10 minutes for full repair.
However, this setting can be changed from time to time. You
may just have knocked out the HQ, and you decided to land,
and as you do so the tower goes up. Surprise! The clock starts
with the first target closed.
What I find extremely helpful is the sound used in WB for
the building explosion. Not only will they tell you that the
tower or HQ is down; it can tell you if you are the one who
did it. It is the dull flat explosion. It is different from
all the rest. If you listen for it... you'll never forget
it. When you hear it on your run, it probably means what you
were aiming at not only got hit by you, but also closed by
you. At this I get on the radio right away. This way the rest
of the piggies will know that they can either change their
target line up to the other target; or that it is time to
land quick.
I find it too difficult to change from one target to another
target in a rapid descent, if I have to do so AFTER I see
the target. By then it's too late... and I do a gentle pull
through. Yanking the stick for a target change will not only
ruin your accuracy, but will take away your E.
It's fun to bomb and then knock out the enema with all that
extra E you're carrying about... but every time you kill,
they simply take off again - like the night of the living
dead. (In the historical scenarios once you are dead, you
are out for keeps.) Someone needs to land to close it up.
Usually if you follow the sound cue the enema will not realize
what you are doing, for they think the base is still open,
for they just took off from it for the fourteenth time. Move
quickly... and you'll usually get it.
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Part
Two
Here
are some more thoughts on dropping them venomous eggs from
the sky!
Target
Practice: You all know that you can now bomb and rocket
off line. You can perfect your bombing in external mode -
hit Alt + V. However, know that offline targets
are soft, and online they are hard.
Damage:
Though this can be changed by the host settings (to see the
HOST settings, type .show in the tower) here is a general
rule. One rocket can do in an ack with a direct hit... salvo
two and you get more damage for a close hit. A building needs
more than one 100 pound bomb.
Anti-aircraft
Guns: Opens up at range 10 and is deadly at 300 meters.
The artificial intelligence in the AA fire is very stupid,
yet if you are stupid it will kill you very very fast. Don't
pull up and over and expose your canopy to ack fire, as pilot
kills take only one hit. Pull through the ack changing direction
in both the horizontal and vertical plane, and you shouldn't
get hit at all. Slow down and lose energy, and your horizontal
and vertical moves will not be enough to displace the ack's
aim.
Neutral
Stick: If you are dropping eggs, and there is still pressure
on the stick don't expect your drop to go where you are pointing
the aircraft. Remember this: Let the plane deliver the bombs,
and not you. Don't release till the plane is relaxed in its
position. You can still get hits, of course, without doing
this... but, well, you understand. If you can release the
stick and your sight is still dead on, you'll score.
Lecture
Ends...