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回報翻譯問題
Japanese standard was to release at something like 1200-1300 feet and pull out around 500-600 feet. The dive wasn't as steep either, SOP was 50-65 degrees, with 65 degrees being the literal maximum while retaining control of the aircraft. Meanwhile the US Dauntless could exceed a 70 degree dive with control.
Now, since the US dive bombers behave the same way, their behavior is egregiously more stupid, and needs some fixing.
That being said, I have no idea how you managed to lose an entire bomber wing and have poor accuracy on a dive bombing run in this game given your specified opfor. Just a few minutes ago I sent a wing of Val's against a Oiler and DD to test. Came away with half a dozen direct hits on the Oiler and 1 plane smoking, no losses.
2nd read manual where its all explained at what alt your planes need to be to do either level, dive or skip bombing
This game doesn't implement glide bombing and it was not really used [much] in WW2.
A glide bomb is a winged bomb that actually flies, instead of falling like a rock.
Every dive bomber has its designated dive entry altitude limit. I don't think SBD's limit is that low, but I'd say reducing the run is probably better for the implementation, because a prolonged dive in the video game has the following problems:
1. prolonged straight, non-evasive period under AA fire. problematic since almost all games exaggerates AA fire efficiency.
2. the limited ability to cope with ship maneuver during a dive. The AI is not a real trained pilot, it only has a very limited capability to compensate for target ship movements during the dive. The longer the dive, the worse the accuracy.
IMHO the developers have tried to improve upon the North Atlantic game but have overreached their capabilities in a few areas which should have just been abstracted even more. The majority of players who are disapointed truly believed that a small studio was going to deliver real time 3d world physics and combat on a grand scale, and that was not going to happen. We have what we have.