From: Sunderland, UK
How much explosive depends on the type of bomb. 150 lbs is not far off for a semi-armor piercing bomb (the US 500 lb SAP AN-M58 had 160 lbs of TNT). A 500 lb general purpose (GP) bomb would have about 250 - 275 lbs of explosive, and a 500 lb AP bomb would probably have about 70 lbs of explosive. The level and type of damage would also depend on the type of fuze. A delay fuze would dig a crater, which would be handy if you need to penetrate a bunker or damage a runway, but the crater contains the blast damage. AP or SAP would normally have a long delay fuze, because penetration is what they do. At least in US practice, the fuze in a GP bomb would depend on the mission.
If wishes were knishes I'd never go hungry but there ain't no hooks for fusing or damage modalities. So we're stuck with the single choice between GP and AP/SAP depending on AltDevice/AltUse attributes. There's no way to add cratering, bunker busting, etc.. so penetration, fuse delays, and such, are a non starter in game terms, except for Pen values in Naval Attacks.
There's two measures of bomb Kaboom, Effect and Anti-Soft. They aren't interchangeable, and are processed differently depending on the combat algorithm. There's Ground Attack, Port, Airfield and City Attack. Some use one parameter, some use the other, some use both. So all we can do is tighten it up a bit and make it smoother.
You mean by effect, blast? That should be basically a function of the cube root of the explosive weight--the shove on the target of interest. Anti-soft would be energy deposition by case fragments. That would be more the square root of the explosive weight--lethal area. It's the difference between offensive and defensive grenades.
< Message edited by herwin -- 11/16/2011 11:09:47 AM >
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