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How to Survive a 2000lb JDAM Hit


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Hmm strange, do exploding vehicles not damage troops then?

Secondary explosions certainly do - I've lost men to 'cooking off' explosions in the past. But I can't say I've ever lost anyone in the vicinity of a vehicle taking a direct hit (not that it's a common occurrence).

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Alan8235,

Good catch. Interesting that it hasn't been seen before. Perhaps that's a new "low collateral", cellulose casing, inert fill, JDAM? ;)

(For the unitiated, the USAF and USN are developing and procuring low collateral damage versions of the 250lb and 500lb bombs. The casing is non-metallic; splinters fly, explosions are predictable. The fill is a denser explosive. (They need to keep the bomb weight and cg the same as the metal cased bombs for separation and ballistic reasons.) The explosive, though heavier, is less dynamic - on purpose. It's a "tuned" boom.)

Ken

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Do they even need any explosive? A 2000lb solid "bomb" would do a lot of damage falling from 15,000ft. Probably would go right trough a house or vehicle with no collateral damage.

Back on topic, I've seen this before, but it was with an RPG so I didn't think much of it.

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Any size Fixed wing aircraft that makes a direct hit on a vehicle target will NOT cause casualties to near by infantry. A near miss to a vehicle target does create infantry casualties and may kill the vehicle, too. I have yet to test Helos. This has been reported as a bug so BFC is aware. Good Catch!

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Yeah Mark is correct. If the JDAM missed the BMP by just an inch, everyone would be dead. It's not too hard to confirm. Just make a quick firing range-like scenario with one Blue JTAC team and one F-15 (hvy) and set up a stationary Red vehicle with troops around it and call a point strike on the vehicle.

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Its more simply - my opinion

In the first versions of game - artillery barrage and all the explosions were mach damage. Particularly offensive were to die, probably blue soldiers, from some ridiculous 82-mm mortar, which could put the Syrian FO, successful hit RPG and IED explosions.

I remember there were many lances broken - that the right thing to do and how much should be damage. In version 1.11 and further-damage from the explosions has been reduced and enough to understand - in the simulation to make a general lowering of the coefficient, but not entirely detalizeted revised losses of pounds of explosives.

Now RPG rockets kill reluctantly, a little damage from IEDs - in exchange from 2000LB now also a few sense.

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