It matters enough that in 2014-2015 people begged for .50s to be nerfed in fuel ignition, 2016 the rounds were terrible enough that people were calling ground targets as the “best belt” in the the game because API-T basically lost all incendiary effect.
Whaddya know, in the bomber DM thread for the new update, the stuff Killakiwi and I kvetched about DOES matter since it’s rearing it’s head in way people didn’t expect. WOWZERS
Fuel tanks not catching fire from anything that would realistically catch them on fire in a reasonable amount of time. DM’s having sections incapable of breaking due to how they are modeled.
this only happens because they hugely reduced fire chance and fire damage on dev bombers
in 99% of other planes, damage simply overflows to the next part (and then breaks that too because they don’t each have a trillion hp and don’t eat missiles). which is how with live server bombers you can kill them by shooting unbreakable parts enough.
Percussioncap is suddenly caring about fuel tank ignition chances only when they make it where you can’t insta kill a plane via snapping it’s wing off.
Ignition chances I’ve complained about constantly as you can see in the above videos. Especially with the Bf-110.
I never said a missile shouldn’t screw up a bomber lol. I even said multiple times DMs are too strong, but that missiles aren’t going to be just blowing bombers in half when they were designed to spray fragments everywhere and make it so it’s nearly impossible for the bomber to keep flying, and we’re seeing the limitations of how all bomber DMS are made, you’re usually smacking areas that were never programmed and modeled to snap off.
But you only seem to care about realism once they start buffing damage models and all the things I stated before on this exact thread, are rearing their head in ways I exactly expected.
Furthermore: the issue isn’t ignition chance, it’s the complete lack of it. Just now I tried two night fighters with the “slanted music” upwards-firing cannons. Firing a few hundred shells directly into a fuel tank - no fire.
Even if we assume fire chance on Live server is too low (sure, whatever), you can easily set plenty of players on fire as we’ve demonstrated.
I don’t need them to snap off. I just need the giant fuel tanks that have taken hundreds, if not thousands of penetrating hits to be set on fire, and then actually do damage instead of just going out; or the engines, when set on fire, to not just go out on their own and not cause any real damage.
This lack of fuel tank ignition does not change depending on what caliber is being used. I’ve tried .50s, 20s, and 30s dozens of times.
It’s a very different story from your .50cal screenshots where you either get incredibly unlucky or just miss and hit far too few shots to guarantee a fire even IF the fire chance was ~50%.
Don’t worry, you can hit the parts programmed to fall off and the same happens.
Same with the initial video with the G8N, I know the outer wings are programmed to be able to be detached, and they simply didn’t.