im here to talk about Incendiary bullets on the belts of various aircraft, more specifically, their poor damage.
Right now Incendiary bullets just vanish when touching fuselage and leave it slighty yellow, even on biplanes. This is more noticeable on the belts of the swedish 12.7mm akan m/40 and the french 7.5 mac 1934 both of these belts demostrate how an “I” or “IT” must be avoided at all costs. So I ask all of you
How can Incendiary bullets be reworked in order to have an use without affecting the spot that “API” rounds currently have? is it possible to tweak one without affecting the other?
From the way I understand it, their main purpose was to cause fires, not shear wings off
the problem is that the incendiary alone can’t get to a fuel tank or engine without vanishing into a fuselage
They are better for wooden planes, as it would light their construction on fire, an arguably better outcome (for you) than putting a bigger hole in their wing. When facing planes with stronger construction it can become necessary to use AP-I rounds as they have the armor penetration to reach the fuel and internal modules. It is not necessary to buff incendiary rounds, they just weren’t great for the job you’ve been using them for. I would suggest switching to a belt with more AP-I, or just AP, as it
Disclaimer, I do not play ARB, or AAB very often, this is just my very surface level understanding of how these mechanics work
Just see how they worked on the MK-108’s incendiary round. The round has property just like any other I round for smaller calibres, but with 1m fuze delay, making it possible to reach the fuel tank.
However the problem is, if the round blow up inside the aircraft without touching any component, it will cause 0 damage, which is annoying. Small calibre Inc round still work to deliver some damage on the skin cover. Other options: 1. they can just make Inc round like German MG151/20 IT round, which is basically an API round with less penetrating power. 2. make Inc round like Hispano SAPI round with small explosive mass with a delayed fuze.
I’ve just made the issue, about the 50cal I round:
US 50cal: Incorrect penetration behaviour for M1/M23 Inc round // Gaijin.net // Issues
Incendiary bullets carry around twice or more incendiary filler than API, so they should have significantly higher chance to cause fires, which they do not.
So thats the first issue.
API are modeled to have an incendiary effect against whatever they impact while also dealing kinetic damage based on their penetration.
While Incendiary shells and bullets often disappear on impact or are modeled as simply worse API.
To improve Incendiary rounds, the first step would be to nerf API, as they are simply overperforming in their ability to set fires.
Then Incendiary rounds either need to deal blast damage or have a similar ability to hit fuel tanks, engines and oil tanks, instead of impacting on the skin and dealing practically no damage.
So there needs to be a balance:
AP → Deals kinetic damage, penetrates armor
Inc → Deals blast damage, sets flammable material on fire
API → Same as AP but less effective setting fires
It can be confirmed that M1 Inc round works better than the M8 in setting tank afire:
And M23 Inc works better than the M20:
Currently the M1 I has the fire multiplier of 8.0, M8 and M20 both have 10.0, and M23 got 16.0 for this value. However, neither M1 nor M23 could penetrate into the fuel tank, making the property value useless.