Further Testing with the Mitchell
After achieving no success with the DP modifications, I started thinking:
Combat Flight Simulator has been out for two decades.
Others certainly have found the handling of bomb loads to be a problem and if it were so easy to resolve, someone else probably would already have found a solution.
I didn't think remapping to one of the other Weapon Triggers was likely to work.
Other than the Gun and Cannon Triggers, the other Triggers appear to be very specific, non-controllable features.
In looking over Settings for possibilities for reassignments, I noticed that although Gun and Cannon were set to auto repeat, Rockets and Bombs were not.
I changed the Settings for the Bomb Trigger to auto repeat and found that with the exception of multiple Guns in a single GunStation, I could drop the entire bomb load very quickly by just holding down the Bomb Trigger!
The sound was of two bomb releases.
The INTERESTING Thing was that the bomb impact craters seemed for form a different pattern with different configurations of the DP File.
I decided to make a quantifiable comparison of impacts by making each bomb run from 2000 feet.
Here are the results:
(The B-25 Mitchell is flown over the Bomb Craters at 100 feet for a relative size comparison)
The First Screenshot shows:
1 GunStation, 1 Gun, 10 Bombs per Gun - The Default Configuration
The Second Screenshot shows:
1 GunStation, 10 Guns, 1 Bomb per Gun - Note that there is only ONE impact crater
The Third Screenshot shows:
10 GunStations, 1 Gun, 1 Bomb per Gun - Compare the distance between first and last impact
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