Renewed Request to Manually Dump Ordinance
Moderator: MOD_Command
Renewed Request to Manually Dump Ordinance
This is a renewed request, with an explanation as to why:
I recently replicated the US attack on Fordow using six B-2 bombers, each armed with two GBU-57 bombs. I set up two underground bunkers as targets, and assigned three B-2s, with a total of six GBU-57s to attack each of the two underground bunkers.
Results: Most of the time, six bombs will destroy the bunker. Occasionally, the six bombs do not do the trick, but that is beside the point.
The point is, occasionally, the initial B-2s destroy the facility before the last B-2 of the group can launch. When that happens, the program will not allow the remaining planes to attack the no-longer existing bunker. (In real life, the actual damage to the bunker would not be known, and those bombs would be dropped, regardless of whether the target still existed or not.)
As a result, the planes (or group of planes) unrealistically fly back to the US, and some still have their full complement of bombs. This is more than 7000 miles. The planes still with the ordinance spend about 107 kg of fuel per minute, whereas the ones without it are spending 65 kg. That's quite a difference. They can not remain in the same grouping, and refueling is no longer in regular intervals as the planes are expending fuel at different rates.
The solution for this would be to be able to drop the unused bombs, just like those planes that do so when under attack. Otherwise, the return of the mission is completely disrupted.
Thanks for reading.
I recently replicated the US attack on Fordow using six B-2 bombers, each armed with two GBU-57 bombs. I set up two underground bunkers as targets, and assigned three B-2s, with a total of six GBU-57s to attack each of the two underground bunkers.
Results: Most of the time, six bombs will destroy the bunker. Occasionally, the six bombs do not do the trick, but that is beside the point.
The point is, occasionally, the initial B-2s destroy the facility before the last B-2 of the group can launch. When that happens, the program will not allow the remaining planes to attack the no-longer existing bunker. (In real life, the actual damage to the bunker would not be known, and those bombs would be dropped, regardless of whether the target still existed or not.)
As a result, the planes (or group of planes) unrealistically fly back to the US, and some still have their full complement of bombs. This is more than 7000 miles. The planes still with the ordinance spend about 107 kg of fuel per minute, whereas the ones without it are spending 65 kg. That's quite a difference. They can not remain in the same grouping, and refueling is no longer in regular intervals as the planes are expending fuel at different rates.
The solution for this would be to be able to drop the unused bombs, just like those planes that do so when under attack. Otherwise, the return of the mission is completely disrupted.
Thanks for reading.
-
- Posts: 463
- Joined: Mon May 11, 2020 5:16 pm
Re: Renewed Request to Manually Dump Ordinance
So a couple of thoughts. I know this would depend on the ordinance onboard (I'm not sure they would just dump a GBU-57) some Mk.82s sure.
Also. I haven't looked but can the MOP be BOL'd, to manually fired to simulate not knowing the BDA of the strike immediately.
Also. I haven't looked but can the MOP be BOL'd, to manually fired to simulate not knowing the BDA of the strike immediately.
Re: Renewed Request to Manually Dump Ordinance
I agree, from a logical point of view, they would not just drop am used GBU-57 as opposed to bringing it back. Of course they would bring it back.
But, the problem here is that the game knows more than the game player should know, and more than would be known in real life. Therefore, the game won't allow a mission controlled flight to attack a target that has already been destroyed. This is the problem.
In real life, they dropped all of the ordinance, figuring that it was completely necessary to destroy the target. (There is now info that indicates that it was not enough, but that is another story.)
So, since the game player knows that in the game the intention was to drop all of the ordinance, and in real life the game player wouldn't know what was destroyed, or not, the planes would not be flying back with any unexpended ordinance. I'm sure that they planned on all of the ordinance being expended. Therefore, it only makes sense that a mechanism should be in place to allow for its removal from the game, when it would otherwise be gone.
That's my take on it.
But, the problem here is that the game knows more than the game player should know, and more than would be known in real life. Therefore, the game won't allow a mission controlled flight to attack a target that has already been destroyed. This is the problem.
In real life, they dropped all of the ordinance, figuring that it was completely necessary to destroy the target. (There is now info that indicates that it was not enough, but that is another story.)
So, since the game player knows that in the game the intention was to drop all of the ordinance, and in real life the game player wouldn't know what was destroyed, or not, the planes would not be flying back with any unexpended ordinance. I'm sure that they planned on all of the ordinance being expended. Therefore, it only makes sense that a mechanism should be in place to allow for its removal from the game, when it would otherwise be gone.
That's my take on it.
Re: Renewed Request to Manually Dump Ordinance
There is one - it's on the right side panel under the fuel section. However, looks like it only works for external munitions at the moment. or you can just use Lua and assign it to a special action.


Re: Renewed Request to Manually Dump Ordinance
Oh interesting. I was under the impression that was just for external fuel tanks. Especially given it's below the fuel section. Good to know!Kushan04 wrote: Mon Jul 21, 2025 4:41 am There is one - it's on the right side panel under the fuel section. However, looks like it only works for external munitions at the moment.
Re: Renewed Request to Manually Dump Ordinance
DWReese wrote: Mon Jul 21, 2025 1:43 am This is a renewed request, with an explanation as to why:
I recently replicated the US attack on Fordow using six B-2 bombers, each armed with two GBU-57 bombs. I set up two underground bunkers as targets, and assigned three B-2s, with a total of six GBU-57s to attack each of the two underground bunkers.
Results: Most of the time, six bombs will destroy the bunker. Occasionally, the six bombs do not do the trick, but that is beside the point.
The point is, occasionally, the initial B-2s destroy the facility before the last B-2 of the group can launch. When that happens, the program will not allow the remaining planes to attack the no-longer existing bunker. (In real life, the actual damage to the bunker would not be known, and those bombs would be dropped, regardless of whether the target still existed or not.)
As a result, the planes (or group of planes) unrealistically fly back to the US, and some still have their full complement of bombs. This is more than 7000 miles. The planes still with the ordinance spend about 107 kg of fuel per minute, whereas the ones without it are spending 65 kg. That's quite a difference. They can not remain in the same grouping, and refueling is no longer in regular intervals as the planes are expending fuel at different rates.
The solution for this would be to be able to drop the unused bombs, just like those planes that do so when under attack. Otherwise, the return of the mission is completely disrupted.
Thanks for reading.
May you post the scenario?
If not, you may try the special action michaelm created in proving ground scenario?
https://forums.matrixgames.com/viewtopi ... 9#p5013849
Just tried it in B1706 and the F-35C will drop all the AMRAAMs.
Also there is of course the dirty and ugly modifying the weapons while playing in the editor

-
- Posts: 97
- Joined: Thu Apr 14, 2016 10:38 pm
Re: Renewed Request to Manually Dump Ordinance
I also assumed that was only for fuel tanks. I think it would be better to say "Jettison External Stores". Good to know, though.turmoil wrote: Mon Jul 21, 2025 5:56 amOh interesting. I was under the impression that was just for external fuel tanks. Especially given it's below the fuel section. Good to know!Kushan04 wrote: Mon Jul 21, 2025 4:41 am There is one - it's on the right side panel under the fuel section. However, looks like it only works for external munitions at the moment.
Re: Renewed Request to Manually Dump Ordinance
Is it dropping munitions only in the Pro version?Kushan04 wrote: Mon Jul 21, 2025 4:41 am There is one - it's on the right side panel under the fuel section. However, looks like it only works for external munitions at the moment. or you can just use Lua and assign it to a special action.
Re: Renewed Request to Manually Dump Ordinance
More testing is required. When I did it last night, everything got dropped (I think, it was pretty late). Just tested in both CMO and CPE and only the external tanks got jettisoned.Nikel wrote: Mon Jul 21, 2025 1:50 pmIs it dropping munitions only in the Pro version?Kushan04 wrote: Mon Jul 21, 2025 4:41 am There is one - it's on the right side panel under the fuel section. However, looks like it only works for external munitions at the moment. or you can just use Lua and assign it to a special action.
In either case, if you use Lua for it you can get more fine control then we'll ever have with a UI button.
Code: Select all
ScenEdit_SetUnit({UnitNameOrID='', jettison=''})
HeavyOnly
WeaponsOnly
AllExternal
All
store_<dbid>
Re: Renewed Request to Manually Dump Ordinance
I am almost positive it dumped everything external in the recent past. But I rarely used it so who knows.
Re: Renewed Request to Manually Dump Ordinance
Kushan04 wrote: Mon Jul 21, 2025 2:45 pm
More testing is required. When I did it last night, everything got dropped (I think, it was pretty late). Just tested in both CMO and CPE and only the external tanks got jettisoned.
In either case, if you use Lua for it you can get more fine control then we'll ever have with a UI button.
Code: Select all
ScenEdit_SetUnit({UnitNameOrID='', jettison=''}) HeavyOnly WeaponsOnly AllExternal All store_<dbid>
OK, thanks, only dropping external tanks here.
I guess Lua may be very powerful, but casual and normal users want a button and not to mess with a language they do not understand, me included

But what is considered droppable?, what is "all"?
In michaelm scenario I see "all", but only the AMRAAMs are jettisoned, not the decoys for example.
Re: Renewed Request to Manually Dump Ordinance
Modified michaelm's scenario, adding a B-2, editing the SA and changing the unitname.
The B-2 jettisons both GBU-57A/B MOPs.
The B-2 jettisons both GBU-57A/B MOPs.
- Attachments
-
- J.gif (642.95 KiB) Viewed 435 times
Re: Renewed Request to Manually Dump Ordinance
Great for creating triggers/edits.
If damage is greater than 5%
Use LUA
ScenEdit_SetUnit({UnitNameOrID='', jettison=''})
HeavyOnly
WeaponsOnly
AllExternal
All
store_<dbid>
And RTB
If damage is greater than 5%
Use LUA
ScenEdit_SetUnit({UnitNameOrID='', jettison=''})
HeavyOnly
WeaponsOnly
AllExternal
All
store_<dbid>
And RTB