Three things to consider.
1- In dive bombing in the game and in real life, err towards steeper and lower for more accuracy.
2- In dive bombing in the game and in real life, the steeper and lower you release, the lower your pullout will be. We try to keep AAA at a level described in the story. If you get really low, you are in range of small arms, ZPU and .51 Cal. Under no circumstances will dropping a bomb on an armed man be a free ride.
3- After each pass, take the time to regain your original "perch" altitude. Avoid dropping from continually lower heights and slower speeds. Speed matters because the guns are set to yaw at a realistic rate. They cannot turn fast enough to hit you easily.
Jink. Jink. and then Jink some more. It works.
My understanding from reading books about F-105 Thunderchief pilots in Vietnam was that the average bombing profile on the majority of strongly defended larger fixed targets (like bridges, railyards, warehouse areas etc) was the pop up attack that started from about 2000'-4000' agl climbing to 12-15000' then going inverted by the apex and rolling in on the target at 60-70 degrees dive angle. The bombs had to be released at 8K-6000' around 500kn airspeed after which they would egress jinking at about 1000-2000' AGL. I'm very curious to hear what were the bombing profiles for the navy A4 and F4s for similar targets in Vietnam? Anyone can share it please?
The links Diego gave above are really awesome to substantiate your gameplay with in VoW and YAP2. Unfortunately the release tables don't even cover those angles used by heavier F-105.
Perhaps 05, or other kind soles, could kindly give a few of the real bombing paraemeters used in Vietnam by A4s and F4s in the follwing format (after all they were essentially what the pilots kept on top of the exhausting planning when in the thick) :
1. Initial popup Alt
2. Apex Alt
3. Dive Angle
4. Speed
5. Release Alt
6. Egress Alt
It would be awesome to excercise realistic bomb run profiles in the range prior to the practical use in the combat flights. I'd also like to have a simplified table (based on the 6 points above) for finding the required DefaultDepression= value in the aircraft’s xxxx_cockpit.ini file (as mentioned in the exhaustive Weapon Delivery Manual pdf). That would be quite enough for the purpose of this game and its assumed precision (without going too deep into geometry). The key for this, again, is to be able to extract/get the DefaultDepression= values based on several combinations of the profile parameters for the 3 aircrafts.
Thanks,
Dirk.