TL;DR: A new widget allows bombers to hit cloaked units, to target submerged units, and more.
Bombers means here all planes that need Airpad rearm.
Terminology:
FFU = Force Fire ("F") -> click on a Unit,
FFD = Force Fire + Drag -- creates a queue of FFU,
FFP = Force Fire -> click on map Point where there is no unit.
Problems with Bombers1. Targeting submerged unitsOnly Raven can target submerged units, but it would miss fast-moving units like Seawolf. Other bombers, despite being able to make some damage by hitting the surface, not only cannot target submerged units (with FFU) but are also prevented to target the surface (with FFP) right above them.
2. Disappearing targetsOften a target will disappear right before a bomber fires, due to either becoming cloaked, or destroyed by something else. In such a situation the bomber will recklessly circle around, at the frontline or even beyond it, and usually will be quickly destroyed. Of course, there are manual solutions for this, such as queuing Move to some back location after issuing FFU command, or, in case of a cloaked target, prompt FFP command to the target's expected location, but this is not ideal, considering that: (1) there could be several bombers, attacking simultaneously, (2) at the same time the air player often needs to micro the nearby Owl and Swifts.
3. Auto-Attack managementMinor issue: Attack Move is repeated until canceled, that is, after rearm, if no player action was done, bombers will attack again the same area. I find it not ideal and prefer for Attack Move command to be one-time action, that is, forgotten after firing.
What this widget does1. If an attacked unit becomes cloaked, bombers will hit its presumptive location (accounting for last seen position and velocity).
2. Submerged units can be targeted, the water surface above the target will be hit, accounting for units speed and location. Raven (and other bombers) may hit fast submerged units like Seawolf.
3. If a targeted unit got destroyed by something else, and there is not a queued command, the bomber will return to air factory or airpad, to avoid dangerous circling at the frontline.
4. In contrast to 'Smart Bombers' widget (which should be disabled to use this one), this widget not only temporarily turns on the 'Free Fire' state when Attack Move is issued, but also discards the Attack Move command after firing. Thus the Attack Move becomes one-time action rather than a kind of a state.
How does it workFor cloaked or submerged targets, the widget replaces the player-issued FFU command with a series of FFP ones, accounting for bomber's and target's location and velocity, as seen in the clips.
For cloaked targets it calculates their presumptive location based on the last known position and velocity. Of course, if the target has changed direction or stopped after becoming cloaked, the bomber will miss.
The usual commands queue mechanism doesn't work here, because of the repeated FFP commands (CMD.REMOVE/CMD.INSERT wouldn't work), so the widget re-implements the queue. The major limitation is that FFU or FFD commands cannot be queued after Move or other non-FFU/D commands. That is, if they were queued, they will be discarded by the widget. Inserting commands with space isn't implemented either (I never use it for bombers so didn't bother).
Widget