View Full Version : Gunnery Fundamental, tips and advice
SlipBall
08-27-2012, 09:38 PM
My favorite subject in Clod
Do you have some tips or tricks about improved gunnery in game for others to try? Perhaps a favorite approach angle on an enemy, or an effective belt/convergence setting. Gunnery success is the bottom line in this game, and with a success, a player become content :)
VO101_Tom
08-27-2012, 11:02 PM
My favorite subject in Clod
Do you have some tips or tricks about improved gunnery in game for others to try? Perhaps a favorite approach angle on an enemy, or an effective belt/convergence setting. Gunnery success is the bottom line in this game, and with a success, a player become content :)
Hi.
The 109 default convergence good enough. People overrated the importance of the low-distance convergence. The truth is, the current gun accuracy is so bad, the convergence doesn't really matters. When you shot from close distance, you probably kill the enemy with ANY convergence settings. But you can't shot it down from far, if the convergence is short. It's a fact, often noticed when we fight 1v1.
Improve the gunnery skill? I tell my favorite method: play offline, switch off the head shake, slow down the game, turn off the cockpit, and try to hit the targets with the shortest burst. The good thing with this method, you actually have to targeting, not just sprinkle a long burst, and wait for the enemy, to flying through it (and the slow motion is coool :cool: , you see the flying bullets, the impacts, etc.). If you can shot it down every angle and distance, switch back the features one after the other. You will see, the shaking apply mostly the head, and not the plane (common error, if the pilot try compensate the head shake. Not only hopeless, but the plane much less shaking, than the head). Switch back the cockpit, the dashboard hide the view, but you will remember the lead, which have to pull to hit the target. Set the time back to normal, and you can follow the enemy with much accurate maneuvers (in the slow game, you should flying rather with calculated maneuvers, not with instinct. I like very mouch the slow practicing, very effective, and fun :)
There are many theoretical materials on the internet, one of the best is the Horrido Schiessfibel. You can download TX-Gunslinger's english translate form www.mission4today.com/ (http://www.mission4today.com/index.php?name=Downloads&file=details&id=3663) You can learn the ammo types, the distance measuring with Revi, shooting angles, etc.
(We talked about a possibly new folders in the forum, it would be great, if the admins would make a separated folder for the combat tactics, flying regulations, theoretical materials. This topic is a best example...)
SlipBall
08-28-2012, 10:17 AM
Hi.
The 109 default convergence good enough. People overrated the importance of the low-distance convergence. The truth is, the current gun accuracy is so bad, the convergence doesn't really matters. When you shot from close distance, you probably kill the enemy with ANY convergence settings. But you can't shot it down from far, if the convergence is short. It's a fact, often noticed when we fight 1v1.
Improve the gunnery skill? I tell my favorite method: play offline, switch off the head shake, slow down the game, turn off the cockpit, and try to hit the targets with the shortest burst. The good thing with this method, you actually have to targeting, not just sprinkle a long burst, and wait for the enemy, to flying through it (and the slow motion is coool :cool: , you see the flying bullets, the impacts, etc.). If you can shot it down every angle and distance, switch back the features one after the other. You will see, the shaking apply mostly the head, and not the plane (common error, if the pilot try compensate the head shake. Not only hopeless, but the plane much less shaking, than the head). Switch back the cockpit, the dashboard hide the view, but you will remember the lead, which have to pull to hit the target. Set the time back to normal, and you can follow the enemy with much accurate maneuvers (in the slow game, you should flying rather with calculated maneuvers, not with instinct. I like very mouch the slow practicing, very effective, and fun :)
There are many theoretical materials on the internet, one of the best is the Horrido Schiessfibel. You can download TX-Gunslinger's english translate form www.mission4today.com/ (http://www.mission4today.com/index.php?name=Downloads&file=details&id=3663) You can learn the ammo types, the distance measuring with Revi, shooting angles, etc.
(We talked about a possibly new folders in the forum, it would be great, if the admins would make a separated folder for the combat tactics, flying regulations, theoretical materials. This topic is a best example...)
Hi Tom
I found that the default convergence of the 109 is not the best to use. If you experiment with it, you will notice the hit ratio increasing or even decreasing, depending on your chosen settings. :)
VO101_Tom
08-28-2012, 11:59 AM
Hi Tom
I found that the default convergence of the 109 is not the best to use. If you experiment with it, you will notice the hit ratio increasing or even decreasing, depending on your chosen settings. :)
What convergence do you use? How many meters?
Hellbender
08-28-2012, 02:24 PM
I have no problem with the default convergence of the 109E, especially with the MGs which are more than nice to fire from all angles at enemy aircraft sicne it is so easy to lead with them sicne their are palced on the nose. Much more difficult it is to do the same work with the Spit or Hurri with wing mounted guns. I loved all the nose mounted cannons and MGs in Il 2 1946.
In general, for Spits and Hurris, use a convergence around 200m or lower and fill the ammo belts with a mix of DeWilde and AP rounds. If possible, try to get as close as possible with your plane on the enemy aircraft and start perforating it.
macro
08-28-2012, 02:31 PM
i use 110 meters.
for the spit it does matter
if you use long range conv. then you get 2 hit spots either side of your dot on the gun sight (at close range where you are far more likly to get hits), 110 (or another close setting) means both hit on the dot at close range. this means you have to fill up the site with the enemy Ac, but this also means you can aim at a specific part of the plane with all the guns, (i.e cockpit, fueltanks, weakspots on bombers etc). if all the guns are hitting the same spot, it doesnt take a long burst to destroy whatever they hit. being restricted to close combat also means you save ammo, as you only get 12 seconds of fire as it is.
thats my preference anyway
5./JG27.Farber
08-28-2012, 02:47 PM
I use the 400 200 on cannons and 400 400 on MGs as per the Luftwaffe diagram. Like Tom said with the cannons they are fairley inaccurate and so for this reason I only use them for close range, like 100 metres on small targets like fighters. I also like to save ammo and confirm I am going to hit by using the MG's to draw on to the target and when you see hits fire the big guns... Tracers and or Beobachtung are good for this.
Firing on fighters dead 6 is kinda wasteful, the low volocity cannon rounds tend to go over and under the wings of your target as the wings are so thin from this angle. In fact from dead 6 you are better using the nose MG's to aim for the oil cooler or water rad as this will be just as crippling as a hole in the wing... Firing straight down the fusalage is largely wasteful.
The best target I feel for a fighter is 90 degree on top on from below as he turns. You often have to draw blind lead under your nose and experieced red pilots will add slip with the rudder so expect to miss sometimes. How ever the window for shooting is smaller so you use less ammo and the target is bigger so you have more chance of a hit. Ideally these shots are at less than 100 metres, wingspan of target fighter once in your recticle, you have to get close.
I had cannons for a long time set to 100metres however this only limits your options should you need to fire them at longer distance... Like to scare someone off your wingman. The cannon trails have a good phycological effect...
I'd really love to try a 109 with 8 wing MG's like the hurri set up just to see what its like...
Just my 2 cents, as always... ;)
CaptainDoggles
08-28-2012, 03:20 PM
My favorite subject in Clod
Do you have some tips or tricks about improved gunnery in game for others to try? Perhaps a favorite approach angle on an enemy, or an effective belt/convergence setting. Gunnery success is the bottom line in this game, and with a success, a player become content :)
In the 109 I shoot at 115 meters.
At that range, a Spitfire's wings should be juuust narrower than the diameter of the revi, and the Hurri should be juuust wider.
Against bombers, I don't even use the cannons. Load armor-piercing rounds into your nose guns, and then just shoot at the tailgunner until you kill him, and then the engine cowling until you get the nice thick black smoke.
Usually ~200 rounds per bomber.
SlipBall
08-28-2012, 04:03 PM
My style of aiming is always at the vertical mid rudder point of an aircraft that I sneak up on. Others situations are governed by our relation to each other, in each case different, naturally. On bombers I will start early, maybe 270 out and closing slow as possible, walking my guns in a tight left/right on rudder section, duration of burst very short at the beginning, but increase as I close. Almost always gunners are killed, many times the first burst may kill the pilot, and so ammo is not wasted.:)
Classified
Tracers are optional, I don't use them.
Slips dominator load Bf-109
Guns:
Gun 1. convergence vert. 170, hor. 140,--belt round load ratio 18/2--first 18 round: 7.92x57 S.m.K.H. Spitzgeschoss mit Kern, Hart--next: 2 rounds: 7.92x57 S.m.K. Ub.m Zerl. Spitzgeschoss mit Kern
2. convergence vert. convergence vert. 200, hor. 160,--belt round load ratio 18/2--first 18 round: 7.92x57 S.m.K.H. Spitzgeschoss mit Kern, Hart--next: 2 rounds: 7.92x57 S.m.K. Ub.m Zerl. Spitzgeschoss mit Kern
3. convergence vert. 115, hor. 100,--belt round load ratio 100%--20x80 RB, m Geschoss
4. convergence vert. 115, hor. 100,--belt round load ratio 100%--20x80 RB, m Geschoss
---------------------------------------------------------------------
Slips RED hot Rotol--BR-20 killer
Tracers are optional
Guns:
Gun 1. convergence vert. 125, hor. 100,--belt round load ratio 1/10--first round:Tracer (yellow), G, Infantery Long Range, 1000 yd, .303 inch, Cordite, Mark 2--next: 10 rounds Armour Piercing, W, .303 inch, Nitrocellulose, Mark IZ
2. convergence vert. 125, hor. 100,--belt round load ratio 4/1/6--4 rounds Armour Piercing, W, .303 inch, Nitrocellulose, Mark IZ--next: 1 round: Tracer (yellow), G, Infantery Long Range, 1000 yd, .303 inch, Cordite, Mark 2--next: 6 rounds Armour Piercing, W, .303 inch, Nitrocellulose, Mark IZ
3. convergence vert. 150, hor. 125,--belt round load ratio 100%--Armour Piercing, W, .303 inch, Nitrocellulose, Mark IZ
4. convergence vert. 150, hor. 125,--belt round load ratio 100%--Armour Piercing, W, .303 inch, Nitrocellulose, Mark IZ
5. convergence vert. 275, hor. 250--belt round load ratio 1/10--first round:Tracer (yellow), G, Infantery Long Range, 1000 yd, .303 inch, Cordite, Mark 2--next: 10 rounds Armour Piercing, W, .303 inch, Nitrocellulose, Mark IZ
6. convergence vert. 275, hor. 250--belt round load ratio 4/1/6--4 rounds Armour Piercing, W, .303 inch, Nitrocellulose, Mark IZ--1 round: Tracer (yellow), G, Infantery Long Range, 1000 yd, .303 inch, Cordite, Mark 2--next: 6 rounds Armour Piercing, W, .303 inch, Nitrocellulose, Mark IZ
7. convergence vert. 275, hor. 250--belt round load ratio 100%--Armour Piercing, W, .303 inch, Nitrocellulose, Mark IZ
8. convergence vert. 275, hor. 250,--belt round load ratio 100%--Armour Piercing, W, .303 inch, Nitrocellulose, Mark IZ
Fighter killer: Gun 1-4 unchanged
5. 235/200
6. 235/200
7. 235/200
8. 235/200
Hellbender
08-28-2012, 06:51 PM
For the Luftwaffe planes the "7.92x57 S.m.K.H. Spitzgeschoss mit Kern, Hart" round has excellent performance against british planes. A couple of hits into the engine comaprtment of the British Fighters and they start smoking badly. Nice for attack where a lots of lead is required, for instacne when the Spitfire or the Hurricane is turning away. The 20mm cannons can be effective from 6 o´clock when you aim with the reticle at the upper part of the rudder of your target, then your cannon rounds should impact from close range in the wings of your target disabling it most likely.
For the SPitfire and Hurricane, I personally use a 173m (190 yards) convergence with the following load out:
1. Tracer - DeWilde
2. Tracer - AP
3. DeWilde
4. AP
5. AP
6. DeWilde
7. Tracer - AP
8. Tracer - DeWilde
SlipBall
08-28-2012, 07:34 PM
I don't recommend using tracers to heavily, they tell both AI or a human that you are there. Precious seconds of surprise are lost, they are also an invitation for help to arrive for your opponent. They can be seen for a long distance, just as importantly they take up valuable belt space, and decrease damage potential from the hit average. :)
SlipBall
09-01-2012, 10:46 PM
I have no problem with the default convergence of the 109E, especially with the MGs which are more than nice to fire from all angles at enemy aircraft sicne it is so easy to lead with them sicne their are palced on the nose. Much more difficult it is to do the same work with the Spit or Hurri with wing mounted guns. I loved all the nose mounted cannons and MGs in Il 2 1946.
In general, for Spits and Hurris, use a convergence around 200m or lower and fill the ammo belts with a mix of DeWilde and AP rounds. If possible, try to get as close as possible with your plane on the enemy aircraft and start perforating it.
I have read that closing to 70m was used a lot during the war.
i use 110 meters.
for the spit it does matter
if you use long range conv. then you get 2 hit spots either side of your dot on the gun sight (at close range where you are far more likly to get hits), 110 (or another close setting) means both hit on the dot at close range. this means you have to fill up the site with the enemy Ac, but this also means you can aim at a specific part of the plane with all the guns, (i.e cockpit, fueltanks, weakspots on bombers etc). if all the guns are hitting the same spot, it doesnt take a long burst to destroy whatever they hit. being restricted to close combat also means you save ammo, as you only get 12 seconds of fire as it is.
thats my preference anyway
Its good to have a wing set for some distance for bombers, because the time needed for gunner damage sometimes. I think the vertical convergence should have a higher value than the hor...especially when hitting bombers, not sure why, but hit average does go up.
I use the 400 200 on cannons and 400 400 on MGs as per the Luftwaffe diagram. Like Tom said with the cannons they are fairley inaccurate and so for this reason I only use them for close range, like 100 metres on small targets like fighters. I also like to save ammo and confirm I am going to hit by using the MG's to draw on to the target and when you see hits fire the big guns... Tracers and or Beobachtung are good for this.
Firing on fighters dead 6 is kinda wasteful, the low volocity cannon rounds tend to go over and under the wings of your target as the wings are so thin from this angle. In fact from dead 6 you are better using the nose MG's to aim for the oil cooler or water rad as this will be just as crippling as a hole in the wing... Firing straight down the fusalage is largely wasteful.
The best target I feel for a fighter is 90 degree on top on from below as he turns. You often have to draw blind lead under your nose and experieced red pilots will add slip with the rudder so expect to miss sometimes. How ever the window for shooting is smaller so you use less ammo and the target is bigger so you have more chance of a hit. Ideally these shots are at less than 100 metres, wingspan of target fighter once in your recticle, you have to get close.
I had cannons for a long time set to 100metres however this only limits your options should you need to fire them at longer distance... Like to scare someone off your wingman. The cannon trails have a good phycological effect...
I'd really love to try a 109 with 8 wing MG's like the hurri set up just to see what its like...
Just my 2 cents, as always... ;)
Me too! that would be insane
Aiming at the rudder will generally hit those targets you mention, plus pilot maybe.:-P
In the 109 I shoot at 115 meters.
At that range, a Spitfire's wings should be juuust narrower than the diameter of the revi, and the Hurri should be juuust wider.
Against bombers, I don't even use the cannons. Load armor-piercing rounds into your nose guns, and then just shoot at the tailgunner until you kill him, and then the engine cowling until you get the nice thick black smoke.
Usually ~200 rounds per bomber.
A very good number for rounds used!
For the Luftwaffe planes the "7.92x57 S.m.K.H. Spitzgeschoss mit Kern, Hart" round has excellent performance against british planes. A couple of hits into the engine comaprtment of the British Fighters and they start smoking badly. Nice for attack where a lots of lead is required, for instacne when the Spitfire or the Hurricane is turning away. The 20mm cannons can be effective from 6 o´clock when you aim with the reticle at the upper part of the rudder of your target, then your cannon rounds should impact from close range in the wings of your target disabling it most likely.
For the SPitfire and Hurricane, I personally use a 173m (190 yards) convergence with the following load out:
1. Tracer - DeWilde
2. Tracer - AP
3. DeWilde
4. AP
5. AP
6. DeWilde
7. Tracer - AP
8. Tracer - DeWilde
The Hart round is my favorite too!
trademe900
09-03-2012, 12:24 AM
The RAF fighters are not even worth flying with the default ammo loadout; it's really only good for wounding or injuring gunners. Forget about a 109 with that loadout, you will only suceed in perforating his cooling and as we know the planes in COD can go seemingly forever with streaming coolant, even at full power.
As it is not possible to chase down a 109 you only have split seconds to work with in turning deflection shots or high speed bounces. I load all guns with solely dewilde and armour piercing, with the dewilde having the greatest effect. There is something definitely wrong with the damage modelling at present however; if you load all guns entirely with dewilde the wings blow off he111's instantly in spectacularly unrealistic fashion. I tend to work around this bug by making half loadout armour piercing. With the loadout like this you are likely to both set fire to the enemy or disable it's control surfaces.
I have never caused structural damage to a plane with ball or any other ammo other than armour piercing so as far as i'm concerned only dewilde and armour piercing are of any use.
Varrattu
09-03-2012, 07:39 AM
Referring the aircraft.ini, iL2CoD-v.1.08.18956, the standard convergence for all BF109E is defined as follows:
nose mounted MG 2x Rheinmetall-Borsig MG 17 (7.92mm)
vertical convergence == 400 m (Visierschuss)
horizontal convergence == 420 m (Kreuzung)
wing mounted MG 2x Rheinmetall-Borsig MG 17 (7.92mm)
vertical convergence == 500 m (Visierschuss)
horizontal convergence == 300 m (Kreuzung)
wing mounted MG 2x Oerlikon/Ikaria MG FF (20mm)
vertical convergence == 500 m (Visierschuss)
horizontal convergence == 300 m (Kreuzung)
wing mounted MG 2x Oerlikon/Ikaria MG FF/M (20mm)
vertical convergence == 500 m (Visierschuss)
horizontal convergence == 300 m (Kreuzung)
There is a good reason why vertical standard convergence is 500 m (Visierschuss). The German iL2CoD munition types have been animated in a version "verbessert" (improved). The cartridges are of high-velocity type for maximum performance in aircraft machine guns and give higher pressure than other 7,9 mm rounds.
http://forum.1cpublishing.eu/showpost.php?p=435419&postcount=15
... and here are the standard convergences for all iL2CoD Spitfires and Hurricanes, taken from aircraft.ini, iL2CoD-v.1.08.18956:
vertical convergence == 370 yards
horizontal convergence == 370 yards
~S~
Varrattu
Robo.
09-03-2012, 09:40 AM
The RAF fighters are not even worth flying with the default ammo loadout; it's really only good for wounding or injuring gunners. Forget about a 109 with that loadout, you will only suceed in perforating his cooling and as we know the planes in COD can go seemingly forever with streaming coolant, even at full power.
As it is not possible to chase down a 109 you only have split seconds to work with in turning deflection shots or high speed bounces. I load all guns with solely dewilde and armour piercing, with the dewilde having the greatest effect. There is something definitely wrong with the damage modelling at present however; if you load all guns entirely with dewilde the wings blow off he111's instantly in spectacularly unrealistic fashion. I tend to work around this bug by making half loadout armour piercing. With the loadout like this you are likely to both set fire to the enemy or disable it's control surfaces.
I have never caused structural damage to a plane with ball or any other ammo other than armour piercing so as far as i'm concerned only dewilde and armour piercing are of any use.
I fly the RAF fighters with default ammo (for they are historically accurate) and never encountered any of the problems you are describing. If you hit the 109 at convergence range, you will do lots of damage.
SlipBall
09-03-2012, 10:54 AM
I fly the RAF fighters with default ammo (for they are historically accurate) and never encountered any of the problems you are describing. If you hit the 109 at convergence range, you will do lots of damage.
I wonder if those pilots had their ammo belts adjusted to their preference load very often back then. Statistically speaking, the Brit guns did very well, but was some tweaking done at times. Or was there a very ridged policy in place?
Al Schlageter
09-03-2012, 11:56 AM
RAF pilots did not always fly the same a/c. Did the pilot have his guns adjusted to his convergence preference before every flight?
SlipBall
09-03-2012, 12:33 PM
RAF pilots did not always fly the same a/c. Did the pilot have his guns adjusted to his convergence preference before every flight?
Good question, maybe someone will have an answer...I know for certain that the Brit default convergence/load in game is just fine. I think, judging by my own experiences, the problem people have. Is not having the cross hairs square with the target. The more level you can get the hairs to the wings, the greater the hits. In the British aircraft I stopped leaning to the gunsight, because I found the jumping, bouncing a distraction. There is only a few seconds to make the shot, best to use that time to square up the hairs.
lonewulf
09-03-2012, 02:17 PM
Could someone please explain the distinction between horizontal and vertical convergence. I really struggle to make any sense of this. In real world terms, how is it possible to set two different values for convergence? What am I missing here?
5./JG27.Farber
09-03-2012, 02:26 PM
Could someone please explain the distinction between horizontal and vertical convergence. I really struggle to make any sense of this. In real world terms, how is it possible to set two different values for convergence? What am I missing here?
VERTICAL:
http://i1020.photobucket.com/albums/af321/farber82/convergence.png
HORIZONTAL^
lonewulf
09-04-2012, 12:25 AM
I still struggle with this I'm afraid - despite the very interesting diagram. From what I can see from the above, we simply have two different points of convergence with this particular 109, one set for the MG 17s and one for the MG-FFs. The cannon are harmonized to converge at 200m and the MGs at 400m -or so. However, given the different trajectories of the two weapons the cannon convergence occurs well above the line of sight, so if you were aiming at something at 200m you would probably miss with your cannon and with your MGs. At 400m you would get quite a nice group with your MG 17s but your cannon would be way off. So, this brings me back to my original point about horizontal and vertical points of convergence. I don't really see why we would have the option to set both. If I was a WW2 fighter pilot I would expect my weapons to harmonized to climb through or fall through my line of sight at a particular known range, say 300m and in some cases I may set different points of convergence for my MGs and cannon (although I can't imagine why I would do that) - but why would I attempt to alter the vertical convergence? Each weapon can be set differently so presumably it would be possible to have each MG or cannon zeroed in on a different bit of sky, but what historical evidence is there that anyone did this, effectively the opposite approach to weapons harmonization?
MadBlaster
09-04-2012, 01:12 AM
it looks to me from that diagram, the 200m horizontal setting for the cannons is too far? the vertical intersect and los per diagram is guesstimate at 150m. so if you want to use the pip, i think you would back down the horizontal setting of the cannon ammo to same (i.e., 150m). so its a matter of adjusting the convergences to the aero properties of the ammo if you want to use the pip, i guess.:confused:
SlipBall
09-04-2012, 09:28 AM
Just think of the vertical setting as a necessity to achieve the down range distance. No different than your target rifle that you set the rear sight, so as to hit the bulls eye at a known distance. Heavy bullets needing more height setting than lighter ones, but I may be wrong in my understanding of this.
lonewulf
09-04-2012, 11:07 AM
Well no, that doesn't work for me at all.
If I am sighting in a rifle I will adjust the sight so that the reticule in the scope or the foresight on the rifle aligns with the group I have fired on the target, which I will have set up at a known range, say 100m. If I want to hit my target at ranges between say 50 and 250m, I'll probably adjust my sights so the group I have fired sits an inch or so above my aiming point. This compensates for the trajectory of the rifle and ensures that my shots stay within the vitals of a deer sized target at extended range.
This could be done in the sim by having a horizontal convergence point and then incorporating about .5m of vertical convergence to increase the range at which the selected horizontal convergence point will be effective. In other words, although 300m has been selected as a convergence point, an aircraft engaged at 350m should also be hit with a dead-on 6 o'clock hold. However, as this vertical value is not going to be much more than a meter or so (if that), this doesn't appear to be what is envisaged. With the sim, all I should have to do is to elect a point along my line of sight (as seen through my reflector sight) as my convergence point. Lets say that's 300m. At that range the projectiles from my MGs and cannon will pass through my line of sight as they climb along their respective trajectories and then drop back down and pass through my line of sight at the designated convergence point. If I select 300m for both MGs and cannon the points where the projectiles first pass through my line of sight will differ but the convergence point will nevertheless remain the same.
So assuming all of the above is correct, what is the point of the separate vertical convergence value in the sim??
MadBlaster
09-04-2012, 01:21 PM
i think it has to do with penetration value and what you are shooting at. going back to the diagram. the bullet path of the cannon is on the ascent on up to about 250m. that is the peak of the curve. after that, it is on the descent and the penetration ability is naturally going to be less than on the ascent part of the curve. The vertical convergence setting ( i guess) allows you to shift the peak of the path closer or farther away from the revi and the intersection points as well. if your targets are hard armored, you generally want to hit on the ascent. if soft armored, hit damage on the decent may be sufficient. i suppose if you have some really heavy ammo and you set the vertical convergence way out there (e.g., 1000 m), there would never be an intersection of the bullet path to the los. so that wouldn't work to well if you intend to use the pip.
Igo kyu
09-04-2012, 01:36 PM
i think it has to do with penetration value and what you are shooting at. going back to the diagram. the bullet path of the cannon is on the ascent on up to about 250m. that is the peak of the curve. after that, it is on the descent and the penetration ability is naturally going to be less than on the ascent part of the curve.
Sorry, but physically this is rubbish. Why would something going up penetrate more that something going down? The decline in KE is mainly due to air resistance, which is to say the further from the muzzle the slower, the slope doesn't make much difference, though gravity will also tend to accelerate masses toward the earth.
MadBlaster
09-04-2012, 02:14 PM
Sorry, but physically this is rubbish. Why would something going up penetrate more that something going down?
ask your girlfriend.:-P
SlipBall
09-04-2012, 08:47 PM
Well no, that doesn't work for me at all.
If I am sighting in a rifle I will adjust the sight so that the reticule in the scope or the foresight on the rifle aligns with the group I have fired on the target, which I will have set up at a known range, say 100m. If I want to hit my target at ranges between say 50 and 250m, I'll probably adjust my sights so the group I have fired sits an inch or so above my aiming point. This compensates for the trajectory of the rifle and ensures that my shots stay within the vitals of a deer sized target at extended range.
This could be done in the sim by having a horizontal convergence point and then incorporating about .5m of vertical convergence to increase the range at which the selected horizontal convergence point will be effective. In other words, although 300m has been selected as a convergence point, an aircraft engaged at 350m should also be hit with a dead-on 6 o'clock hold. However, as this vertical value is not going to be much more than a meter or so (if that), this doesn't appear to be what is envisaged. With the sim, all I should have to do is to elect a point along my line of sight (as seen through my reflector sight) as my convergence point. Lets say that's 300m. At that range the projectiles from my MGs and cannon will pass through my line of sight as they climb along their respective trajectories and then drop back down and pass through my line of sight at the designated convergence point. If I select 300m for both MGs and cannon the points where the projectiles first pass through my line of sight will differ but the convergence point will nevertheless remain the same.
So assuming all of the above is correct, what is the point of the separate vertical convergence value in the sim??
Maybe/probably those aircraft had it
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