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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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Old 04-19-2011, 08:26 PM
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raaaid raaaid is offline
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Default whats vertical convergence?

is it that weapons aim up?

if i can make the cross hair higher up from the nose with vertical convergence ill definitly will abandon wonderwoman view
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Old 04-19-2011, 08:42 PM
JG14_Jagr JG14_Jagr is offline
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Usually it is the range at which the trajectory of the rounds arcs down through the line of sight of the gunsight. If you have the convergance for both at one spot and set your sight to that range, then in theory it should be harmonized to a single SPOT if the target is at that same range.
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Old 04-19-2011, 09:03 PM
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And people keep on biting the bait
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Old 04-19-2011, 09:07 PM
Fredfetish Fredfetish is offline
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Quote:
Originally Posted by raaaid View Post
is it that weapons aim up?

if i can make the cross hair higher up from the nose with vertical convergence ill definitly will abandon wonderwoman view
I'd love that to! To be able to see the plane which I’m trying to lead in a tight turn or even to fire upwards or downwards at bombers rather than straight from behind. At a guess however I think it would be more relavent to multi row gun setups like the Me 110's, with the top guns firing at the same spot as the lower ones if their convergence align. So I don't think you can go ... say more positive then straight ahead, but I guess you can go negative until 100m, which means you would be able to have the bottom row of guns fire upwards and vice versa. It would be interesting to see if this is actually the case. Yes anyone? Has anyone seen any difference in the vertical convergence point of guns that are all fitted in a horizontal axis? If so, then you’d need to see which direction the convergence works, hopefully upwards.
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Old 04-19-2011, 10:21 PM
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I'd love that to! To be able to see the plane which I’m trying to lead in a tight turn or even to fire upwards or downwards at bombers rather than straight from behind.
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Old 04-20-2011, 03:47 AM
Blackdog_kt Blackdog_kt is offline
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Quote:
Originally Posted by Fredfetish View Post
I'd love that to! To be able to see the plane which I’m trying to lead in a tight turn or even to fire upwards or downwards at bombers rather than straight from behind. At a guess however I think it would be more relavent to multi row gun setups like the Me 110's, with the top guns firing at the same spot as the lower ones if their convergence align. So I don't think you can go ... say more positive then straight ahead, but I guess you can go negative until 100m, which means you would be able to have the bottom row of guns fire upwards and vice versa. It would be interesting to see if this is actually the case. Yes anyone? Has anyone seen any difference in the vertical convergence point of guns that are all fitted in a horizontal axis? If so, then you’d need to see which direction the convergence works, hopefully upwards.
Convergence is how far away from you the rounds will be by the time they meet in the center of the gunsight. Assuming you fly straight and level and shoot at empty air as a test, closer than convergence the rounds will be going wide and high of the center of the gunsight, at convergence they will meet at the center of the gunsight and exceeding convergence they will be going wide (after crossing paths) and low of the gunsight center.

In any case, don't expect actually firing upwards unless the sim has some pretty unrealistic limits for mounting the guns, which would be a bug that would get reported and corrected in a patch. The guns could be arced upwards but only enough to lob the shells at an angle enough to counteract the effects of gravity, after all the guns can only have a little bit of "wiggle room" inside their housing and not rotate freely around any axis.

Vertical convergence is adjustable because
a) rounds travel in an arc and not a straight line due to the influence of gravity and
b) different rounds fired by different guns have different ballistic trajectories.

What it looks like is a bit like this crude picture:




In short, vertical convergence range doesn't mean "how far upwards i can shoot" but "how far away the rounds are when they meet on the vertical plane of motion that's defined by the aircraft as a reference point".

Hope it helps
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Old 04-20-2011, 04:08 AM
Wolf_Rider Wolf_Rider is offline
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"Setting the gun convergence in a mark IX of the Czech 310 sqn, the usual collimation range was 275 yads, but it migh vary according to the pilot tastes."
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Old 04-20-2011, 09:08 AM
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Quote:
Originally Posted by Blackdog_kt View Post

In short, vertical convergence range doesn't mean "how far upwards i can shoot" but "how far away the rounds are when they meet on the vertical plane of motion that's defined by the aircraft as a reference point".

Hope it helps

You forgot to mention; even if you got a high convergence, the (vertical) trajectory crosses the sighting line twice.
For instance, even if you enter 550m horizontal convergence - the result could be perfect for 150m too.




Too bad we dont have this graph in the game yet.
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Old 04-20-2011, 10:17 AM
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Hmm must find these for the Spits and Hurri's.. Nice find on the NN.
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Old 04-20-2011, 12:01 PM
Fredfetish Fredfetish is offline
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Quote:
Originally Posted by swiss View Post
You forgot to mention; even if you got a high convergence, the (vertical) trajectory crosses the sighting line twice.
For instance, even if you enter 550m horizontal convergence - the result could be perfect for 150m too.




Too bad we dont have this graph in the game yet.
Ah, awesome! Yes totally forgot about the arch. Anyway, if you knew the range and the trajectory of your ammo you can actually set the bottom range to very far and it would need to fire upwards to achieve this convergence point. So if you look at the graph and you know the elevation required for the set distance and where this intersects in the area close by, you'd be firing upwards with precision (or just use the tracers) .What is great, is that you don't actually have to worry about the top guns' convergent point aligning with this far point since you can set each gun's convergence point separately.
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