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IL-2 Sturmovik: Birds of Prey Famous title comes to consoles. |
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#11
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Fire a high velocity bullet horizontal to the ground and drop one at the same time from the same height - both will hit the ground at exactly the same time. The force of gravity acts equally on both irrespective of the horzontal force use to fire the high velocity round.
Last edited by SEE; 09-08-2010 at 05:21 PM. |
#12
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Its all meaningless in BoP anyway because the bullets really arn't affected by gravity or drag at all. They just fly off at muzzle velocity and into infinity if they don't hit anything. Thats one reason why in BoP its so easy to shoot down someone who is in a climb. And why with unlimited ammo you can shoot down planes with the G-6 nose cannon from outside the range of a modern short range IR missile.
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XBL GT: - Robotic Pope HyperLobby CS: - Robot_Pope Last edited by Robotic Pope; 09-08-2010 at 09:52 PM. |
#13
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![]() Last edited by vdomini; 09-09-2010 at 08:43 AM. |
#14
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Yeah, the bullets in bop are like lasers. It's pretty annoying getting picked off from about 2500 yds away.
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#15
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Hosting a limited ammo game will reduce this stess a little ![]() |
#16
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Hello!
I have another question for you about bullet speed. Since now i have clear that plane speed will not affect the initial bullet speed, but, do you think different bullet speed from weapon to weapon have been implemented in the game ( muzzle shell velocity ) ? Example... : Ns37, 37mm, mounted over Yak9, anti tank cannon , muzzle shell velocity around 900 m/s Mk108 on german plane, muzzle shell velocity of 505 m/s Faster bullet need a different target leading compared to slower one.... so in theory leading a shot from a yak9 should be easier... |
#17
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in real life a faster bullet needs less lead....which is a calculated intersection point where the speed and direction of the target and speed and direction of the bullet meet. you would have to factor in the convergence point of wing mounted MGs on ac like the mustang, 47, etc. now in this game, i dont think (my opinion only) they got that far into the physics except to calculate convergence. i have heard in the PC versions ( Il2 and 1946). you can set these points yourself.
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![]() Last edited by bobbysocks; 09-24-2010 at 05:16 PM. |
#18
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all weapons have an effective range.
For example the C-7 Damico 5.56 (AR-15 Varient) had an effective range of 300yrd The FNC-1 7.62mm effective range of 600yrd due to larger round carrys more kinetic energy. So larger caliber weapons should pack more punch and also at greater distances, I dont think they would have to model the decreasing velocity of each round , just modify the damage by a factor of range in the sim engine. I have a question though what is the effective ranges of the weapons in the game? I have also noticed that deflection shots with G6 Cannon at 1200yards seem to be very effective and easy to get My guess would be that the round should be pretty much out of steam by that range |
#19
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The in game bullets don't slow down they either hit you or disappear.. You can see this in sim especially. When you see tracer from a distance it just fans out a little and then ends. And it's deadly at long range.
Test it.. get three planes in a row all firing and get someone to have a look from above and see if they all end at the same length.. Do it over water so the tracer is easily seen. Last edited by winny; 09-24-2010 at 11:10 PM. |
#20
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