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#1
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![]() Last edited by Letum; 11-11-2010 at 03:20 AM. |
#2
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That's very useful, thanks Letum! I will experiment and see what works best for me. I hadn't realised that the sights were different and was using the same calculation regards targetting distance irrespective of what I was flying......
![]() I have always struggled with ground targets and now I understand why! |
#3
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I love Dart's videos, always a good watch.
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#4
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Convergence at 150m.. The a/c should full your gunsight ring before you fire.
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#5
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Video, inspired by RAF Manual 'Bag the Hun'
RAF Manual 'Bag the Hun': http://depositfiles.com/files/pe6dl08z9 USAAF Manual 'Fighter Pilot Gunnery - Make your Bullets hit': http://www.mediafire.com/file/yzjwn3...%20Gunnery.pdf |
#6
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Thanks for all the vids - gunnery is probably the most most important skill next to flying profficiently.
One of the problems for me (as someone new to IL1946) is that the game seems to encourage you to fly with a rather long convergnce range in SP. The AI seem to see you on their 6 at a pre set distance even though I fly in pit view and in their blind spot. As a beginner, having the default convergence allows the player to line up the AI accurately and getting the shots in before they start evasive turns at somewhere around 400m distance. Setting convergence anything lower than 400m in SP always ends up with the AI twisting and turning before they get into convergance range even though they really shouldn't be able to spot you on their 6. From what I can tell, in SP all a/c have a convergence of 500m and only the players can be changed. I wonder if SOW will set convergence for the Hurricanes and Spits at the correct range in SP mode? |
#7
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If you think of it...
If any a/c comes up your 6, are you just going to sit there saying 'shoot me sucker!!' ?? Any reason why they shouldn't spot you on their 6 ? Nope.. you're going to start moving and weaving to get on their 6, same with the AI. ![]()
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![]() Last edited by K_Freddie; 11-12-2010 at 07:11 PM. |
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