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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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  #1  
Old 04-08-2011, 04:32 PM
Triggaaar Triggaaar is offline
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Originally Posted by Winger View Post
So that means that firing 20mm shells at higher range is ineffective since there is no way to tell the shells to not at all explode before impact?
No, they will explode on impact, whatever your distance. Gun convergence will allow bullets from each wing to hit the same area maximising damage, or if shooting from the nose, a correctly set sight will allow you to aim properly.
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Old 04-08-2011, 04:45 PM
Chips86 Chips86 is offline
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Originally Posted by Triggaaar View Post
No, they will explode on impact, whatever your distance. Gun convergence will allow bullets from each wing to hit the same area maximising damage, or if shooting from the nose, a correctly set sight will allow you to aim properly.

I think he's talking about the fact that the shells seem to explode a few hundred yards in front of you or so...I was wondering about this aswell, because I didnt realise they did that.
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  #3  
Old 04-08-2011, 06:27 PM
ParaB ParaB is offline
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Originally Posted by Chips86 View Post
I think he's talking about the fact that the shells seem to explode a few hundred yards in front of you or so...I was wondering about this aswell, because I didnt realise they did that.
The 20mm HE ammo from spring of 1940 (don't know the exact date) on used a "zerleger"-fuse in addition to the impact fuse, so the round would detonate after a specific distance. This was to eliminate the danger of rounds hitting civilians or own troops and had nothing to do with air-to-air effectiveness, it was basically a timed self-destruct mechanism.
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Old 04-08-2011, 09:03 PM
Chips86 Chips86 is offline
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Originally Posted by ParaB View Post
The 20mm HE ammo from spring of 1940 (don't know the exact date) on used a "zerleger"-fuse in addition to the impact fuse, so the round would detonate after a specific distance. This was to eliminate the danger of rounds hitting civilians or own troops and had nothing to do with air-to-air effectiveness, it was basically a timed self-destruct mechanism.
Interesting....thats what i love about the community for these games...full of information. This sounds really sarcastic but i genuinly love all the tidbits i learn.
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  #5  
Old 04-08-2011, 09:38 PM
123-Wulf-123 123-Wulf-123 is offline
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Flying the 110 in intercept missions against 6 Walruses(yes I am a bastard), and I can tell you that changing the convergence settings and the type of rounds makes a HUGE difference to the effectiveness to the maybe one second window of effective target acquisition you get flying this game

Its hard to get your pipper on target in this game, so when you do, you need to make sure the rounds that hit the target are going to cripple it or hopefully destroy it

I have gone from spending 20 minutes getting minor damage on targets at first, to now knocking down 6 Walruses in about ten minutes, sometimes destroying two at a time, because I changed my ammo load-out and convergence

Last edited by 123-Wulf-123; 04-08-2011 at 10:04 PM.
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  #6  
Old 04-08-2011, 10:19 PM
Baron Baron is offline
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Any tips


Any way of getting rid of those self-destructing shells, they are very distracting. Especially since i can swear they self-destruct before reaching the target at 200-300 meters.
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  #7  
Old 04-09-2011, 12:45 AM
123-Wulf-123 123-Wulf-123 is offline
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Change your convergence settings and change the loadout.
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  #8  
Old 04-09-2011, 12:46 AM
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2GFlea 2GFlea is offline
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The real life (TM) self destruct fuzes initiated at 800m or so. Not sure how they are modelled in game however.
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