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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
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Salute
Here's another point. Where ever you have your convergence at, and whether it is a larger area or a point, it will only match the pattern you create at exactly the distance set. At shorter and longer ranges, the dispersal is going to be different. If you have created a pattern which is less concentrated, then at distances less than convergence, you will have a more widely scattered pattern. And the same will hold true for distances greater than convergence. You can end up with a pattern which is quite widely dispersed at ranges which are not exactly at convergence. Again, you may see some benefit from the shotgun effect of a dispersed convergence, if you get a lucky hit on a critical part, but you will not get the type of concentrated effect required for serious damage of non critical points in an aircraft. In my experience, you need to put a lot of bullets into an aircraft section in order for it to break away, a single bullet won't do it. Also, I believe there is some modelling of penetration of pilot armour by the .303 AP rounds, since I do get kills from dead astern at closer ranges. (under 100 meters) And the more rounds you can put into the cockpit area, the better the chance of a penetration. In my experience, the only times I get pilot kills are when I pour a concentrated stream into the cockpit. Of course, this is in relation to the .303 rounds, in the case of the German ammunition, a single M-Geschoss round hitting will have a significant effect on a non critical point. As I said in my first response, the decision as whether to adopt a 'shotgun' pattern, or a 'point' pattern, probably should be a function of your confidence and ability to hit. Less experienced, less effective shooters will probably do better with a more dispersed pattern, that's why the USAF drew up the pattern you have shown as a standard for newer pilots. Last edited by *Buzzsaw*; 10-29-2012 at 06:04 PM. |
#2
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Thanks for all the comments Buzzsaw, that's why I've put it on here, it is up for discussion so don't be shy. It' not like I drew up Mona Lisa and I could be offended if people don't like it. It could work rather well, or it could fail completely.
Also, these are not photoshop images. It is a 1:1 scale CAD 3D model of the bullet trajectories, gun positions, target position and size. And I've put quite some research into it. By the point you just made I can see that you haven't looked through the pattern carefully, and maybe can't visualize this pattern in 3d space correctly. See, with one single point conversion you get what you say, a pattern that doesn't match if you're not in the "sweet point". So even if you're +/- 10 meters distance you're out of sync and no longer have concentrated point of fire. While with the harmonization, as you can observe in my images, you have a concentrated point of fire at 300 yards, then at 340 yards and again at 370 yards. (these need to be further tweaked) So the point you made actually goes against the single spot convegence, where you need a "lucky" shot while you're in a "lucky" position. Like playing roulette, sure you need to bet on a single number to get a major win. But what's more lucky, hitting with chips on one single number, or on a bunch of them. Of course there is the question of how the game models all this, bullet trajectories, dispersion patterns and impact damage. So this might be too realistic, but I doubt the devs would have gone through the trouble of having modeled 8 separate guns and an amazing DM and allow us the option of having 8 different horizontal and vertical convergences if it all doesn't make any difference. So I find it hard to believe that it's as simple as pick a single point in space and shoot. And I have some (undirect) historical evidence to the contrary. There are great many things left to the community to sort out, this might be one them. Anyway off to do some corrections.. EDIT: Yes I think so. Vertical convergence should be the distance at which the bullet trajectories cross the gun sight line. Horizontal convergence is where the left and right bullet trajectories meet in a single point. Last edited by hegykc; 10-29-2012 at 06:30 PM. |
#3
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Sokol1 |
#4
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Sokol,
I'm not sure if they are still inverted. See bellow. Quote:
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#5
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Mine is patched up to the latest steam patch and the convergences are reversed. I will include that in the corrections..
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#6
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Just thinking out loud...
Could it be that the labels where corrected in Russian but are still wrong in English? |
#7
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possibly. definitely still wrong in English.
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