#1
|
|||
|
|||
weapons firepower
I just wonder how a weapon's potency is calculated in game. My hunch tells me that it's solely based on caliber. If that's so, then the game is overlooking an important factor of a weapon's true destructive power: rate of fire. For a simple example, let's compare a synchronized 50cal firing thru prop arc with a nonsync one on the wing. Nonsync one would definitely have higher rate of fire. Given same amount of time, wing gun will put more weight into the same area as nose gun. But is that so in game? I am not so sure. I believe the true firepower algorithim should include all factors such as rate of fire, weight of each projectile, explosive force of the projectile and speed of the projectile etc. 20mm may be awesome with its explosive projectiles, but 50cal with higher rate of fire and higher impact speed shouldn't be lightyears away from it.
|
#2
|
|||
|
|||
I can't find the table right now with the listing... but IL-2 uses a fairly sophisticated system for weapons modelling. Its not done 100% right and they made some odd shotcuts in some fine details as things went along (mostly surrounding specific guns) but by and large its a lot more sophisticated than most people realize.
Weapon rate of fire is a very important aspect. Its not done properly for all weapons but it is taken into account for the synchronized weapons on the Russian and German aircraft. For example the UBK on the Hurricane II Field Mod has a different rate of fire and muzzle velocity compared to the UBS on the Yaks. The weight of shells, the type of shell (AP, HE, MINE, API, APIT, T, etc.), individual velocity considerations (not all shells in a belting will travel at exactly the same speed or with the same ballistics), and so forth are all taken into account. The only problem in my mind with heavy machine gun versus cannon modelling is that internal components aren't as completely modelled as I would like to see. Cliffs of Dover, Rise of Flight, and the forthcoming IL-2 Battle of Stalingrad are all taking the internal damage modelling several steps further. Damage to individual components can lead to cascading failures. IL-2 is a bit simpler and it surrounds hitting the internal component or not. So the type of damage that a .50cal does is largely internal while the 20mm and higher tend to do more of the "rip a wing off" variety of damage which IL-2 does fairly well. That said... the Browning .50cal, MG13, Ho103 are all fairly potent and can drop a fighter with not that many bullets. With US machine guns and the typical 6 gun arrangement you need to be very conscious of the convergence point. In practice different units used different techniques but the IL-2 method for convergence on US aircraft is the point convergence. All bullets are set to converge onto a VERY small point. Its what some US aces used but the typical US pilot used a more scattered approach. It was a community request that changed it to point convergence. So it means that either you're going to be VERY good with the .50cals or you aren't and its really up to pilot skill to get the most out of it. I still struggle, but the problem is with my aim... not specifically the weapon. When I'm having a good day I'll cut a FW190 in half with a short burst... or a bad day and I get superficial hits and nothing really happens.
__________________
Find my missions and much more at Mission4Today.com Last edited by IceFire; 10-22-2013 at 11:37 PM. |
#3
|
|||
|
|||
I've never had much luck killing stuff with MG131s alone personally, but the other .50s work just fine (especially the UB, which is a scary piece of work). Even the 2 Brownings in the P-39Q-10 can cause a lot of hurt on their own.
Funnily enough, with just the smoketrails and custom sounds from 4.12 my confidence in killing stuff with the .50s has soared. Previously the American setup of wing mounted .50s were a bit hit-and-miss (literally) for me, but I've suddenly had a huge jump in accuracy and overall lethality since the patch. |
#4
|
|||
|
|||
We were told since the start that impact angle and relative speed of the projectile and target go into it.
Then whatever part is hit absorbs up to some damage before any shots will pass through it. Like a tailwheel assembly and various parts you hit from dead six that you should be shooting from deflection to get around all that and directly at your target, the pilot/controls/engine. Quote:
|
#5
|
|||
|
|||
Quote:
__________________
Find my missions and much more at Mission4Today.com |
#6
|
|||
|
|||
Regarding aiming directly from 6 and hitting tail assembly, I saw many WWII gun cam footages where bf109 got blown to pieces by p51's 6guns or got wings ripped off when getting hit directly from behind.
|
#7
|
|||
|
|||
Works in-game too... try shooting a Bf109 at exact convergence. You'll rip em to shreds if the convergence is close enough in.
__________________
Find my missions and much more at Mission4Today.com |
#8
|
|||
|
|||
Quote:
|
#9
|
|||
|
|||
Quote:
Do they tell you what happened to the target before? Or how many G's stress the ripped off wings were under when they ripped? Long ago I complained about near invulnerable engines on a Russian bomber. Then someone posted screenies of the wing landing gear which is very strong in IL2 as are tail struts and some structural parts. IRL you don't have to destroy a whole seat armor to put a round or two through the back. Or maybe the hits numbers are just to make a hole, I dunno. Have you ever made NTRK files and reviewed them with ARCADE=1 set in the config? If you haven't then you should do that with playback. When it comes near time that you shot, pause, set the view on the gunsight so you see it line up, slow time down to 1/4 and when the shooting starts, pause. Jump the view to the target and slew around till you see your plane shooting and tracers and bring the view in so you can see the target and what shots hit. IL2 in ARCADE makes an arrow showing the path the bullet hit BUT not how far it penetrated. The arrow point is not the shot, just the line it traveled. Playing or practicing in that mode, you see white dots on the target where you hit. They stay a few seconds only. You know where you hit, it is a training tool you can self-answer some questions with. |
#10
|
|||
|
|||
Play early Yaks. You will get better fire discipline. They fly nice.
|
|
|