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| FM/DM threads Everything about FM/DM in CoD |
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#1
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There is some interesting parts in this web article but some are clearly wrong stuff.
Dealing with Air to Air artillery is dealing with rate of fire, destructive power, time to full rate of fire, closed coupled gun installation and weight. You can put a dozen of heavy high fire machine guns in a wing and still won't be able to down a nimble fighter. Guys how many Beau hve down a Zero during the war ? Twisted interpretation leads only to twisted argumentation (and (mostly) vis versa). Fun that it has been so well documented in the press (Air force monthly, Le Fana de l'aviation comes in my mind) that we hve to deal with such on the internet |
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#2
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Bring your convergence down to 100m and watch stuff go down
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#3
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Whats the refrence to a minimum of 200yds in the Spit convergence ? If thats the case it should be modelled imo.
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#4
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I would be interested in the damage values in the configs for the different types of .303 in the game. Does anybody know whether someone extracted that information from the game files.
I now dumbed the Incendiary/Tracer (White) rounds in the two outer guns and substituted them with Red Tracer 800yds ball ammo, since I saw little to no effect of the usage of the Incendiary Tracer rounds. The universal ball rounds seemed to have more punch in enemy planes as I tried it today on the Repka Steppe server from my point of view. I now fly around with: 1.)Tracer (Red ball) 2.) Ball 3.) Armor piercing 4.) Incendiary/DeWilde HE 5.) Armor piercing 6.) Ball/ DeWilde HE/Ball 7.) Ball 8.) Tracer (Red Ball) I nthe future I try to investigate the ammo effects with more objective measures like recorded tracks |
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#5
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Concerning the gun convergence, I found accidentally an informative document about setting up different types of convergences in Spitfires and Hurricanes.
http://www.slowcat.de/slowcats1/AHTC/Convergence.pdf |
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#6
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Interesting thread and thanks Hellbender as I've been trying different types of ammo and convergences. Someone also pointed out attacking from dead six doesn't seem to do much.
I've been finding attacking from an angle with speed, firing at the last second close in to cause the most damage. Manage to knock a wing off a Stuka with a quick burst. 200m setting Ball Ball AP White/tracer If I'm flying at similar speed to the target the damage is less effective. |
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