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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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Park your fighter at 4-5 o'clock or 7-8 o'clock off a bomber's beam at about 300-400 meters and fly in formation. Determine hit percentages from that. Anything much about 2% means that gunnery is too good. Quote:
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I'm more interested in what happens over dozens of missions where fighter pilots make more realistic attacks (pursuit curves, like I posted above) with their guns set at historic convergence distances (typically 300 meters for U.S. planes, although pairs of guns could be set to converge at different distances). Due to a combination of inept AI bomber interception tactics and AI gunnery which is perhaps too good in some situations, I'm getting a situation where the gunnery accuracy by bombers is much better than it was historically. This makes it impossible for me to recreate very typical missions, such as late war German fighters intercepting U.S. heavy bombers. |
#2
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Level Bombing Dive Bombing Torpedoes Rockets/Ground Attack Fixed Aerial Gunnery Flexible Gunnery Piloting And, different crewmen should have different skill levels. For example, Ace tailgunner and Rookie ball gunner, or Average bombardier and Veteran pilot. |
#3
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I think that given the tactics used by the AI Hellcat in the 1 vs. 1 and 1 vs. 8 missions, the Japanese Ace gunnery is about right. Rookie gunnery might be a bit too effective, however. Gunnery might still be too effective at all levels when swinging a heavy gun - like a 20 mm cannon - while a plane is banking. At least for Japanese gunners on the G4M1, they start shooting at extreme ranges - 1000 meters or greater. I also previously said that hanging out at the limits of effective range for most air guns, even at 6 o'clock, and taking sniper shots is a good way to get lots of kills and minimal damage. A better test of AI accuracy would be to take maneuvering shots from the rear quarter but within the effective range of the AI guns. Yes. |
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