I totally agree with the idea of bursting when your shooting at the bandit, as was mentined early on in this thread. This keeps your brain from transitioning from flying to shooting so you stay tracked on the target better. To set this behavior, try flying a Yak9-T. You know you only have 32 of those giant cannon shells, also known as flaming coconuts, so conservation is front and center in your mind (I'm not even gonna consider the single MG on the -T). Now you must get close - in RL all the good pilots stress this. Set your convergence for 200yds. See the bandit, kill the bandit. and when your not close but still want to shoot, burst the guns don't hold the trigger. Yes on snapshots the bastard will fly between the shells on occasion, but the finality of one hit makes it all worth it. Your gunnery will get better flying the Yak9-T because it has to. BTW, the cannon on that Yak has decent ballistics, not what you'd expect.
Having said all that, I'm also going to try something new to see if it helps my long range gunnery. Select a jug with the 8 x 50s package and set the convergence on the 4 pairs of guns from 300 out to 600. Lets say 300 on first set, 400 on the second, so on and so forth. The cone of fire should get bigger for the duration of the travel, hopefully preventing you from looping your rounds over the bandit as is described earlier, as well as allowing for some error in general. This will obviously disperse the hitting power, but with 8 total guns the trade off might be worth it. I'm betting up close, like you should be if you really want the kill, that the convergence setting won't matter as much anyway, yet you should gain some hits on your long range shots. I'm sure someone has already tried this...anybody care to comment?
Magoo