Author Topic: f4u-4 and p51d  (Read 971 times)

Offline Sincraft

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f4u-4 and p51d
« on: February 22, 2007, 10:27:00 PM »
Ok, been flying a few hours since starting up this game a few weeks ago.  Loving it btw, completely addicted :)

My question is, why can't I seem to fly the f4u-4 and variants a bit, and the p51-d to any success? Ok loaded question.  To elaborate -I'm just patrolling, not doing any BnZ too much, nor was I really turn fighting either too much.

I'm landing 2-3 kill sortes' in several other planes such as the yak, ki84, p47(p47 mostly ground kills), but I can't seem to do squat in a p51 or a f4u-4.

My issue is, while in the planes in question - I seem to always be flying SO slow.    I'll turn sharp and drop in on a plane flying right below me, and I'm already stalling - while dropping in??????!???  

Next - and I've gotten alot of advice on this, but I can NOT land kills in planes with 50 cal weapons.  I can't tell you how many bombers I've gotten behind, sprayed and sprayed and sprayed...on top of...sprayed HARD for center near engine and I get nothing...at all.  MAYBE if I am lucky I get a puff o' smoke.  Zzzz.

For example tonight, I'm in a f4u-4 circling our carrier 'protecting' it, and bombers come in.  I spot them well before the carriers, I drop on them 3 times spraying and spraying, and get nothing.    Finally I decide to chase, and I can't catch up lol.  Maybe I'm flying the wrong plane for this type of patrol?

Is there a place that outlines planes with their strengths and weakness points?  I'd love to see that!  Not in R/L, in game stats as many times games variant much from r/l stats.  Sorry, simulation. :)

Anyway - just want to thank some of you great folks out there that have been helping me out.  It's been fun and I'm learning alot about the game.  I've been having a blast bombing and getting in some furballs and coming out with multi kills and JUST enough fuel to make it home :)

Offline 68slayr

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« Reply #1 on: February 22, 2007, 10:56:35 PM »
Quote
ut I can NOT land kills in planes with 50 cal weapons. I can't tell you how many bombers I've gotten behind, sprayed and sprayed and sprayed...on top of...sprayed HARD for center near engine and I get nothing...at all.



 with the 50 cals......make sure you have your convergances set.  You have to hit the same spot a couple times before it will be damaged.

Quote
I'm in a f4u-4 circling our carrier 'protecting' it, and bombers come in. I spot them well before the carriers, I drop on them 3 times spraying and spraying, and get nothing. Finally I decide to chase, and I can't catch up lol. Maybe I'm flying the wrong plane for this type of patrol?


what type of bombers?   The F4U4 should catch any bomber besides 234.  did the bomber have alt on you?  maybe you burned your E in your first passes.  When you make passes on the bombers hit the same spot each time.


Quote
Is there a place that outlines planes with their strengths and weakness points? I'd love to see that! Not in R/L, in game stats as many times games variant much from r/l stats. Sorry, simulation.

http://www.gonzoville.com/charts/

I hope some of this help

good luck

Offline Gooss

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« Reply #2 on: February 22, 2007, 11:19:16 PM »
Lately, there have been some good discussions on flying the Corsair.  Do a search and read up.

.50 cals are manly guns.  Be glad you're not a cannon dweeb.  Of course, having 6 .50's with concentrated fire is somewhat awesome, as long as you're not shooting at an ack gun.

Set your convergence around 250.  Practice shooting the drones offline.  After your comfortable offline, still do a practice round offline immediately before logging online.  

After awhile you won't need the pre-game practice round.  Then after awhile, you'll need the pre-game practice round.  

Chicks dig gullwings.


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Offline Saxman

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« Reply #3 on: February 22, 2007, 11:49:36 PM »
First, with .50cal your convergence setting is VI-TAL. .50s are are just slugs, not explosives as in cannon (or ARE they modeling API in the Ma Deuce?). To do any significant damage you HAVE to put more of them into the target. This is where convergence comes in.

Aircraft like the P-51 and F4U-4 have the guns out in the wings, so they have to  fire inward at an angle. Your point of convergence is the distance at which the bullet streams from the guns intersect, and that's your optimal firing range for maximum effect.

.50 cal lack the energy of 20mm over range, so you want them centered in close. In the F4U my guns are set to converge at 300yds distance for air-to-air combat (I have them set longer for air-to-ground). Too much further out and you lose a good bit of hitting power. Next comes the type of convergence. Some people will argue for a zone (each pair of guns centered at a different range, ie 275/300/325yds for inner, middle and outer pair respectively) but I prefer a point (all guns centered at the same range) which has all six guns hitting at the exact same location. This increases your hitting power, and even short bursts in convergence range WILL knock out most fighters if you hit them in the right spot.

This means you MUST watch your range. You can make the long shot, but don't rely on it to do much other than maybe get your target to evade and allow you to close in for a kill shot. Wait for your target to enter your convergence range FIRST (I seldom fire unless the target is between 200 and 400yds distance).

Without more information, my guess is that's your problem: Bad convergence settings and possibly firing at too long a distance. If you can hit with cannon there's no reason why you can't score hits with the Ma Deuce. The .50cal is probably the most point-and-click air-mounted weapon in the game, and within its killing zone has the better ballistics and the higher muzzle velocity means you need less lead than you do with cannon. I generally put the pipper a little high to account for drop when I fire.

As to aircraft:

The Corsair is NOT an EZ-mode plane like the Spits and Las. It takes a bit of finesse to get everything you can out of her (see this thread: http://forums.hitechcreations.com/forums/showthread.php?s=&threadid=198481 ) but if you learn how to take advantage of her assets she's one of the best all-around fighters in the game (the -4 is arguably THE best. PERIOD).

The key advantages of the F4Us are:

Speed -- Especially the -1, -1A and -4. The -4 is among the fastest prop aircraft at all altitudes (she WILL outrun the P-51 at most altitudes). At full steam she'll run down or escape most anything that out turns her.

Rate of roll -- Especially at speed and light of gas the Corsairs have an EXCELLENT rate of roll. Use this to advantage to reverse on opponents and keep them out of phase and unable to get a shot. The rate of roll improves with speed, so you if you can sucker most opponents into a high-speed dive you can roll yourself out of position while they're fighting unresponsive ailerons.

Firepower -- I don't care what anyone says about them in comparison to cannon, the .50cal are LETHAL. As I said above it's a matter of firing range and convergence.

Durability -- The F4U can take a beating, although I still think some parts are under-strength and made of glass (*cough*engine!*cough*). .30cal won't do much unless you let your opponent get a LOT of them into you at the right spot within convergence, (it reminds me of a gentle summer's rain drumming on a window pane)  though even a Spit I or Hurri I can maul you pretty good if you let him get a good tracking shot on you. .50cal of all types are more of a concern. It DOES generally take some pretty concentrated fire to bring down a Corsair in one burst so if you can keep your opponent from getting a good tracking shot you can generally take a few hits and keep going. Cannon are a different beast entirely, but very few aircraft can take more than a few shells, anyway.

Energy Retention -- The Corsair is HEAVY (weights near or exceeding 12,000lbs under some fuel and ordinance loads) so she really holds on to energy well. VERY few aircraft will catch the F4U in the zoom climb (most likely exceptions are the Tempest and 109K-4. Even the La-7 will find it hard escaping--or catching--an F4U in the Zoom). NEVER overlook a Corsair below you, because if you've misjudged his energy level that Hog can be above you in a second.

Energy Dumping -- That said, the Corsair can dump energy VERY rapidly if she needs to get slow. The landing gear can be kicked out anywhere under 400mph, and she has a big and very effective rudder. You can surprise a LOT of Spits by dumping E and flaps to cut inside them.

Rudder -- As stated, the Corsair has an EXCELLENT rudder. Get yourself a set of pedals and work on coordinated turns. That big rudder can help you shave off a few extra feet in turns, shed E in a hurry, and in vertical fights swing the nose around to reverse on a climb, and maybe even drop into a shooting solution on the target trying to pull under you. You can drop one hell of a nasty surprise on guys if they think they're passing out of phase to one side of your guns by kicking the rudder hard and skidding your nose on 'em.

Der Uberflappen (TM) -- I don't think ANY aircraft in the game has better flaps than the Corsair. One or two notches of flaps timed correctly, especially with careful throttle control, can really haul that nose around, and I've surprised more than a few Spit drivers with a last minute lead shot just as they thought they were escaping behind me. The Corsair's turn radius is almost on par with the Spitfires with full flaps engaged. They'll really help you through turns and loops, so you want to make knowing when to drop your flaps as near to second-nature as you can make it.

Instantaneous Turn -- The Corsair is superb in its initial turn, and as above with careful management of flaps and throttle, you can often catch aircraft with superior sustained turn before they can take advantage. I think the F4U corners right around 200-250mph, but she's also HIGHLY maneuverable at high speeds, something that CAN'T be said for most aircraft that will out-turn her in the lufberry.

Dive -- The F4U can drop out of the sky like a lead block with wings. She'll be outpaced initially by many opponents (see below) but once they lose their initial acceleration advantage she'll outpace almost anything in the dive: the 1A especially can really haul bellybutton with the nose down. Plus, you can expect to maintain control at some EXTREME airspeeds which is more than you can say for almost anything else in the plane set. In a little offline testing I was able to maintain control well above 550mph despite a wicked shimmy. Although the elevators were barely responding by 600, she still hadn't entered total lock when I smacked into the ground (this was in a near-full vertical dive from 24,000ft, and there was a mountain in my way. I don't know if I'd have pulled out if I was over water, but it's impressive I still had some elevator control and WAS pulling out even at that speed. If I had started my dive at less angle for a longer run I may have gotten level, and possibly gained even more airspeed. I hit 600mph and the ground at roughly the same time). I didn't shed so much as a control surface, either, and these are BEYOND speeds where many aircraft will either compress entirely or begin falling apart. So keep in mind if you've got some room to spare and need to get out of dodge point that big nose at the ground and goose the throttle.
Ron White says you can't fix stupid. I beg to differ. Stupid will usually sort itself out, it's just a matter of making sure you're not close enough to become collateral damage.

Offline Saxman

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« Reply #4 on: February 22, 2007, 11:50:19 PM »
Had to split my post in two. Lol!

The F4U isn't without her weaknesses, though. Visibility can be a problem, though can be largely accommodated for by rolling and adjusting views. Also some other things to be aware of:

Weight in the Corsair is VERY important to keep in mind. This is a big, heavy bird (though both the P-47 and F6F outweigh her). She carries a lot of fuel and a big load of ammunition, and also remember that the wing-folding mechanisms and arrestor gear installed for carrier operations adds something like another 500lbs (personally, I wish they'd allow the 1A to be flown as a land-based variant without that gear, which was the case for MANY of the 1As on land bases). You can't change your ammo load as in the P-38 or P-47, but you CAN adjust your fuel.

Generally, I take 75% in the -1 and -1A if I'm going a sector out, or just want some good loiter time over a closer target. I'll take 50% for scrambles and targets less than a sector out. The 1C/D and -4 lack the wing fuel tanks, and the -4 is particularly notorious as a gas guzzler. I rarely go under 75% internal fuel, 100% if I'm carrying ordinance or going a long way. I'll also often take 50% with a drop tank, and continue fighting with the tank on unless I need to lose weight in a hurry for turning. As you burn off fuel, you'll find the Corsair's controls will gradually lighten. Keep in mind, however, that the lighter she flies, the less time over target you have left if you don't want to walk home.

Also, the Corsair's weight makes her comparatively slow in a straight climb (-1 will average somewhere around 2500fpm, 1A/C/D ~3000fpm depending on starting airspeed. Add about another 500fpm average in the -4) so don't expect to climb out on most any other fighter unless you're in a high-speed zoom. Also, that same weight combines with the high drag of the radial engine to reduce her low and mid-range acceleration (up to 300mph). The Corsair generally ranges from poor (-1) to average, (1A/C/D) although the -4 GREATLY improves on the early Hogs and at some altitudes is within the Top 10 in level acceleration. Acceleration improves at high-end (300-350mph) but largely because you're still accelerating while your opponent has already maxed out his airspeed.

From your description, I think THAT is why you feel you're moving so slow. If you're making hard, high-G turns onto guys you're going to regain your airspeed at a lower rate than the majority of your opponents (especially Spits and La-7s). Use energy conservation and make gentler, low-G maneuvers to keep your speed up. For example, if you're diving on a Spit's 6 and he spots you and breaks hard DON'T try to break after him. Pull up vertical into either a high yo-yo or roll over the top of him to drop in behind him again. It's not that the Corsair is slow, it's that it takes her longer to bet up to speed, so if you're burning your energy on high-G maneuvers.

It's not that the Corsair is a poor choice as a bomber interceptor, it's that she's a poor choice for the WAY you're flying. If you want an aircraft where you can yank the stick for all it's worth take a Zeke or Spit, which can replace that burned off E more easily.

If you're trying to turn and keep stalling out drop a notch or two of flaps. Full power on flying clean, the F4U will stall at around 100-150mph. Full flaps full power you can get her to virtually hover around 60-70 if you've got the right touch with the stick. The trick is that the Corsair rides a VERY fine line at that airspeed, and if you horse around too much you'll find yourself spinning into the ground. Also, the Corsair can, does and WILL spin at any airspeed, as well (and I can say this as someone who's had her get out from under me from time to time). She's forgiving to a point, but if you're not careful she can get away from you FAST and spoil a shot if not allow your opponent to reverse and flame you outright. Fly her too ham-fisted and she'll very quickly remind you why she was called the Ensign Eliminator.

There's some guys who can REALLY make the Hog dance low and slow. Widewing and Tequila Chaser are two of the best guys to talk to about learning the Hog. Also, a few of the AKs are VERY good Hog drivers. However for the majority of players, you want to keep the Corsair faster, ~250-300mph. If you've got the E then KEEP it, especially if you're in a large fight. Don't flat turn and use more vertical. Get your gunnery problems corrected and keep in mind the Corsair's advantages and quirks and don't try to fly her like a Ki-84.
Ron White says you can't fix stupid. I beg to differ. Stupid will usually sort itself out, it's just a matter of making sure you're not close enough to become collateral damage.

Offline Gooss

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« Reply #5 on: February 23, 2007, 12:04:07 AM »
Well done, Saxman.  Thanks.
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Offline Krusty

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Re: f4u-4 and p51d
« Reply #6 on: February 23, 2007, 01:23:32 AM »
50cal was only part of it.


Quote
Originally posted by Sincraft
My issue is, while in the planes in question - I seem to always be flying SO slow.    I'll turn sharp and drop in on a plane flying right below me, and I'm already stalling - while dropping in??????!???



Most craft CAN and WILL stall/spin out if you pull full elevator up, even if you're in level flight, and even at high speeds.

You need to learn how hard (i.e. how "lightly") to pull up so that you get the desired result (your nose goes up) but you don't stall/spin out.

You can and will stall with sudden snap-inputs to the controls.

It's a matter of finesse and practice. You shouldn't pull the stall horn above 200mph unless you intend to. If you do, you're handling it too rough, bleeding speed and not getting the best out of your ride.

Offline Ghosth

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« Reply #7 on: February 23, 2007, 08:01:34 AM »
Great posts saxman  

A quick FYI API does not explode like a 20mm. Its got a small core of burning incendiary that will help start a fire. But it won't add explosive damage.

Sincraft, basically your trying to handle more plane than your ready to handle yet. Like a dirt track driver trying to go straight to Indy cars. Its not going to be pretty.

This game takes YEARS to master, sit back and enjoy the journey.

Stick with a plane thats easier to fly for now, truly come to master the basics of turns, ACM, Gunnery. Then someday in 6 months or a year or 2. Start trying one sortie a week in a more advanced plane. Work your way up to it, don't expect your going to to catch up to people who have been flying for 6 years in a month.

Put in the time, learn, grow, expand your knowledge.

And of course, enjoy!

Offline Saxman

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« Reply #8 on: February 23, 2007, 08:45:16 AM »
If you've got your heart set on the Hog (and PLEASE, don't think we're trying to discourage you! The F4U is one of the best all-around fighters in the game, she's just not an EZ-mode jump in and land 10 kills bird) you might try learning on the F6F. Both aircraft are VERY similar, with the overall performance edge going to the F4U, while the Hellcat is more forgiving in a low-speed brawl on the deck. Otherwise, you can generally fly both of the same, and what works in one can for the most part be translated to the other which I think makes the Fatcat a better tool for transitioning to the F4U than the Spitfires.
Ron White says you can't fix stupid. I beg to differ. Stupid will usually sort itself out, it's just a matter of making sure you're not close enough to become collateral damage.

Offline BaldEagl

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« Reply #9 on: February 23, 2007, 09:44:37 AM »
Once again here's my opposing convergence view.  I set any guns .50 cal or larger to D650, anything lower than .50 to a pattern from D350 to D325.  I usually open fire between 600-400.

With these settings I can saw the wings off a bomber in an FM2 which only has 4 .50 cals.

Advantages to these settings:

1.  Able to hit effectively from longer distances (good for attacking bombers, running opponents and hitting HO shots, effective range up to D1000).
2.  Still effective in close as each wing package will still hit reasonably close together.
3.  Ability to hit 2 wing-roots or canopy and 1 wing simultaneously increasing odds of catastrophic damage.

Disadvantages:

1.  More effective in a turn fight if you maintain wing orientation with your opponent, less effective "out of plane".
2.  Not as many bullets in one place but I don't view this as much of a drawback as, in a normal fight, distances are changing constantly so single point convergences are rarely met.

But again, I'm one of the very few that use long convergence settings.
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Offline Krusty

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« Reply #10 on: February 23, 2007, 11:04:33 AM »
Quote
Originally posted by BaldEagl
Advantages to these settings:

1.  Able to hit effectively from longer distances (good for attacking bombers, running opponents and hitting HO shots, effective range up to D1000).
2.  Still effective in close as each wing package will still hit reasonably close together.
3.  Ability to hit 2 wing-roots or canopy and 1 wing simultaneously increasing odds of catastrophic damage.


Disagree entirely. When you get in close your shots are spread so wide you'll straddle the cockpit and hit the wing on either side. Unless you sit there pouring in twice as much ammo you're not going to do anything. IF you pour in twice as much ammo you'll amputate both wings at the same time.

If you have your convergence set at the closer range (the actual range of the target) you'll find even 1/2 second bursts do major damage.  Even snapshots (at the proper range) can kill.

Offline trotter

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« Reply #11 on: February 23, 2007, 12:33:28 PM »
Sincraft, first, I believe you asked for a comparison of planes in reading (non-chart) form. Go here: http://members.shaw.ca/soda_p/models.htm

Second, listen to Saxman about the Corsairs. He really knows what he is doing in those birds.

I fly the Corsair a lot myself, and I want to address what you said in the first part of your post, about rolling over and already stalling while dropping in. The reason for this is not because some of the heavier American planes have poor flight characteristics. It is because they are designed to operate at different speeds than the ki-84, spits, and the like.

This may be something you already know, but it is a different thing altogether to put into practice. I will use the ki84 for this example. Flying the Frank, you get used to what the plane can and cannot do at certain speeds. You may not even be aware of it, but after only a few weeks of flying you will know what the best corner velocity is, maximum dive speed, etc. As result, when you get in a situation such as rolling over and dropping in on a bogey, you will likely set yourself up so that you begin this manuever at the speed that best suits the plane.

Enter the Corsair or P-51. When you switch to flying these planes, you have to be aware that the same speed guidelines do not apply. In the Ki84 you may have begun a roll/break at 215. If you try this in the Corsair or Pony, you will not get good performance. Instead, you must be aware that you can do manuevers at the 300-350 range in a hog or pony that the Ki84 could never dream of doing at those speeds. Heavier planes love speed, and if you manuever with them at speed you will be getting the most out of them. Now, keeping that speed throughout the fight is a whole different matter altogether.

You may know all of this already, but again its practicing on the subconscious method in which you fly, and realizing that it must change depending on the plane.
« Last Edit: February 23, 2007, 12:35:59 PM by trotter »

Offline BaldEagl

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« Reply #12 on: February 23, 2007, 12:49:36 PM »
Quote
Originally posted by Krusty
Disagree entirely. When you get in close your shots are spread so wide you'll straddle the cockpit and hit the wing on either side. Unless you sit there pouring in twice as much ammo you're not going to do anything. IF you pour in twice as much ammo you'll amputate both wings at the same time.

If you have your convergence set at the closer range (the actual range of the target) you'll find even 1/2 second bursts do major damage.  Even snapshots (at the proper range) can kill.


I do sometimes take off 2 wings simultaneously as you described.  Nothing wrong with that.

I get short burst kills and snapshot kills all the time at D200 or less.  Not an issue.

Until recently my primary ride was always a Spit.  I can get and land 4-5 kills with these settings in a Spit and, as we know, you have to use ammo judiciously in a Spit to get that many kills.

Two things you have to keep in mind.  One is that distances are changing constantly in a fight so point, or even pattern convergences don't always put all of your bullets in the same place.  The second is that, no matter what your settings, you have less balistic impact at greater distances than at closer distances, therefore, convergence at distance is of greater value and gives you similar "firepower" through a longer range of distances whereas, while shorter convergences give you more lethilty in close, they limit your options as to allowable firing ranges.

I guess your concerns are why I'm one of the few to use these settings but they work quite well for me.

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Offline Krusty

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« Reply #13 on: February 23, 2007, 01:35:31 PM »
Quote
Originally posted by BaldEagl
Two things you have to keep in mind.  One is that distances are changing constantly in a fight so point, or even pattern convergences don't always put all of your bullets in the same place.  The second is that, no matter what your settings, you have less balistic impact at greater distances than at closer distances, therefore, convergence at distance is of greater value and gives you similar "firepower" through a longer range of distances whereas, while shorter convergences give you more lethilty in close, they limit your options as to allowable firing ranges.


I still disagree.

The point about the spit is separate, because the hispanos can kill with just 1-2 rounds anywhere on a plane.

But you're saying basically "hamstring yourself in close, so it feels like you're hitting harder at longer ranges".

If I read properly you say you start firing at 800 or 600 when you attack a target. That's way too far out to pretend you're going to get decent hits with any gun. Especially if it's a fighter. On a bomber you can do this, on small moving targets you cannot (not with any hope of doing anything).

Then on your in-close game you've got your convergence set so far out you're doing only half the damage you can.

I don't think it matters if you still get some kills, but I think you're really handicapping yourself, and not getting even half the potential of your 50cals by firing at distances over 400, and setting convergence so that you cannot hit the same spot with all guns.

400 should be your "stop firing and reposition" point. Even for cannon armed planes. I'm not saying you CAN'T hit outside this. I'm saying your chances of a kill are dropping exponentially after this point. The chances of a fast kill rise exponentially as the range drops, and they quadruple if you have convergence set to the distance you kill planes at.

If you find yourself amputating both wings a lot, it means you're getting kills in close. That means that is your most effective range. You need to set your guns to the range you get MOST kills at, not the range you WANT most kills at (i.e. 650)

EDIT: Unless you fly the 110G or P38 or something with all-nose-mounted-guns.
« Last Edit: February 23, 2007, 01:38:12 PM by Krusty »

Offline dtango

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« Reply #14 on: February 23, 2007, 02:47:35 PM »
Sincraft:

From what I can tell by what you're saying and looking at your hit pct (~3-4%) one of the things you want to work on is your gunnery.  My guess is that compared to cannon rounds or the addtional 2 extra .50's in the P-47 vs. the F4U's and P-51D you're not putting enough rounds on the target.  

The cannons are much more potent so just a few are fatal to the target.  In the P-47 you have 2 more guns and therefore putting more bullets in the air which is increasing your probability of hits.

Here is a good article by Andy Bush at SimHQ that is worth reading:
http://www.simhq.com/_air/air_031a.html

A few thoughts for you:

(1) Gun Harmonization:



There are 3 things to keep in mind in terms of gun harmonization / convergence: 1) vertical convergence, 2) horizontal convergence, 3) bullet dispersion.

Most folks understand the concept of horizontal convergence but some aren't aware of the idea of vertical convergence.  In short guns on wing mounted planes are actually below the sight line of the pipper and actually have a trajectory that arcs upward in order to fly into the sight line at convergence point.  What this means if you're firing at an object closer than gun convergence you actually have to put the pipper above the target because your bullets are flying below the sight line at that point.  Here's a short film demonstrating - (P-51D guns converged at 225 in, 250 mid, 275 out).
http://brauncomustangs.org/films/gunrange.wmv

A thought about horizontal convergence - Saxman mentions that he has all his guns set at 300 yards, a practice that some folks follow.  If you get the target square in the hit zone then theoritically you're getting very concentrated fire at that point.

However I have my P-51D guns set at convergences of 225 inboard, 250 middle, and 275 outboard guns.  Here's two pictures that demonstrate why:





Using the P-51B gun harmonization charts, I've super-imposed the bullet streams along the lines that they had for different convergence settings.  One diagram shows all guns at 300 yards.  The other shows convergence for 6 guns (yes I know the Bravo doesn't have 6 guns) at 275, 300, 325 yds.  You'll notice that there are more "crossfire" points for the multi-converged diagram which creates a greater area for the bullet hit zones.  I believe this creates a greater probability of scoring hits.

(2) High G Snapshots:
Get good at making high-g snapshots in the Corsair or the Mustang.  The difference between a low-g vs. high-g snapshot is that the high-g snapshot is basically a fast tracking shot where you can't totally make the target stay fixed relative to the pipper in maneuver.  However you are still applying G's to make the target move as slowly as possible relative to the pipper.

What this means is learning to put more bullets on the target as you maneuver with it.  In other words you want to try to keep put more targets on the target by keeping your bullets flying into it for as long as possible.

BTW - I'd be happy to take you up on a few rides in the Mustang.  Just PM me.

Tango, XO
412th FS Braunco Mustangs
Tango / Tango412 412th FS Braunco Mustangs
"At times it seems like people think they can chuck bunch of anecdotes into some converter which comes up with the flight model." (Wmaker)