Author Topic: Convergence for A6m2....?  (Read 1952 times)

Offline onan

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Convergence for A6m2....?
« on: February 01, 2010, 05:09:06 PM »
I need some help please.
I've been flying the A6m2 for a while and gotten used to it.  I find I can get saddled up for a shortwhile before most of the cons outpace me.  Also getting ok at getting snapshot opportunities.
My ask, is how to shoot with it?
I've tried all different converge settings and spent a load of time in offline missions.
I don't think I kill in more than 3 out of 10 good close (D200) chances.
The ammo load for the cannon is only 120 so I only use short bursts.  The rate of fire is low, which isn't a bad thing if you want to conserve it.
I watched a film of one of the offline missions and saw me in a flat turn slow on the deck chasing a P38. I was closer than 70/80yds but  I could only hit the rear of the short fuselage if I aimed approx 15yds in front of his nose and 10 yds down. 
Looking thru the piper felt like I was aiming at the water.
In the arenas things get worse. 
I like the plane but am useless with it.
Any help appreciated.

KlunK
   

Offline Ghosth

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Re: Convergence for A6m2....?
« Reply #1 on: February 01, 2010, 05:15:45 PM »
Convergence 200 - 250, especially at first.

Come into the Training Arena, turn on the lead computing gunsight.
(Control Tab to enable friendly lock) (Then point the gunsight at someone and hit tab again)

That should show you where to aim.

The A6m5 has better cannons and more ammo, which is why it is used more.

Read up on lead turns, use the terrain, and anything else you can.
You'll need it all.

I'm in the TA most afternoons, or you can pm me to setup a time when we can meet.

Offline Oldman731

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Re: Convergence for A6m2....?
« Reply #2 on: February 01, 2010, 05:41:06 PM »
Convergence 200 - 250, especially at first.

200.  The cannon on the M2 are much worse than on the M5, really worlds apart.  Set your convergence for 200, wait until you're at 200 or less.

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Offline ink

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Re: Convergence for A6m2....?
« Reply #3 on: February 01, 2010, 05:48:54 PM »
200 is a good overall convergence...saying that, you should really get into a new bird

the a6m2 is one of the easist planes to "saddle" someone, so it does not teach how to conserve your E, also it is so easy to destroy the thing just a couple 50's and poof you are a burning wreck.

seriously if you like the Jap planes try the KI-84 or KI-61

both are MUCH better the the  zero's.

just some food for thought.



INK

Offline caldera

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Re: Convergence for A6m2....?
« Reply #4 on: February 01, 2010, 08:36:22 PM »
He wants aiming help with the A6M2.  Telling him to fly a "better" plane is not great advice.  We should all just fly perked Corsairs by that logic.
When A6M5s are upping off an enemy CV, the "inferior" Zeke is not a bad choice.  Take Ghost up on his offer, onan. 
"Then out spake brave Horatius, the Captain of the gate:
 To every man upon this earth, death cometh soon or late.
 And how can man die better, than facing fearful odds.
 For the ashes of his fathers and the temples of his Gods."

Offline ink

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Re: Convergence for A6m2....?
« Reply #5 on: February 01, 2010, 08:59:23 PM »
He wants aiming help with the A6M2.  Telling him to fly a "better" plane is not great advice.  We should all just fly perked Corsairs by that logic.
When A6M5s are upping off an enemy CV, the "inferior" Zeke is not a bad choice.  Take Ghost up on his offer, onan. 

lol


did I not say "200 is a good overall convergence"

and the advice I gave him is sound so piss off :aok

Offline flatiron1

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Re: Convergence for A6m2....?
« Reply #6 on: February 01, 2010, 10:41:29 PM »
I fly the A6m's a lot, if you would like I would be glad to meet you sometime in the DA or TA

Offline Bruv119

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Re: Convergence for A6m2....?
« Reply #7 on: February 02, 2010, 12:55:57 AM »
I would go with ink's 200 yards,

whilst the cannons will do damage further than that with only a small amount you want to fire short accurate bursts.  The super turning ability can get you quickly on their tail and you have to kill them before they realise they have to leg it.

Just the other week I was ENY castrated   :t  but so were the Rooks.  (this is when nits all go to bed)  It led to an impromptu CV attack / defense with high ENY planes.

I managed to twist and turn myself around for several minutes snap shooting like minded early war planes.  Managed 7 kills from up close and the enemy were left  :headscratch:.
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Offline Delirium

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Re: Convergence for A6m2....?
« Reply #8 on: February 02, 2010, 01:14:41 AM »
whilst the cannons will do damage further than that with only a small amount you want to fire short accurate bursts.  

+1

I know of one dedicated zeke pilot that taps the enemy with his MGs and when the bandit turns (exposing the largest part of the aircraft, the top down view) he uses the cannons.
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Offline Krusty

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Re: Convergence for A6m2....?
« Reply #9 on: February 02, 2010, 01:56:20 PM »
The cannons, as mentioned, are not the best on the M2.

I'll describe why:

The cannons on the A6M2 are like the MG/FF on the 109E. They are explosive rounds so when they hit they can kill, but the problem is hitting. The have a slow velocity, so they "drop" quite badly, and they disperse (not overly accurate) in a pattern. So the reason you need to get in close is because the rounds won't go where you need them.

They won't kill if they don't connect.

Taking your "turning with a P-38" example, the 20mm on the A6M2 will drop much further behind a target, requiring much more lead than a plane with guns that fire in a "flat" trajectory. 50cals and hispanos have very flat trajectories, for example, and you need to lead much less. With the 109E4 and A6M2, you need to lead much more than you think. Try turning the lead computing sight on (the green "plus sign" that tells you where to aim) when you're offline or in the TA to figure out how much you need to lead.

Setting the cannons for long convergences can also screw up your aim, since this aims them "up" more. Setting them for "600 yards" then firing at a target "250 yards" away you can easily miss. You can waste ammo, or if your convergence is way off just hit with 1 gun on an unimportant part of the plane (an aileron or something).

So the general reason to get in close isn't because the guns are weak as much as it's because the guns have really low hit % further out.

Offline onan

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Re: Convergence for A6m2....?
« Reply #10 on: February 02, 2010, 05:54:52 PM »
Thanks guys <S>
All your help is appreciated.  Am working a lot but will look you guys up in the TA when I get chance.  Had the covergence way out long in the v P38 fight.  I thought the setting just altered the crossing point, I didn't take into account the drop of the cannon.  The further the cross/converge point the higher the trajecory.  Seemed real wierd to aim below a plane. 
Got them set at D200 and now staying there.
Any advice on shooting when getting inside someones turn?  Happens quite a lot.  I pull tight to give a good snap opportunity.  I lose sight of the con under my nose, so I shift the view using the arrow keys so I can still see him but I don't know what I aiming at and stiill trying not to blow all the ammo.  If I could get that right I'd be real happy.
Thanks for the tip on lead computing gunsight.  Will try and find someone to go round and round till I find the spot.

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Offline Rolex

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Re: Convergence for A6m2....?
« Reply #11 on: February 02, 2010, 06:34:10 PM »
The #8 key on the Numpad is the "Look Forward View." Some people set it to their stick. Here is a tutorial from the trainers site on how to set it up (it's very easy): Link>>

While in the default forward view, put your mouse cursor in the exact center of the gunsight and use that for aiming when in a different view. Your guns always fire toward the center of your screen.

Offline Krusty

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Re: Convergence for A6m2....?
« Reply #12 on: February 03, 2010, 01:00:58 AM »
Just to be clear, when perfectly level and un-moving, your rounds arc upwards then fall down onto the convergence point (your gunsight crosshair). Setting them further out lobs them further "up" so that they come down still on that "X" in your sight, but the problems crop up when you're closer than whatever-that-convergence-is. It's not as much an issue with some other planes with better weapons, but on the A6M2 it is noticable. You can still kill, just takes more practice.

As for how much lead you need, you have to practice. One good idea is to fire your MGs, and if you see hit sprites fire a burst of your cannons. Works pretty well most times. If it doesn't, wait til you hit with the MGs, pull a bit more lead than that, and fire another burst.


Or, just keep flying and positioning until you're comfortable with the shot and don't have to guess ;)

Offline onan

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Re: Convergence for A6m2....?
« Reply #13 on: February 03, 2010, 03:03:44 PM »
Thanks Rolex, Krusty
Just tried the cursor on the gunsight and it helped loads.  Also just firing MG till I hit then letting the cannon take them apart.  Big improvement.
Thanks to you all for the help

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Offline Ack-Ack

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Re: Convergence for A6m2....?
« Reply #14 on: February 03, 2010, 03:30:56 PM »
+1

I know of one dedicated zeke pilot that taps the enemy with his MGs and when the bandit turns (exposing the largest part of the aircraft, the top down view) he uses the cannons.

That was a common thing in real life with Zeke pilots.  Often enough that I've always wondered if that was drummed into their training.


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