Author Topic: Vertical and Horizontal Convergence settings  (Read 847 times)

Offline Vinkman

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Re: Vertical and Horizontal Convergence settings
« Reply #15 on: September 28, 2010, 08:02:10 AM »
Your trying to push that cannon convergence too far. Pull that convergence back to 300 and your "problems" with wanting to change vertical convergence disappear.

Cannon convergence especially should never be out more than 350 with the possible exception of the iL2 and 37mm.

As much as I dislike doing this on a regular basis I have to agree with Krusty.

Trying to get the convergence "tweaked" 'so you can play some specific tricks with the cannons is just not going to happen around here from what i've seen.


I do appreciate the advice on a work around.  :salute I don't know why Krusty reduces this to a trick is or gaming the game. It's neither. The pattern or dispersion of rounds and how they will intersect a bandit in a set of given conditions [angle of attack, relative speeds, etc] is a probability experiment. Setting them up properly for max effect is not a trick or cheat or gaming the game. It's the sim mirroring reality, which I think is the point of a sim.

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Offline Baumer

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Re: Vertical and Horizontal Convergence settings
« Reply #16 on: September 28, 2010, 10:15:59 AM »
If you look at the manuals for the Fw190 series you'll see that factory set convergence is not at the sight line. If the factory settings allowed it then it should be modeled in the game.



Also, if the cowl guns were set to be parallel (ie they don't converge) then that should also be modeled as well.

To Krusty's point, I think that in general the cone of dispersion is to small in most cases in Aces High (I don't have any proof). Given that the very best hit percentages ever attained in the US training programs by instructors was about 20%. These were combat veterans (some were aces) that were shooting at a towed target, flying in a straight line, and constant speed (and at close range, 300 yards or less). I just chalk it up to various environmental issues that are not modeled like turbulence, equipment ware (like gun barrels over heating), aircraft rigging, or malfunctions.

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Offline RTHolmes

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Re: Vertical and Horizontal Convergence settings
« Reply #17 on: September 28, 2010, 10:36:51 AM »
51B chart:

71 (Eagle) Squadron

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Offline Vinkman

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Re: Vertical and Horizontal Convergence settings
« Reply #18 on: September 28, 2010, 12:57:14 PM »
If you look at the manuals for the Fw190 series you'll see that factory set convergence is not at the sight line. If the factory settings allowed it then it should be modeled in the game.

(Image removed from quote.)

Also, if the cowl guns were set to be parallel (ie they don't converge) then that should also be modeled as well.

To Krusty's point, I think that in general the cone of dispersion is to small in most cases in Aces High (I don't have any proof). Given that the very best hit percentages ever attained in the US training programs by instructors was about 20%. These were combat veterans (some were aces) that were shooting at a towed target, flying in a straight line, and constant speed (and at close range, 300 yards or less). I just chalk it up to various environmental issues that are not modeled like turbulence, equipment ware (like gun barrels over heating), aircraft rigging, or malfunctions.




Good stuff  :aok
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Offline Vinkman

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Re: Vertical and Horizontal Convergence settings
« Reply #19 on: September 28, 2010, 01:03:05 PM »
51B chart:

(Image removed from quote.)

Really good stuff   :aok

Thanks RTHolmes, Baumer   :salute
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Offline bustr

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Re: Vertical and Horizontal Convergence settings
« Reply #20 on: September 28, 2010, 01:29:27 PM »
Baumer,

Is it possible the cone of dispersion and general pattern at any given range is a moving but near constant calculated value in the overall equation being processed by the game to result in a 1 or 0 yes you hit no you missed damage location model? If this is a possibility, it would seem to be in HiTech's best interest and game CPU cycle simplicity to not want a very wide and random dispersion or harmonics adjustable cone of fire.

As has been pointed out over the years, many players shoot too late and too low.

Are our tracer rounds modeled with a different ballistic than the none tracer?

•It was a common practice on fighter planes to load every 5th found with a tracer round to aid in aiming. That was a mistake. The tracers had different ballistics so (at long range) if your tracers were hitting the target, 80% of your rounds were missing. Worse yet, the tracers instantly told your enemy he was under fire and from which direction. Worst of all was the practice of loading a string of tracers at the end of the belt to tell you that you were out of ammo. That was definitely not something you wanted to tell the enemy. Units that stopped using tracers saw their success rate nearly double and their loss rate go down.

http://www.world-war-2.info/facts/
bustr - POTW 1st Wing


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