Author Topic: Convergance for guns  (Read 2602 times)

Offline Patches1

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Re: Convergance for guns
« Reply #30 on: April 26, 2011, 12:36:03 PM »
I regularly fly the F4U Series of aircraft and have my convergence set to 275. I hunt Bombers. I kill many Bomber Formations at this convergence.

I also kill fighters at this convergence.

Listen to mtnman...
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Offline morfiend

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Re: Convergance for guns
« Reply #31 on: April 26, 2011, 07:00:21 PM »
It all depends on what you crack your daily bread from...

If you have any notion of attacking bombers in formation at altitude and speed...200 range setting  is a death sentence...because the focus point is miles outside of what the bombers are capable of...before you even get close you will be a fried side dish.

If you flop around on the deck or at mid alts and strictly go F v F ...I have no clue or comment

If you make a living on a run killing bombers...better stretch it out...and stretch it out big...or at least understand the limitations of your present setting

Oneway


 Mtnman explained it clearly but if you read carefully what I wrote all I said was set you convergence to the range you usually shoot at. I never said set them to 200 I said I generally shoot at 200,sometimes closer I like to see D0 on the icon distance counter.
  I will say that 275 is the longest convergence I have any gun set to and 200 is the closest and used only on center mount large cannons.


   Of course YMMV!


        :salute

Offline MaSonZ

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Re: Convergance for guns
« Reply #32 on: April 30, 2011, 11:41:37 AM »
while were on the idea of convergence.. i normally set of nose guns out to 650...but it doesnt work like that with the tater. thoughts from you tater dweebs?
"Only the dead have seen the end of war" - Plato
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Offline BaldEagl

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Re: Convergance for guns
« Reply #33 on: April 30, 2011, 01:48:20 PM »
while were on the idea of convergence.. i normally set of nose guns out to 650...but it doesnt work like that with the tater. thoughts from you tater dweebs?

Yes it does.  I set the nose tater in the K-4 to 650 yards.  Works great.

BTW here's that shot of me lighting up a P-38 from 1K with the taters on a FW190A-8.  You can just see the hit sprite but the distance was too great to actually take him down:

« Last Edit: April 30, 2011, 01:51:08 PM by BaldEagl »
I edit a lot of my posts.  Get used to it.

Offline MaSonZ

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Re: Convergance for guns
« Reply #34 on: April 30, 2011, 03:49:53 PM »
Yes it does.  I set the nose tater in the K-4 to 650 yards.  Works great.


obviously it does, but it doesnt shoot like a normal round because its so heavy.
"Only the dead have seen the end of war" - Plato
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Offline mtnman

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Re: Convergance for guns
« Reply #35 on: May 01, 2011, 04:59:57 AM »
obviously it does, but it doesnt shoot like a normal round because its so heavy.

It's not the weight, it's the speed (and shape).  It doesn't fall appreciably faster than a lighter round, it just takes longer to get to the same spot (so it has more time to fall).

In some cases, the heavier round will actually shoot "flatter" than the the lighter round (out of the same gun).
MtnMan

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Offline MaSonZ

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Re: Convergance for guns
« Reply #36 on: May 01, 2011, 09:32:50 PM »
It's not the weight, it's the speed (and shape).  It doesn't fall appreciably faster than a lighter round, it just takes longer to get to the same spot (so it has more time to fall).

In some cases, the heavier round will actually shoot "flatter" than the the lighter round (out of the same gun).
interesting. anyway I can test this offline or in the TA?
"Only the dead have seen the end of war" - Plato
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Offline mtnman

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Re: Convergance for guns
« Reply #37 on: May 02, 2011, 06:07:10 AM »
interesting. anyway I can test this offline or in the TA?

No, not that I'm aware of.  It doesn't really matter though, because HTC has the trajectories modeled very well, even the changes that result from firing up/down, inverted, banked, etc show up.

The point is that the rounds don't "fall faster", they just take longer to get to the same point, so have a longer time to fall...

If two rounds are fired at a 200yd target at the same time, but one travels twice as fast as the other, the slower round will drop twice as much as the other round.  It "appears" to drop faster, even though it's dropping at roughly the same speed.

That doesn't matter much on a straight-away target, but it does on a crossing target (you'd need to lead twice as much for the slower round).
MtnMan

"Those who hammer their guns into plows will plow for those who do not". Thomas Jefferson

Offline bustr

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Re: Convergance for guns
« Reply #38 on: May 02, 2011, 06:34:28 AM »
All objects fall at the same rate regardless of weight in a vacum. Drag will impact the speed of lateral momentum and falling speed if there is an atmoshpere present. 1 pound of loose feathers in a pillow case versus a 1 pound lead ball dropped at the same moment.

The moment a round leaves the barrel of a gun it begins to travel towards the center of the earth. It does so in an arch because it was projected from the barrel with enough force that it is able to maintain a lateral momentum to the attraction force of gravity.

If 2 rounds are fired at a target 1000 yards away.

A. at 500m/sec 
B. at 880/m/sec

Round (A) will fall farther towards the center of the earth befor it reaches 1000 yards because it has more time in transit than round (B). What happens when the two rounds get to the target depends on mass or whats inside of the round on impact.

This is why the NS-37 shoots flatter than the MK108. 880m/sec vs. 500m/sec. Mass is why the .50cal is more effective than the .30cal. Taking into account effective ranges because of down range V\Loss.
bustr - POTW 1st Wing


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Offline GFShill

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Re: Convergance for guns
« Reply #39 on: May 02, 2011, 08:22:52 AM »
I set all mine to 400, regardless of calibre. I find that if I'm inside 200, I usually end up colliding with my target.  With a 400 setting, I can still hit outside 800 to "tickle" my target into maneuvering and allowing me to get closer.
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