What i found with the lc gunsight was that it seemed to get comfused when i wasn't wings level. It wasn't real noticeable in a shallow bank, and was difficult to detect if i was pulling more than 1g.
It wasn't something I was looking for, it was just something that made me say "Oh... Look at that...". I didn't explore it more than just enough to understand what I was seeing... I was actually doing some trajectory tests as a result of a long drawn-out BBS conversation that some of the trainers and I were having.
Rolex and I got together to run some tests in the TA as a result.
What I found was that if I flipped inverted behind Rolex (who was on auto-level) the LC gunsight didn't take into effect the fact that I was upside down, and as a result the LCG was calculating the elevation of the aim-point "backwards". The elevation of the green "+" was wrong, and if I aimed precisely at it I could not hit Rolex at all (who appeared to be a stationary target in front of me).
I had to aim AWAY from the green + to hit Rolex.
We tried it both ways (I was an auto-level target for Rolex) and had identical results.
This was on a target that was on auto-level, and I was manually-trimmed to fly inverted behind him. Essentially, I was about as close as I could get to being on auto-level inverted while firing on a target that was on auto-level in front of me. The LCG was "right" while I was right-side up, but "wrong" while I was inverted.
We then wondered at what point the LCG started to display "problems" with calculating the trajectory changes that result from banking out of wings-level flight. Our next test was with a target on auto-level again, but the firing plane was flying in "knife-edge" behind him. We believed we were already seeing the issue there too (but it's really difficult to maintain knife-edge and fire more than brief little snapshots which makes it tough to draw conclusive results), so I believe that the "problem" shows up any time you fire with the wings banked.
If you were firing banked while pulling G's though (like in a turn, firing on a turning aircraft) you'd never be able to detect what we saw. What you might notice instead is what you found, where it looks like the aim-point shifts "aim-point locations" on the target plane.
And again, this isn't what we were testing, and we didn't spend much time on it. Just enough to figure out the "patterns" and understand what we were seeing.
The interesting point for us was that the modeled trajectory of the bullets in AH appear to behave like they should in RL, even in a bank, and even inverted or while flying at extreme nose-up or nose-down attitude. Along with that, the tracers were "right in there" with the rest of the bullets (or at least close enough so that we didn't detect any discrepancy between them and the rest of the bullets).
What I took away from the tests was that the bullets fly "right", it's just the LCG that has some quirks. It's one of the reasons I always recommended my students used it as minimally as possible. I didn't want them to start paying too much attention to it if it wasn't quite right... It's also why I recommend they pay more attention to the tracers than the gunsight. The gunsight also starts to be an "inaccurate" representation of where your bullets are headed once you begin banking, and gets to be very inaccurate when you pull more (or less) than 1G.
The tracers show where the bullets are going. The sight and LCG don't necessarily do that...
And yes, I agree that the info the tracers give you can be imperfect due to limitations in 3D rendering and their overall size and lack of transparency. I still think they're the best tool we have when it comes to learning gunnery.