In WW2 it was not so easy to score a hit.
Are you sure funked?
Or could it be that a more correct statement would be "In WW2 it was not so easy
for the average WWII pilot to score a hit"?
If the ballistics are correct, and for the purposes of this debate lets assume they are, and dispersion is definitely in the system as Funked himself points out so often, where is the difference?
Hit detection is always an area to scrutinize, but I haven't seen any shots that I thought should/shouldn't have hit, that have, so I don't think we are "shooting beachballs". Anyone else seen a problem here?
So again where is the difference between our game and WWII? I think its simple.
It the players, and the "game" environment we play in. Not necessarily the modeling.
In one week of playing Aces High, the average player has more gunnery experience and skill, than all but the "Hartmann Quality" of Ace. And we all know that in the game (and in RL for that matter) gunnery is an aquired skill. The more you do it, the better you get.
We also play in an environment where we get perfect ranging information via the icons, and we also have a perfect hit feedback system, via the "hit flash". So we know exactly how far away the badguy is, and we can adjust fire easily since we know exactly when we hit him.
So you basically have two choices.
1.) Change the gunnery system to produce "historic" results. In other words, no matter how skilled the sim pilot is, he must get into "average historic parameters" (100-200 yards) to get hits. This is the route that WB's has taken, and the reason for the past year of their constant tinkering with the gun system.
or
2.) You model the guns, aircraft, environment, and hit detection, as accurately as you can and see what happens.
So it comes down to , which do you want?
Real Guns? or Historic results?
Personally, I like the Real Guns approach.
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Vermillion
**MOL**, Men of Leisure
"Real Men fly Radials, Nancy Boys fly Spitfires"