Author Topic: Tests on bullet dispersion.....  (Read 595 times)

Offline Nifty

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Tests on bullet dispersion.....
« Reply #15 on: October 10, 2001, 10:35:00 AM »
hehe, go test the Hurri IId's 40 mms in flight.  LOL  recoil from those puppies knocks you all over the place.

I didn't notice perfect crosses with my hellcat, but I'll retest this evening with the entire ammo load.  I was actually just looking at convergence (settled on 350 I think...)  Worked well, good concentrated fire under 400yds, and still can spray that Runstang that's 600yds away.  LOL
proud member of the 332nd Flying Mongrels, noses in the wind since 1997.

Offline Apar1

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Tests on bullet dispersion.....
« Reply #16 on: October 10, 2001, 11:56:00 AM »
Quote
2. HT, I'm confused. I understand it may be better to do it in flight, but if we don't use auto trim level, how can we get a steady platform? If we are hand flying, then control movements will screw up the results. ?

I still don't understand why it is better to do this test flying.

Why not a tool you can use in the hangar that displays a chart right in the crosshair of your gunsight at the distance you select?

I mean why introduce unpredictable parameters to the test?

Offline Mark Luper

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Tests on bullet dispersion.....
« Reply #17 on: October 10, 2001, 12:50:00 PM »
Quote
Originally posted by Apar1:


I still don't understand why it is better to do this test flying.

Why not a tool you can use in the hangar that displays a chart right in the crosshair of your gunsight at the distance you select?

I mean why introduce unpredictable parameters to the test?

If you do the test flying, hands on the stick it will really represent what
ACTUALLY happens and not something that just shows what guns will do in a fixed environment. In other words, yes, the guys with the steady hand is going to have a better, or at least, tighter pattern. It sure makes sense to me  :)



[ 10-10-2001: Message edited by: Mark Luper ]
MarkAT

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Offline aac

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Tests on bullet dispersion.....
« Reply #18 on: October 10, 2001, 02:17:00 PM »
I need to make a correction on my post.  teh addition of DirectX 8.1 stopped all of the freeze-up, lock-up EXCEPT going in tail first.  I discovered shortly after 1.08 that if I could bail out before I hit the ground there was no lockup, I related this to the squad I'm in and we use it all the time.  It appears that the lockup has something to do with the grafic resolution code of the crash going into a loop.  

ab8aac out

Offline Apar1

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Tests on bullet dispersion.....
« Reply #19 on: October 11, 2001, 03:27:00 AM »
Quote
If you do the test flying, hands on the stick it will really represent what
ACTUALLY happens and not something that just shows what guns will do in a fixed environment. In other words, yes, the guys with the steady hand is going to have a better, or at least, tighter pattern. It sure makes sense to me

SO why do we have to do it in auto level or not? There are many factors that effect gun pattern on a target from guns fired from a moving target. Testing it in one in-flight parameterset doesn't say much for all other in-flight variations at all.

If the in-flight gun dispersion is "big" and you don't know whether the basic gun dispersion of that gun on a stable platform is within certain limits (normaly definted in operation requiremends for a weapon system) than that in-flight test doesn't tell me whether this in-flight dispersion could be caused by in-flight errors (recoil, plane vibration, control surface deflections, etc.)
Before i do in-flight gun dispersion tests I would like to know the standard gun dispersion to start with (and bullet drop and convergence spread at different target distances for a range of convergence settings)

[ 10-11-2001: Message edited by: Apar1 ]

Offline AKcurly

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Tests on bullet dispersion.....
« Reply #20 on: October 12, 2001, 03:25:00 AM »
I guess I'm confused.  I expected to put the pipper on the center of the target and see the pattern form "below the center circle."  I expected to see how much the rounds dropped.

If we knew the radii of the various circles differed by say, 10 yards, then we could gain information about round ballistics.

AKcurly

Offline hazed-

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Tests on bullet dispersion.....
« Reply #21 on: October 12, 2001, 11:57:00 AM »
apar i think hitech wants it tested 'in flight' because all 'parameters' as you say are simulated and therefore would introduce more corrections to the path of the bullets is my guess.
If we had real world air physics in AH perfectly down we would only need to test on the ground,knowing they will behave perfectly in the air.As we have a simulated 'air' we have to test in there too to make sure its not doing something completely different to the ground fired weapon.I suspect HTC would rather work on the aspect which is the most commonly used in AH, ie in the air (thus taking into account all of the programme ie vibration coding etc).HTC is this why?

hehe, we keep forgetting that everything in AH is simulated by code.All behaviour, of every object is the result of a calculation and a program to produce 'simulated' behaviour to match what we know is the real one.When the real world data isnt there its best guestimate time.I often assume the air we fly in is just there like RL, not a programme!  :) DUH!!

[ 10-12-2001: Message edited by: hazed- ]

Offline SKurj

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Tests on bullet dispersion.....
« Reply #22 on: October 12, 2001, 01:31:00 PM »
Curly the rounds do drop, but if you set the target range at convergence they hit the bullseye.  If you set convergence at say 350, and then set target range at 650, when lined up on the bullseye you bullets will hit low.
The rings are 3ft apart


SKurj