Author Topic: The Void between Machine guns and cannons.  (Read 9957 times)

Offline hazed-

  • Gold Member
  • *****
  • Posts: 2467
      • http://combatarena.users.btopenworld.com
The Void between Machine guns and cannons.
« Reply #120 on: August 08, 2003, 11:34:46 AM »
Quote
Originally posted by john9001
<>

i can't even belive you posted that , 50 cal "bouncing off' thin alum sheet metal, it must have been the super secret german extra hardened alum sheet metal armor designed by tank kurt.
ya , das ist da ticket.


I suggest you read

COMBAT CREW
 by John Comer
ISBN 0-7515-0796-2

then when you call this B17 topgunner/Engineer veteran a liar you will be assured in your own mind that you know better than someone who was there wont you :)
« Last Edit: August 08, 2003, 11:37:37 AM by hazed- »

Offline hazed-

  • Gold Member
  • *****
  • Posts: 2467
      • http://combatarena.users.btopenworld.com
The Void between Machine guns and cannons.
« Reply #121 on: August 08, 2003, 11:47:46 AM »
Quote
Originally posted by F4UDOA
Geez,

1. Please don't turn this into a Luftwaffa is undermodeled thread. That is not what this is and there is enough of that going right now. See other thread for that.

2. This is not a whine about Hizooka's. I rarely get killed by them, in fact the majority of cannon armed dweebs are not hispano, they are Japanese in the NIK2 or Russian in the La-7. The ones that bother me the most are in the NIK2 much more than the C-Hog.

The Fact is

Most pilots in wartime never fired unless they were right on top of their targets. 150meters or less.

Bullets of many calibers can and did "bounce off". Just because it doesn't seem feasable doesn't mean it can't happen. I have read reports from pilots on all fronts reporting this. Are they all full of Sh*t? Or do we think we know to much? A rock skipping off of water is a good analogy.

And another thing

I don't care if someone has a mine shell or a howizter shell. You may know the exact force of the explosion but the damage done to the target is 100% subjective. Frankly I find the damage model in the TA more realistic, more challenging and more enjoyable. But it is my opinion and I can back it up with as much annecdotal evidence as anybody.

In WW2 there were many reports of pilots landing on carriers with up to 40 cannon holes in them. This is not only unlikely it is impossible in AH for this to happen. In AH one hit from an Osty at any range is death. IRL many fighters absorded hits from high caliber AA and returned home. I have never survived a hit from an osty.

IMHO the damage model needs a major overhaul in AH.

Everything from .30cal buff guns severing wings at 500 yards to A6M5's that take more damage than any American Navy plane.

Tone the hits down and the game becomes more ACM intensive and less HO and front quarter reliant.


couldnt agree more with what you are saying.(well except zeros being tougher than navy planes in AH lol) in fact i thought id QUOTE this in order that no one misses it :)

and to repeat: "Tone the hits down and the game becomes more ACM intensive and less HO and front quarter reliant. "
« Last Edit: August 08, 2003, 11:50:21 AM by hazed- »

Offline MANDOBLE

  • Parolee
  • Silver Member
  • ****
  • Posts: 1849
      • http://www.terra.es/personal2/matias.s
The Void between Machine guns and cannons.
« Reply #122 on: August 08, 2003, 02:55:43 PM »
Yep, tone the hits down for medium range (> 350 yards, even less), and a LOT down for long range (> 500 yards). At least this way our combat will be much closer to WW2 standars. And add to that a BIG improvement in damage/armour model.

Offline Toad

  • Plutonium Member
  • *******
  • Posts: 18415
The Void between Machine guns and cannons.
« Reply #123 on: August 08, 2003, 06:46:58 PM »
Why, shuckins, boys.. why don't you just ask for something that the other earlier games did to some degree?

Just artificially make the bullets disappear at anything beyond 100 yards.
If ye love wealth better than liberty, the tranquility of servitude than the animated contest of freedom, go from us in peace. We ask not your counsels or arms. Crouch down and lick the hands which feed you. May your chains sit lightly upon you, and may posterity forget that you were our countrymen!

Offline MANDOBLE

  • Parolee
  • Silver Member
  • ****
  • Posts: 1849
      • http://www.terra.es/personal2/matias.s
The Void between Machine guns and cannons.
« Reply #124 on: August 08, 2003, 08:49:16 PM »
Toad, our actual combat is a fantasy compared to WW2. What to do to solve that? I prefer a WW2 type combat than our actual sidewinder range kills.

Offline Toad

  • Plutonium Member
  • *******
  • Posts: 18415
The Void between Machine guns and cannons.
« Reply #125 on: August 08, 2003, 11:19:12 PM »
HTC has a choice:

Artificially reduce the range of the guns to suit the personal preferences of folks that really have no idea.

Or, model the guns as ballistically close as you are able, track the round and see what they hit in the arena universe.

You want "nerfed" guns.



WB used to have that.. maybe they still do.

Life is full of options.
If ye love wealth better than liberty, the tranquility of servitude than the animated contest of freedom, go from us in peace. We ask not your counsels or arms. Crouch down and lick the hands which feed you. May your chains sit lightly upon you, and may posterity forget that you were our countrymen!

Offline Kweassa

  • Platinum Member
  • ******
  • Posts: 6425
The Void between Machine guns and cannons.
« Reply #126 on: August 08, 2003, 11:23:14 PM »
Quote
Everyone is so hung up on who had the biggest bullets but nobody cares that the relative damage was minimal unless the pilot or engine was knocked out.


 F4UDOA, everybody would agree to that.

 It's just that we do the reasoning; "rarely should there be any damage at all in the first place" when planes are at certain distances - they can't hit the enemy plane with enough accuracy to ensure its destruction.

 If HTC has modelled the difference in relative powers between various gun shells of AH, into somehing that even remotely resembles any real life figures - then, inevitably the problem must be found within the other aspects which do not resemble real life figures at all - and those are damage modelling, and (particularly) long range shots.


 The factual data provided on reasons behind plane losses, can be looked in this point of view:

 When an attacking plane approaches its target within a very close range to fire(100m or so..), the first immediate point of targetting an average pilot will set his eyes upon, will be the fuselage area.

 It is the largest part of the plane visible to the attacker, and also the easiest place to target.

It is very likely the average pilot will aim for the fuselage, and many of his shots will land there inside such close firing range, rather than other areas.

 That will lead to a pilot death or engine damage, if it penetrates the pilot protection or if there was deflection enough for shots to land at the frontal part of the fuselage from behind.

 If not, it will most likely puncture fuel tanks and lead to fire.  

 I believe that accounts for the high rate of plane losses due to pilot deaths/fires(fuel area hit)/loss of power(engine hit, with slight deflection), rather than loss of wing or elevators.

 ...

 However, when the effective firing range becomes longer than real life, the probability of structural failure on the wing/elevator/stab parts become increasingly larger -  since admitabbly the fuselage area is more durable than the wings.

 With a burst of guns in AH firing distances, connecting at 400~500 yards, the dispersion of the cannons will land hits that are spread relatively wide across the rear surface of the target plane(trailing edge of wings, elevators, V-stab...) - in which case the weaker areas will fall off first(in current style of "sufficient number of hits = part falls off" DM), before prolonged fire damages pilot/engine/fuel compartments, residing inside the fuselage.

 Then, as I have wondered, it becomes a matter of how those shots land like that in the first place, in such ranges. There are many reasons behind this, but that is discussed in other threads. The more important fact to poin out right now, is if AH firing ranges would come down to realistic levels, then the loss of planes would start to match the real data collected.

 Add a better DM to that, and it is going to be almost exactly like what you have read.

 I know some people don't like these comparisons, but IL2/FB does exactly what I have said - effective firing range against a straight, level plane is 300~400m max(lucky pot shots with MK103 or so, sometimes kill out to 700m, but that's very very very rare).

  Against maneuvering planes, you need to go within 200m. With the DM as they have, damage is gradual and not instant - a few shots to the wing do not break it down.

 Since the shooting range is so close, most of the shots landed are concentrated at the fuselage area rather than wings. Hits on the wings usually lead to degradation in balance/performance, which in turn, leads to the final coup-de-grace where the target cannot maneuver well, and the attacker approaches and deals the death blow to the fuselage areas, starting a fire, or killing the engine. Hits on the wings itself, does not kill planes by that alone, in IL2/FB, since spread out hits at long ranges, which some rounds connect to the wing, are uncommon in the first place, and ineffective even if it happens so.  

 Thus, the largest reason for death in IL2/FB, is usually fire, or engine failure due to damage.

Offline Kweassa

  • Platinum Member
  • ******
  • Posts: 6425
The Void between Machine guns and cannons.
« Reply #127 on: August 08, 2003, 11:32:06 PM »
Quote
HTC has a choice:

Artificially reduce the range of the guns to suit the personal preferences of folks that really have no idea.

Or, model the guns as ballistically close as you are able, track the round and see what they hit in the arena universe.

You want "nerfed" guns.


 No, Toad.  There are many more choices, than that. One being, ..

*Model the guns as ballistically close as you are able

 and with that,

*Also model as much of other subtle factors which inhibit the probability of hits in long ranges - factors which work against the oure, theoretical ballistics.

- get rid of ammo counters for planes not having them
- put in realistic hit sprites, or at least make them diminish in size
- limit maximum zoom-in
- introduce other inhibiting factors such as turbulence or flutter effect
- introduce new DM
- maybe new icons..

 and etc etc.

 After all, if one game models its guns ballistically close as possible and track the rounds, and still manage a more realistic shooting environment, then so can AH.

 If the some pilots are such crack-shots, so much better than WW2 pilots as they claim to be, then the above factors won't bother them anyway. What have they got to lose?

 They'd keep ammo count into consideration, will have a feel on whether they are hitting the target or not at long ranges, won't use zoom feature anyway, will be accurate enough to kill stuff no matter how the DM changes, and will be able to judge relative distance and speed without the need of the 'count-down' icons, right?

 ...

 I mean, what do the people of AH lose by not being able to hit 400~600 yard shots regularly?
« Last Edit: August 08, 2003, 11:42:00 PM by Kweassa »

Offline Toad

  • Plutonium Member
  • *******
  • Posts: 18415
The Void between Machine guns and cannons.
« Reply #128 on: August 08, 2003, 11:50:36 PM »
Using Hooli's numbers for these trajectories.

The gun is "zeroed" at 400 yards.


13mm AP-T 38.5g 710 m/s .36








US BMG .50 AP/I 42.9g 938 m/s .693





Things to look for:

Note the difference in energy at 400 yards and again at 800 yards. the .60 has 3X the energy at 400 and 4X the energy at 800.

Not the time of flight at these yardages. At ~300 mph, the target is moving 440 feet per second. That extra half second the 13mm takes to get there allows the target to move another ~70 yards, requiring that much more lead.

Note the drop, especially at 800 yards. Out to 500 yards, the .50 BMG is in a line of sight window between 8 inches high to 12 inches low, in other words always within plus or minus a foot line of sight. The 13mm ranges from about a foot high to two feet low.

Any question now on why the .50's are easier to hit with or do much more damage?

If you have an good data on BC's, bullet weights and muzzle velocity, we can quickly run those as well for other calibers/rounds.
« Last Edit: August 09, 2003, 12:06:12 AM by Toad »
If ye love wealth better than liberty, the tranquility of servitude than the animated contest of freedom, go from us in peace. We ask not your counsels or arms. Crouch down and lick the hands which feed you. May your chains sit lightly upon you, and may posterity forget that you were our countrymen!

Offline Batz

  • Gold Member
  • *****
  • Posts: 3470
      • http://bellsouthpwp.net/w/o/wotans/4JG53/
The Void between Machine guns and cannons.
« Reply #129 on: August 09, 2003, 12:24:37 AM »
I dunno why you always turn "gunnery" into just a ballistics discussion.

Its much more. I am sure theres a "lethality" at range calculation that HT uses and I am sure its fine (except for mgff and the type 99 mk 1). But theres no question that "effective range"; the range at which the average ah'er can shoot and kill; is much further then in rl.

As has been stated previously theres a number of reasons.

1. Tracers. I dont even use a gunsite anymore it just clouds up my vision. You can see exactly where you bullets are going and adjust.

2. One size fits all hit sprites. You can tell at range if you hit.

3. Range counters - for the most part this eliminates the need need to use a gunsite because you dont have to center up your prey to get accurate range.

4. ammo counters - you know exactly how much you can spray.

5. every round that hits causes equal damage. There no randomization.

6. hybrid rounds - take the hisso the brits didnt use an ap round.

If you are just going to talk about "numbers" then the only 2 choices are

keep umm real no matter how unreal the results

nerf umm to get more like "real life"

But if you include everything you can see that there are other areas that could be adjusted to get results closer to rl.

I am not an advocate of no icons but I play a lot of il2 in the online wars where no icons are the norm. Even though its "unrealistically" difficult to track and spot nme it forces you to get in close to land decent lethal hits. Even though there are problems with the DM you actually need to aim at points on the aircraft you are trying to kill. Just getting hits anywhere most of the time wont get you a kill.

I think that maybe if icons where ever redone to fade in at range, hit sprites were redone, tracers set at intervals instead of a continous stream and the dm tweaked to include some randomization (ie some hits just make holes others do more damage etc.) then you would see a different type of "result".

Offline Toad

  • Plutonium Member
  • *******
  • Posts: 18415
The Void between Machine guns and cannons.
« Reply #130 on: August 09, 2003, 12:58:39 AM »
Because the bottom line IS ballistics.

Since day one HTC has said they model each bullet and track it's trajetory in the universe, taking into account whether or not it hits any other object along that path.

If one accepts that as true, then all the wailing, whining and gnashing of teeth is pointless. Ballistics is a pretty simple science, that is, it's pretty simple to predict a bullet's path.

So clearly "bullets can't hit at 500 yards" is simply BS. Of course they can. At 500 yards, that .50 zeroed at 400 will only hit one foot below line of sight aimpoint, it will have 500 foot pounds of energy and only take about half a second to get there after leaving the barrel.

OF COURSE it can hit something at 500.

The opposite side of this argument is should we, the virtual pilots, be able to aim that well. You have your laundry list of things to discuss. Fine. Want to change/remove some of that? Something to consider. A lot of those things fall under the category of "gameplay"; if all sides have all aircraft there has to be some sort of IFF. The form is debatable but the requirement is not.

But there can be NO DOUBT WHATSOVER that the bullet will do the job. And that's what HTC's ballistics model does model; the bullet is doing it's job as close to RL as they can make it. It's not a "gameplay" consideration. To argue for "nerfing" the guns range or damage is ludicrous, especially when made by folks that are concerned about whether the top speed of an aircraft is off by 1% at the top end.
If ye love wealth better than liberty, the tranquility of servitude than the animated contest of freedom, go from us in peace. We ask not your counsels or arms. Crouch down and lick the hands which feed you. May your chains sit lightly upon you, and may posterity forget that you were our countrymen!

Offline Toad

  • Plutonium Member
  • *******
  • Posts: 18415
The Void between Machine guns and cannons.
« Reply #131 on: August 09, 2003, 01:01:46 AM »
Oh and besides, plotting trajectories tends to nullify the claims that some rounds are unfairly reduced in range due to some secret handshake conspiracy that no one can prove but everyone knows is there.

Ballistics show that the range of some rounds just sucks compared to others. Like noting that the .50 has about 1/3 of the drop of the 13mm at 1000 yards.

And that the energy of some rounds just sucks compared to others. Like noting that the .50 has more energy at 2000 yards than the 13mm does at 700 yards.
« Last Edit: August 09, 2003, 01:12:43 AM by Toad »
If ye love wealth better than liberty, the tranquility of servitude than the animated contest of freedom, go from us in peace. We ask not your counsels or arms. Crouch down and lick the hands which feed you. May your chains sit lightly upon you, and may posterity forget that you were our countrymen!

Offline Batz

  • Gold Member
  • *****
  • Posts: 3470
      • http://bellsouthpwp.net/w/o/wotans/4JG53/
The Void between Machine guns and cannons.
« Reply #132 on: August 09, 2003, 01:55:27 AM »
Nope you are wrong. The discussion isnt bullets cant hit and hurt you outside d600. Where has anyone said that?

Its about effective range that the average player gets kills.

Your arguement does nothing to account for the simple dm or the fact that any hit causes equal damage. This alone would change the current "gunnery".

Its more then ballistics as kweassa and I have said.

As kweassa pointed out in his comparison to il2. Long range shoots are possible and if they hit vital points can cause damage or death but the likelyhood of that is small, unlike ah. In IL2 50s and hissos (they are hizookas there as well) are very deadly in the same respect they are here. But there are a number of factors unaccounted for in the ah model that are present in il2 that better recreate what one reads about in regards to ww2 a2a combat.

Il2 has flaws and bugs and it aint all gravy. Your tables and numbers are great if I were firing from a bench at a fixed target. You dont account for oscillations from longer burst, (dispersion in ah is standard) turbulence, etc.

Not all hits would cause damage or even equal damage. Some hits would make nice holes, other depending on angle of impact may skip off, others may find the pilot or the fuel tank or cut control cables. Theres no or very little radomization.

Then again the ability to use a constant stream of incredibly visible tracers to walkon on to target, instant range info, and one size fits all hit sprites are more a factor in the long range gunnery in ah then the charts you posted.

Quote
Oh and besides, plotting trajectories tends to nullify the claims that some rounds are unfairly reduced in range due to some secret handshake conspiracy that no one can prove but everyone knows is there.


Secret handshake? I dunno what you are going on about here but pm brady and ask him about his talk with pyro in regards to the type 99 mk 1 and type 99 mk 2 and why theres a huge difference in lethality between the 2. And where do you see where anyone said certain rounds are reduced in range as part of a conspiracy?

Offline Kweassa

  • Platinum Member
  • ******
  • Posts: 6425
The Void between Machine guns and cannons.
« Reply #133 on: August 09, 2003, 02:09:05 AM »
Agreed.

 Ballistics is science, probably something a layman like me never can fully understand. But I am pretty damned convinced that ballistics, is but only ONE of many sciences which must come into this picture, which tries to recreate certain events of the past - each EQUALLY as important as the science of ballistics.

 Besides, history, and prolonged research of it, pretty much seem to support the fact that real life gunnery results hardly meet the outcome of a prediction via theoretical ballistics, no?

 So then, where does this disparity come from?

 Is it OK to ignore that disparity, because AH is only a game? In that case, when 'realism' loses its place as a standard and 'it's only a game' slogan comes into action - then, there's also nothing wrong with nerfing bullets to create a better historic image in gunnery. It makes a better game, that way.

 But of course, I don't want that.

 I recognize what the ballistics suggest. Then, I'd also expect that factors aside ballistics, also gets equal recognition.

Offline HoHun

  • Gold Member
  • *****
  • Posts: 2182
The Void between Machine guns and cannons.
« Reply #134 on: August 09, 2003, 06:15:25 AM »
Hi everyone,

I'd like to point out that two effects haven't been given enough consideration in this thread:

1) With regard to the original machine guns vs. cannon question, it's important to remember that at least the German cannon ammunition was designed to destroy the structure of the aircraft so that they didn't have to rely on hit on critical components. I'm sure that other 20 mm cannon firing standard explosive shells shared this capability to a certain degree.

2) With regard to long range ballistics, it's imperative not to forget about dispersion.

Dispersion of wing-mounted 12.7 mm machine guns may be 6 mil, which means that at 800 m the projectiles impact in a 4.8 m circle - that's 18.1 m^2, while a fighter-sized target may offer around 3 m^2 target area. In other words, even with perfect aim, only 1 in 6 projectiles is going to hit.

Dispersion of a fuselage-mounted 13 mm machine guns will probably be less than 2 mil. That's an 1.6 m diameter circle, or a 2 m^2 area. That means that with perfect aim, the vast majority of the projectiles is going to hit.

(Of course, wing-mounting versus fuselage mounting doesn't depend on the weapon type. The P-38 for example can be expected to be outstanding in long range firepower.)

Now to get an impression of the effectiveness of machine guns at long range under realistic conditions, we can draw on German studies. According to their figures, the 15 mm MG151 per projectile had 27% of the effectiveness of the MG151/20, which in turn was reckoned to be able to reliably destroy a fighter with 6 random hits. The 12.7 mm Browning projectiles had 68% of the MG151's muzzle energy, which I'll take as indication of their relative effectiveness. As result, I'll consider 33 random hits by 12.7 mm ammunition enough to destroy a fighter aircraft. At 800 m, that would require about 201 rounds to be fired, which a battery of 6 Brownings could manage in about 2.9 s.

For comparison, how about a MG151/20 attack at 800 m? German sources give a 1.9 mil dispersion for this gun, so a 50% hit chance is a rather conservative estimate. That means with perfect aim, 12 rounds would have to be fired from centre-line mounted MG151/20 cannon. That would take a Fw 190 with its wing-root cannon just 0.5 s.

Of course, these calculations rely on the unrealistic assumption of perfect aim. To illustrate the effect of this factor: The Luftwaffe expected that a typical pilot under combat conditions firing a MG151/20 battery at a heavy bomber at 1000 m would have a hit ratio of 3%. However, the ballistic capabilities of the weapon hardly influenced the hit probability: The 50 mm MK214 which probably featured a much better trajectory than any other WW2 air combat weapon still gave the average Luftwaffe pilot no better than 4.2% hit chance under the same conditions.

On the other end of the scale, American gun sight testing after WW2, using a P-38, showed that it was possible for the (admittedly highly skilled) test pilot to make entire tracking runs with the nose within one mil of the ideal aiming point. Such a pilot might have been able to get just the results I've described under "perfect aim" above.

Whether Aces High requires the same degree to skill to achieve "perfect aim" as flying a real fighter does, I can't tell. However, I think this is more a matter of the flight modelling than of the ballistical modelling because the all-decisive question is "How well can you point the guns?"

Regards,

Henning (HoHun)