Author Topic: The Void between Machine guns and cannons.  (Read 10926 times)

Offline Toad

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« Reply #255 on: August 17, 2003, 09:15:03 AM »
Quote
Originally posted by Kweassa

But I dare claim those two decisions, over time, is gonna prove to be the bane of AH
 

Well, you are certainly entitled to that opinion. Note that HT has posted in this thread and elected not to comment on either side.

 
Quote
Originally posted by Kweassa
almost every case of shooting down is a result of guns fired over four~five football fields



 I'm sure that I get as many kills inside 300 yards as I do outside of it. I admit, I look for the whirling, swirling, close-action dogfights, however. But your generalization is just that, and purest speculation besides. That's putting it politely; your statement is that which makes the flowers grow.

It's like the famous 1.2 kill. We all heard it happens everyday to every player and all the time. When HT called for films, NONE could be found. Eventually, one showed up and it was questionable IIRC.

Now we have "every kill is over 500 yards". Baloney.
 
Quote
Originally posted by Kweassa
the only thing realistic about AH gunnery is that it proves the gun can hit out far as suggested by theoretical ballistics.
 

Well, that's where it all starts, isn't it? And secondly, ballistics aren't theoretical.

Now let's review the sacred laundry list again. Suppose you got every single wish with respect to your "other factors" granted. Then suppose you still got nailed at 500 yards on your dead straight or repetive no-change slow jink?

Then what are you going to blame it on?


 
Quote
Originally posted by Kweassa
 Why is gunnery an exception from overall realism?


This may come as a shock to you, but there are many exceptions to overall realism. These are usually characterized as "gameplay concessions" although some are "hardware concessions" due to the limitations of trying to create a huge 3d world where folks use stereoscopic vision on a 19" flatscreen monitor.

As for Tony's quote, with all due respect, that's merely anecdotal evidence. AFAIK, we have little evidence of actual kill range. What we have is pilot estimations.

No one accepts anecdotal performance reports, yet we are now to take anecdotal ranges as gospel? It's been my experience that things in the clear air at altitude look much closer than they actually are. I say this after driving up behind tanker aircraft countless times and manually flying in to "precontact" position from anywhere from 10 to 3 miles out with the Nav 1 callng out radar ranges. Tough to argue with radar range though........
« Last Edit: August 17, 2003, 09:17:41 AM by Toad »
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Offline Kweassa

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« Reply #256 on: August 17, 2003, 10:09:17 AM »
Quote
As for Tony's quote, with all due respect, that's merely anecdotal evidence. AFAIK, we have little evidence of actual kill range. What we have is pilot estimations.


 This is a good one.

 So, since we have little "evidence" of actual kill range9as claimed by you), we are entitled to use a system of gunnery which the subtle factors which might influence it are absent?
 
 And continue to discredit 'anecdotal evidence' which researchers highly agree on, and at the same time, we're supposed to support results of in-the-game gunnery that doesn't have any evidencial link to history at all?
 
 By your logic we are to choose between two differing views on gunnery, both with not much 'evidence' to prove its superiority.  

 So, we are to arbitrarily support a type of gunnery that is against every 'anecdotal evidence', and conclusions of research from the historians, on the sole fact that ballistics supports it. That leads to a very intriguing perspective on history of gunnery in WW2, Toad.

 You're saying every pilot was range-impared that they always mistook shots being fired as close range, when it was much further than that in reality.

 That's also saying the major battling air powers, which victory or defeat was at stake, made decisions on matters surrounding gunnery upon ridiculous reports from range-impared pilots, and at the same time, the numerous true aces of the war became obsessed in doing something that was totally unnecessary - getting in close to fire, which is risking collision, overshoot, unexpected mistakes and unnecessary dangers.

 Such doofuses..! According to the ballistics, they just had to aim a right point from 400~500 meters out, and they could have killed their targets easily.

 ...

 Ok. You didn't exactly say those things, and I know I'm putting words in your mouth. But the point is, your brushing away what little 'evidence' there is concerning this issue as the category of 'anecdotes', and are in support of an arbitrary gunnery modelling which matches no accounts, and has no evidence at all.

 Well, it's not arbitrary. It does have ballistics, and that alone.


 ....

Quote
This may come as a shock to you, but there are many exceptions to overall realism. These are usually characterized as "gameplay concessions" although some are "hardware concessions" due to the limitations of trying to create a huge 3d world where folks use stereoscopic vision on a 19" flatscreen monito


 What's more shocking, is you are actually relating various other matters which are related to 'gameplay concessions' to this very issue.

 Where's the game play concession on plane stalls? E-retention characteristics? I don't see anyone talking about game play concessions on the combat flaps of the P-51D? Or the performance charts of the planes?

 No. I hear concessions about strats, CV/Ship modelling, GV aspect, ground-war aspect. But I don't see any 'game play concession' on matters which are directly related to the issue of portraying planes itself.

 So then, why the gameplay concession on gunnery? Why is the gunnery aspect a game concession in the first place? Why does anyone need a gameplay concession to aid people to do something which many people specifically claim that rarely happened in WW2 air combat of real life?

 In other words, if it is a game play concession, why do we need a game play concession allowing people to hit and aim easily at targets at "claimed" unrealistical distances? Which in turn, provides the community of countless misunderstandings and gripes, discontent and disbeliefs, fights on Ch1, "bullshi*" claims and etc etc?


Quote
I'm sure that I get as many kills inside 300 yards as I do outside of it. I admit, I look for the whirling, swirling, close-action dogfights, however. But your generalization is just that, and purest speculation besides. That's putting it politely


 Speculation on what? Speculation that 300~600 yard kills aren't often in AH? Or speculation that real life gunnery wasn't any good over those distances?

 Besides, I notice that you aren't denying the fact it happens. You're merely questioning the 'frequency' of it happening. This is so ironic that by the "ballistics" you have quoted, is exactly what adds to my analogy. People know they can kill over ranges out that far. They don't hesitate to shoot. It happens frequently, and that is why people are discontent.

 The true 'long range' gunnery - over 800yards? I admit that is not very frequent. 1.2k deaths? Not me, I never went through that one.

 But hits at 300 to 600 yards? Happens all the time. How do you think the Spitfires and N1k2s, which are relatively slow planes, get 20% of kills in the MA? Its because they are barely fast enough to come into above distances, and gain a chance to spray.

 ...


Quote
Well, you are certainly entitled to that opinion. Note that HT has posted in this thread and elected not to comment on either side


 And I am thankful to HT, for patiently listening the debate out.

 
 ........


Quote
Now let's review the sacred laundry list again. Suppose you got every single wish with respect to your "other factors" granted. Then suppose you still got nailed at 500 yards on your dead straight or repetive no-change slow jink?

Then what are you going to blame it on?


 Nothing.

 I've wrote it before, and I write it again. If that is so, then it does prove AH pilots are much skilled, despite the various inhibiting factors.

 Quoting my own words "I humbly rest the case".

 But that's a problem to worry about when the changes actually come.

Offline GScholz

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« Reply #257 on: August 17, 2003, 10:20:32 AM »
Quote
Originally posted by Kweassa
The true 'long range' gunnery - over 800yards? I admit that is not very frequent. 1.2k deaths? Not me, I never went through that one.


You should try attacking a good B-17 pilot. He'll get you as far out as 1800 yards if you're trailing him. So called "anectodal" evidence suggests the real B-17 crews had real difficulties hitting at 500 yards, even against the big Ju88 bomber-interceptors.
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Offline Toad

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« Reply #258 on: August 17, 2003, 10:43:53 AM »
Quote
Originally posted by GScholz
You should try attacking a good B-17 pilot. He'll get you as far out as 1800 yards if you're trailing him.  


I call. Let's see the film.

Let me guess.. you forgot to film it? But it's happened to you 100's of times?
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Offline Toad

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« Reply #259 on: August 17, 2003, 10:45:35 AM »
Quote
Originally posted by Kweassa
Ok. You didn't exactly say those things, and I know I'm putting words in your mouth.
 


Yep. So I'll wait till you write a cogent reply before answering.
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Offline GScholz

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« Reply #260 on: August 17, 2003, 11:15:44 AM »
Quote
Originally posted by Toad
I call. Let's see the film.

Let me guess.. you forgot to film it? But it's happened to you 100's of times?


I wouldn't say 100's of times. Was shot down (as opposed to just pinged) at 1800 yards once. 1400 yard trailing shots are more common. I tend to avoid bombers now unless I'm in a heavily armed plane in a good position (2 o'clock/10 o'clock) and have lots of E. I'm not that much of an ego-flyer so rarely film my fights, but this is easily tested. I'll get a squad mate to help me test in the DA and film it for your convenience.
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Offline Tony Williams

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« Reply #261 on: August 17, 2003, 12:12:34 PM »
I go away for a few days and it's hard to catch up!

A couple of comments re past posts:

RAF tracers: this is from 'Flying Guns WW2' concerning the BoB:

"The RAF fighters armed with eight .303" guns differed from the usual practice by loading each gun with only one type of ammunition. During the Battle of Britain in 1940, the reported use was three guns loaded with ball, two with AP, two with Mk IV incendiary tracer and one with Mk VI incendiary (the "De Wilde"). It is not clear why the Mk VI was used so little or why ball was used at all; possibly there was a shortage of the more effective loadings."

The Mk IV was a Buckingham type incendiary, which was ignited on firing and left a smoke trail. It was otherwise only half as effective as the Mk VI.

MG-FFM trajectories: my understanding is that the (heavy) HET and API rounds had a reduced velocity compared with the (light) M-Geschoss in oder to keep the recoil balanced, rather than matching the trajectory. The API blowback guns like the MG-FF seem to have been sensitive to recoil in their operation.

Tony Williams: Military gun and ammunition website and Discussion forum

Offline Kaz

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« Reply #262 on: August 17, 2003, 03:51:04 PM »
A suggestion:

Doesn't look like either of you guys will give up on your stance, so why not agree to disagree on these matters.

Offline Urchin

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« Reply #263 on: August 17, 2003, 08:07:43 PM »
I've been killed a few times out at 1.5-1.6 by bombers, it is very possible.  I'd be happy to go to the DA with you and show you.

Offline Batz

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« Reply #264 on: August 17, 2003, 09:07:44 PM »
be fair even if you are 1.5 on a bombers 6 the bullet isnt going to travel 1.5 to hit you. You are flying at it at whatever speed you are going so the bullet isnt traveling 1.5k.

The buff pilot may have fired at 1.5k which is crazy but you also flew into it. There was tests posted on this board (or another dont recall) that showed ground test results from bomber gunners firing at targets at 600 yrds. The dispersion was like 26ft from tail gunner. Further from the side gunner. I know "more dispersion means a greater likelyhood of a hit blah blah blah"..... but thats so much bs. As I said before even if it increased the likelyhood of a hit it doesnt mean a higher chance of a kill.

But read HTs quote in that interview westy linked. Buff guns are made easy for gameplay. Ballistically its not better or worse then the 50s on any fighter. But like everything else its how well and how easy it is for you to aim.

Btw toad pilot accounts of firing inside x range maybe anecdotal but its backed up by training material and studies.  I posted a link to  "Schiessfibel" (Shooting booklet) deals with range and all aspects of gunnery..

http://rafiger.de/Homepage/Literatur/Schiessfibel.pdf

I have seen similiar books for the raf and VVS. Read what Tony posted

Quote
"The basic problem was that few pilots were able to judge the aiming point correctly. They tended to underestimate both the range to the target and, for a deflection shot, the amount of lead that had to be allowed. And these were not small errors. When during trials pilots were asked to open fire at 300 yards, the actual distances varied between 800 and 1200 yards! Confronted with such unpleasant facts, the official advice given to fighter pilots was to take divide their range estimate by two and double their estimate of the lead! More practical was the advice to open fire from as close as possible, preferably less than 100 yards, and never from more than 300 yards. Halving the range would quadruple the number of hits."


So the problem with underestimating range isnt that folks were getting kills at long ranges and didnt realize it. It was they were firing beyond ranges where they could not expect to get a reasonable number of hits to bring down the enemy.

Hohun posted on this thread subject on AGW. He posted in much more detail about lw siudies but I will refer you just to his reply in this thread

Quote
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.


So add it all up.  

Also pilots had the ability to range in their targets with their site. Thats what the "ring" was for.  Against a hard manuvering target it may not have been practical but nether would long range hits in that case. If a pilot was closing on an unsuspecting bad guy he certainly could range in.

So if your claim is :"how do you know what range they fired at". The majority of the evidence tells us.

Offline flakbait

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« Reply #265 on: August 18, 2003, 01:34:57 AM »
Just some thoughts on the various subjects here.


1: Hit sprites show as exactly the same regardless of the gun/range/shell type being fired
Fix: Model hit sprites not as sprites, but as variable particle effects based on the round fired. While you're at it, expand the gun shake effect so it gets based off the gun caliber.

2: Composite ammunition is probably causing a lot of the "insta-kill" stuff we see.
Fix: Model actual ammunition belt mix as player selectable based on historical usage. Drop the combo bullets and model each round as individual rounds. HE is HE, AP is AP, and so on

3: Damage effects are nowhere near detailed enough. Damaging specific components is nigh on impossible.
Fix: Increase the detail level of the damage model to include fuel/radiator/oil lines, control cables/linkages, wiring, hydraulic systems, etc...

4: Aircraft, vehicles, and ships use different damage models.
Fix: Force everything to use the same damage model. Armor plate has the same effect on incoming rounds regardless of what it gets mounted on. Armor thickness, type, and angle are the only variables which allow rounds to be stopped or penetrate. There are well-known calculations for figuring a given round's ability to penetrate a given type/thickness of armor. Nathan Okun has demonstrated this very well. Shells skipping off ship armor, water, aircraft, vehicles, dirt, etc... happened IRL. Could 20mm AP rounds cut off control of a destroyer? Possibly. Could 30mm rounds bounce off the skin of a bomber? At the right angle. Currently, the aircraft damage model is like the pre-revision vehicle DM. Bullet A impacts object N with X amount of velocity and Y ft-lbs of energy.

5: Explosive cannon shells might be causing too much damage
Fix: HE rounds inflict damage primarily from a chemical explosion, not from penetration. But without penetration, you can't activate the fuse and set off the blast. It's a circular argument that can not be solved easily.

6: People are getting kills at outlandish ranges
Fix: We'd have to know what the current dispersion model would be like after making changes. Since there were RARE kills at long range, completely doing away with the possibility of long distance kills would be a very bad idea.

7: Spray n pray is hurting the game
Fix: Remove ammo counters for aircraft that did not have them and introduce gun jams for hot guns/high-G maneuvering.

8: Tracers are too big
Fix: Make tracers an actual particle effect and reduce their size.

9: Ballistic model needs more parameters
Fix: Introduce the "curveball" effect in this thread here along with other wind-related factors. Requires a complete revamp of the current weather system first as the wind never varies in speed or heading at a given altitude. Also, make rockets fly in the direction the aircraft is currently pointed, not in the direction of flight.



-----------------------
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« Last Edit: August 18, 2003, 01:45:33 AM by flakbait »

Offline Kweassa

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« Reply #266 on: August 18, 2003, 02:17:09 AM »
Well said, and wholeheartedly agreed, flakbait.

Offline romad

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« Reply #267 on: August 18, 2003, 07:18:12 AM »
We had these same discussions about gunnery range on AW forums ten years ago.  The bottom line is there will always a balance between playability and realism.  We pay our monthly dues, log on, and expect to score a few kills.  If it took six months of flight school before we ever pressed the trigger, well, I suspect our first month dues would also be our last.

As for the range which WWII pilots scored kills, well, there is nothing anecdotal about it.  There are a lot of gun camera footage recording kills.  A little detective work (camera lens spec, type, airplane dimensions …) and some arithmetic is all that is required.

romad

Offline Toad

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« Reply #268 on: August 18, 2003, 08:24:10 AM »
Urchin, let's do it. I'm always interested in actually documenting this stuff rather than just reading the tales about it.

GScholz is putting out 1800. Let's start with that and work in.
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Offline Kweassa

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« Reply #269 on: August 18, 2003, 09:42:33 AM »
Quote
We had these same discussions about gunnery range on AW forums ten years ago. The bottom line is there will always a balance between playability and realism. We pay our monthly dues, log on, and expect to score a few kills. If it took six months of flight school before we ever pressed the trigger, well, I suspect our first month dues would also be our last.


 That's what they said about IL-2. That's what I felt also.

 After the demo, and the initial release, I was very impressed how the gunnery worked out, but kinda skeptical on if such difficult gunnery is going to attract anyone besides the 'dedicated fans' of flight/air combat sims.

 ..

 Well, the result?

 IL-2 and FB are currently a record-breaker in sales in the flight-sim genre. True, gunnery is only one of the many aspects that attract a lot of people, even those previously without flight-sim experiences. But at least the feel and the challenge of what the game offers has attracted customers to this genre like nothing before. People don't refrain from the game because the gunnery is too hard.

 To think that the boxed-game flight-sim genre was always a very small, hardly profittable market.. that is pretty much astounding success.

 Besides, the same logic can be applied to difficulty of learning to fly a plane. When a frustrated newbie exclaims online "I can't do this", people don't say "yeah, it's not a game for new people." They all say "it has a learning curve.. Don't worry, be patient, and practice a lot." No reason the same cannot be applied to gunnery, IMO.

 Another positive side, is that the difficulty of shooting at ahistoric ranges, effectively deals away with the "freak shots" and "bullshi*" claims. Nobody ever whines about "nice spray" or "bullshi*! I was out at 800 yards!", since something like that happening is really really rare. Even more rare than the 1.2k kills claimed from time to time in AH.
« Last Edit: August 18, 2003, 09:56:02 AM by Kweassa »