Originally posted by Blooz
I feel AH2 guns have half as much probability of hitting the target than actual rounds in real life.
Originally posted by Kweassa
2) The distance counter is a fleeting example of how a familiarized visual indication can immediately link up with general experience to achieve higher efficiency. The introduction of AH2 Beta had two major changes in the gunnery modelling, in that the the concept of 'hit resolution' was more refined, and the icon distance indicators became more conservative in exact information (previous incarnation of the 'icon' showed exact enemy distances, instead of the 200yd marks which we currently have). The overall result was that the effective gunnery range in AH dropped down by nearly 200yards - whereas in AH1 500~600 yards was a very common distance where kills were achieved, in AH2 the '400' marker (which in AH2, indicates that the enemy plane is somewhere between 400 and 600 yards) is now generally known as the 'safety' line.
Originally posted by Blooz
The average AH2 pilot has no reason to make every bullet count because his life doesn't depend on it.
...
The average AH2 pilot doesn't have a reason to get in close and get good hits. Since the bullets are not real they don't tend to develop good shooting skill nor conserve ammunition.
Originally posted by CFYA
One could point out the differences between sweating a little on the armchair vs pulling high gs in a aircraft.
Ryan
Originally posted by Kweassa
What we know about AH so far, is that AH2 does not model ammunition belt sequences. Every round fired is a equalized 'generic' round one would expect from that belt. For instance, if a real ammunition belt had 50:50 composition and fired two rounds of one AP shell doing "50" damage and one HE shell doing "100" damage, AH2 will fire two rounds of "75" damage - a "generic" round.
The perceived problem is this: note the following example comparison of the British Hispano Mk.II of real life and as depicted in AH2
* British Hispano Mk.I fired a mixed belt composition of:
HET - AP - HE - AP
*AH2 guns all fire generic rounds in generic composition going:
G - G - G - G - T
Now, if someone in AH2 fires a Hispano at a range where the ballistics differences between the T(racer) and G(eneric) rounds would be potent enough, not withstanding the dispersion factor, if he has aimed for the G rounds to hit then the four G rounds will hit the target and the T round will miss.
G(hits) - G(hits) - G(hits) - G(hits) - T(miss) ....
Originally posted by Krusty
1) The distance 400 means the con is between 200 and 400, not between 400 and 600. The number means "already below this."
Originally posted by Oleg
I dont sure, but i think 400 on icon means distance between 300 and 500, overwise i dont know how i can get 0 yards on icon :)
Unless you can back up the assumption that out of 5 rounds only 1 would hit historically because the ballistics were so horribly off between rounds that only the one type hit, I think you're guessing here.
My guess is that the difference in ballistics at any range up to 600 yards is going to be negligable on weapons that have ranges out up to 1.2k (Hispanos) and 1k (M2 50cal).
The weapon's range is far greater than that of the actual effective range. Only over greater distances will the accuracy truly start to suffer. If the dispersion is cone-shaped (like, say, rays of light from a source) and you move the target half as close, you get 4x the concentration.
I don't think the belting in hispanos was very complex. US belting was fairly simple (mostly API if I'm not mistaken). Not sure about Japanese. MG151/20 belting seems to be the most complex, with maybe the exception of MG131 belting...
Don't see how bad individual rounds would differ inside effective range, any more than the random dispersion we have now.
Originally posted by Kweassa
Two different types of ammunition already cuts down the hit rate by 50%, three types by 66%. Think about that.
*Lunatic's WWII Aircraft Gun Ballistics Page
(http://members.cox.net/rg_lunatic/gunpage/)
:for estimated data on ballistics coefficient of WW2 guns
* WORLD WAR 2 FIGHTER ARMAMENT EFFECTIVENESS, bu A. Williams and E. Gustin
(http://www.quarry.nildram.co.uk/WW2guneffect.htm)
:for information on different round types, weights, and muzzle velocity
* JBM Small Arms ballistics
(http://www.eskimo.com/~jbm/calculations/traj/traj.html)
:for ballistics calculation tool
Like mentioned, the difference would hardly be noticeable under the '400' mark in AH2, but when the distance starts showing "600", there's definately going to be some differences.
Originally posted by Blooz
I feel AH2 guns have half as much probability of hitting the target than actual rounds in real life.
Why?
Most of us that play aren't trained combat pilots and we aren't in a situation that is a life and death struggle.
Why not ask for something simpler like gun jamming or wind?
Something as insignificant as the difference in tracer round trajectory would be alot of work just to make kids who are pretending to be fighter pilots miss more than they already do.
Originally posted by Blooz
All I'm saying is that we don't need it. The dispersion pattern now is twice as much or more than what you'd have in real life and that should be enough to simulate differing ammo types...It may look like 200 or 400 to him and looks like 800 to 1K to you. It's just the nature of the internet.
Originally posted by Kweassa
3) This aim may not be as accurate as closer distances, but it is enough to place the target smack in the middle of the dispersion pattern, where the bullets are most grouped.
Well, it depends. If you shoot a target with a shotgun your chances of hitting your target are greater than if you shot the same target with a .22 cal. The point here is the amount of projectiles shot at the target in a given time frame.
Originally posted by CFYA
One would have to point out the fact that the average new player spends more time in "combat" in one month than the average WW2 pilot did in there career. I have no doubts in my mind an average AH2 pilot would have been a formidable and often almost unbeatable in most engagements during WW2. One could point out the differences between sweating a little on the armchair vs pulling high gs in a aircraft. This would be the next reason why ah2 gunnery is eaiser than real life. Make no doubts about it a average WW2 pilot would be waxed in this game.
Ryan
Originally posted by Kweassa
IMO, that is why the "shotgun analogy" is wrong. People treat the dispersion pattern from an aircraft gun as a "shotgun" - firing multiple rounds simulataneously and intentionally in a dispersion pattern - when in reality, the pattern formed from an aircraft gun is a result of multiple rounds fired one at a time, over a certain given time frame.
Originally posted by Kweassa
Therefore, when someone has aimed reasonably accurately, so that the target is set in the center of the dispersion (which means the target is aimed and placed in a position where the bullets have the highest probability to hit), in this case the dispersion is malevolent to the probability of hit. This is because dispersed bullets that diverge away from the center of the dispersion pattern (which means "highest hit probability") will miss.
Your theory only works if you remove the gunsight from every plane in the game.
Also, even if you removed ammo counters, most planes would still know "I've got a hell of a lotta ammo left" and spray away, or "I've got a moderate amount of ammo left" and spray away..
Consider almost every US plane after 1943, and a large majority of the rest of the planes in the game, had 500-3400 machine gun rounds, and most with cannons have 240-750 (or more!) to play with.
You place too much emphasis/blame on the ammo counter and the icon. They have nothing to do with it, in my opinion.
The aircraft guns are usually burst type weapons ie you aim and shoot a short burst. So in practice the "shotgun analogy" is there. The only practical difference to the shotgun case is that your aim usually wander during the burts so dispersion pattern differs some what. Naturally multiple guns at various positions makes the situation even more complicated as well as the rate of the fire.
As noted above, here is where the devile lies: How accurately you can aim in average and are your aims evenly distributed around the correct point.
IIRC the largest dispersion patterns (80 % or 100 %, can't remember) for the WWII aircraft guns were around 4 mil (4 m at 1000m). So at range of say 600 m the dispersion pattern is about 2,4 m.
Originally posted by Kweassa
No matter what kind of burst is made, it is inevitably a result of each round fired subsequently from a barrely that adds up to produce a certain clandestine 'dispersion' pattern. Shotguns are made in the first place to fire all contained pellets, and spread them out to maximize the area of impact intentionally. This is a big difference.
Originally posted by Kweassa
Unless you're willing to say those "600" guys are the AH version of the bigfoot, I'd say people can aim pretty danged well accurate at the correct point. Ask around the "vet" community and one can easily recruit hordes of guys who claim "600" is a relatively easy shot... and being on the receiving end, I don't think they're lying.
Originally posted by Kweassa
Why? Because the crude crosshair is enough to provide as accurate a numerical estimation on enemy range as the distance indicators?
Originally posted by EagleDNY
Somebody tell me how the computing gunsights in ww2 figured range - were they pre-programmed to a certain convergence?
Originally posted by gripen
IIRC the largest dispersion patterns (80 % or 100 %, can't remember) for the WWII aircraft guns were around 4 mil (4 m at 1000m). So at range of say 600 m the dispersion pattern is about 2,4 m.
Originally posted by llama
I think it is fair to say that experienced, real-life pilots with stereo-vision-based depth perception, were about as good at accurately judging the distance to a target as the current icon displays its approximation of distance.
-Llama
The only relevant thing here is that one aim results multiple projectiles at target area; this makes aircraft gunnery similar to the shotgun case.
Originally posted by Kweassa
gripen, shotgun pellets spread in a pre-determined pattern. They are not a result of individual dispersion due to involuntary forces - they are of design.
Originally posted by Kweassa
Let's assume you hold a shotgun that fires (unrealistic, but just for experimental argument) a 100-shot filled slug that boasts a dispersion pattern of 5m in diameter when reaching 100yards. You aim it against me and fire the trigger from 100 yards and as long as I am inside that 5m diameter pattern, the probability that you will hit me is 100%. But this probability applies to the whole "group" of pellets bursting out from a single slug. The probability of an individual pellet hitting me is low. It's simply that they are so numerous and simultaneous, that only as a whole group the hit probability reaches 100%.
Then, let's assume you carry a handgun that holds 100 rounds, and when fired 100 times consecutively the end pattern resembles the same 5m diameter pattern of the previous shotgun. Now, you aim that handgun at me and take a single shot. Would the probability of hitting me be as high as the shotgun mentioned above?
Originally posted by Kweassa
Dispersion increases hit chance only with sufficient amount of bullets are fired to create a certain pattern.