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General Forums => Wishlist => Topic started by: spitter123 on November 30, 2012, 11:13:00 PM

Title: These Things
Post by: spitter123 on November 30, 2012, 11:13:00 PM
They may seem stupid to you >.>


Canopy control. use this for better bail outs and drag.
Gun sight set up. may help with accuracy.
more engine controls: Better Prop Pitch, radiator<-- not much of engine, mixture control, fuel cock control and stuff.
AND THE JU-52 MAN.
Maybe... Add.... a body...

That's it for now.
Title: Re: These Things
Post by: The Fugitive on December 01, 2012, 09:59:10 AM
They may seem stupid to you >.>


Canopy control. use this for better bail outs and drag.
Gun sight set up. may help with accuracy.
more engine controls: Better Prop Pitch, radiator<-- not much of engine, mixture control, fuel cock control and stuff.
AND THE JU-52 MAN.
Maybe... Add.... a body...

That's it for now.

if thats it, you should quit while your behind!    :devil

How much better can you make a bail-out?  :rolleyes:

Gun site is set up with your convergence settings. what would you change?

engine controls, Hitech has said he isn't going to add a bunch of "button pushes" just for the sake of pushing some buttons.
Title: Re: These Things
Post by: Karnak on December 01, 2012, 12:13:19 PM
We have full prop pitch control.  What do you mean by "better prop pitch"?
Title: Re: These Things
Post by: spitter123 on December 01, 2012, 04:13:20 PM
We have full prop pitch control.  What do you mean by "better prop pitch"?
I'm not an expert on prop-pitch... Why does it just slow down the plane when it gets set to course?
Title: Re: These Things
Post by: Eric19 on December 01, 2012, 04:14:41 PM
I'm not an expert on prop-pitch... Why does it just slow down the plane when it gets set to course?
doesn't just slow you down is increases your range if your at a lower pitch
Title: Re: These Things
Post by: thndregg on December 02, 2012, 08:54:16 AM
If you add to many real life intricacies to the management of a game-aircraft, you risk losing a fair share of player base- those folks who are not pilots, but yet love this style of game. Yet, the game must maintain that realistic feel in order to retain that same player base. That's the balance that seems to have worked over the past decade or so.
Title: Re: These Things
Post by: spitter123 on December 02, 2012, 11:46:01 PM
If offline you could make it a mode. Simple - Advanced. And if online there's 2 sets of the servers. Though there should be a shortage of the servers so it doesn't over load. Any Simple mode servers and Advanced mode servers.
Title: Re: These Things
Post by: TheMercinary60 on December 02, 2012, 11:48:06 PM
this almost makes me miss david...
Title: Re: These Things
Post by: Traveler on December 03, 2012, 08:49:02 AM
There should be a cost for misusing the engine.  Currently everyone jumps into their favorite aircraft and pushes the throttle to the firewall and off they go to the slaughter .   Aircraft engines run full out would overheat, that only happens in AH if you lose radiator or oil.   Detonation  due to overheating cylinder head temperatures was a very real problem in WWII era aircraft and resulted in a loss of performance when the pilot most needed it.  I understand that this is a combat simulation and not a flight simulation, however, monitoring basic engine performance and the limitations imposed by engineering of that era was part of the real live combat environment  at that time.  I feel that some of the restrictions should be part of this combat simulation.  Pilots that abused their aircraft suffered  a lack of performance, they knew that their lives depended on getting the best performance out of their engines.  Flying at recommended engines settings was part of the normal pilot workload.  I’m not asking that cowl flaps or radiator flaps or intercooler controls need to be part  of the model,  I wish they were but I understand the reasons to keep it simple for the non-flying public.  But just as AH pilots learn not to stall or spin an aircraft.   Just as they learn to limit their airspeed while landing .  they could learn that flying at 100% throttle has a limit and that every engine in this game would over heat if flown at full throttle and an overheating engine will produce less power and performance.  They could learn that flying at full power has a time limit, just as WEP has a time limit.
Title: Re: These Things
Post by: Stellaris on December 03, 2012, 09:15:24 AM
WEP has a time limit?
Title: Re: These Things
Post by: Hazard69 on December 03, 2012, 09:33:44 AM
There should be a cost for misusing the engine.  Currently everyone jumps into their favorite aircraft and pushes the throttle to the firewall and off they go to the slaughter .   Aircraft engines run full out would overheat, that only happens in AH if you lose radiator or oil.   Detonation  due to overheating cylinder head temperatures was a very real problem in WWII era aircraft and resulted in a loss of performance when the pilot most needed it.  I understand that this is a combat simulation and not a flight simulation, however, monitoring basic engine performance and the limitations imposed by engineering of that era was part of the real live combat environment  at that time.  I feel that some of the restrictions should be part of this combat simulation.  Pilots that abused their aircraft suffered  a lack of performance, they knew that their lives depended on getting the best performance out of their engines.  Flying at recommended engines settings was part of the normal pilot workload.  I’m not asking that cowl flaps or radiator flaps or intercooler controls need to be part  of the model,  I wish they were but I understand the reasons to keep it simple for the non-flying public.  But just as AH pilots learn not to stall or spin an aircraft.   Just as they learn to limit their airspeed while landing .  they could learn that flying at 100% throttle has a limit and that every engine in this game would over heat if flown at full throttle and an overheating engine will produce less power and performance.  They could learn that flying at full power has a time limit, just as WEP has a time limit.


I believe warbirds had a system where, if you kept your throttle out of the yellow band (they had one on the throttle gauge too) the engine was happy. If you moved it into the yellow band (max military, not wep) it would slowly start to heat up. If you engaged WEP throttle went into the red band and the engine would heat up more quickly.

In AH, the WEP doesn't really have a time limit. I wish it did, but that would open up a whole new can of worms as to what aircraft had what capacity tanks for the WEP mixtures and how long it was recorded to last etc. etc.  The simplified version we have has a temperature limit. When WEP stops, it because of temperatures exceeding the red zone limit.

I seem to recollect very early versions of AH (maybe it was warbirds I dunno) would allow you to stay in WEP till your engine jammed due to overheat (I miss that tbh, would force people to keep an eye on the temps during a fight and cut off wep as needed). Now it just auto cutoffs the WEP till you have cooled down adequately and then its back on.
Title: Re: These Things
Post by: Karnak on December 03, 2012, 10:43:10 AM

I believe warbirds had a system where, if you kept your throttle out of the yellow band (they had one on the throttle gauge too) the engine was happy. If you moved it into the yellow band (max military, not wep) it would slowly start to heat up. If you engaged WEP throttle went into the red band and the engine would heat up more quickly.

In AH, the WEP doesn't really have a time limit. I wish it did, but that would open up a whole new can of worms as to what aircraft had what capacity tanks for the WEP mixtures and how long it was recorded to last etc. etc.  The simplified version we have has a temperature limit. When WEP stops, it because of temperatures exceeding the red zone limit.

I seem to recollect very early versions of AH (maybe it was warbirds I dunno) would allow you to stay in WEP till your engine jammed due to overheat (I miss that tbh, would force people to keep an eye on the temps during a fight and cut off wep as needed). Now it just auto cutoffs the WEP till you have cooled down adequately and then its back on.
None of that is any more realistic than what we have in AH already.  Realistically all of these aircraft could be run on WEP until they ran out of additive or fuel and the only difference would usually be a slightly increased chance of engine failure.  Airflow through the radiator would be about the only factor, but if you're going reasonably fast, perhaps 250mph, there should be plenty of airflow.

That being the case, people would simply run a P-51D's engine at WEP for 99% of the time in the game as it is only limited by fuel.
Title: Re: These Things
Post by: guncrasher on December 03, 2012, 03:50:47 PM
There should be a cost for misusing the engine.  Currently everyone jumps into their favorite aircraft and pushes the throttle to the firewall and off they go to the slaughter .   Aircraft engines run full out would overheat, that only happens in AH if you lose radiator or oil.   Detonation  due to overheating cylinder head temperatures was a very real problem in WWII era aircraft and resulted in a loss of performance when the pilot most needed it.  I understand that this is a combat simulation and not a flight simulation, however, monitoring basic engine performance and the limitations imposed by engineering of that era was part of the real live combat environment  at that time.  I feel that some of the restrictions should be part of this combat simulation.  Pilots that abused their aircraft suffered  a lack of performance, they knew that their lives depended on getting the best performance out of their engines.  Flying at recommended engines settings was part of the normal pilot workload.  I’m not asking that cowl flaps or radiator flaps or intercooler controls need to be part  of the model,  I wish they were but I understand the reasons to keep it simple for the non-flying public.  But just as AH pilots learn not to stall or spin an aircraft.   Just as they learn to limit their airspeed while landing .  they could learn that flying at 100% throttle has a limit and that every engine in this game would over heat if flown at full throttle and an overheating engine will produce less power and performance.  They could learn that flying at full power has a time limit, just as WEP has a time limit.

well if that is the case there's other things that were far more prevalent than hot engines such as non-working radios, jammed mgs, list goes on and on.  me I would just be happy if they removed the ability to drop ords at negative g's or thru the fuselage or airplanes with only 1/2 a wing flying at full speed in a straight course.  now that would be a more realistic gameplay.

midway
Title: Re: These Things
Post by: MK-84 on December 03, 2012, 11:19:17 PM
WEP has a time limit?

Sure does.  Wep time limits and their "regeneration" times vary per aircraft however.

http://www.hitechcreations.com/wiki/index.php/Aircraft_of_Aces_High_II

Thats not exactly up to date but it pretty much will show you what those times are.  The Ki84 stands out in particular (I wonder why they at htc chose those particular values?)
Title: Re: These Things
Post by: bustr on December 04, 2012, 12:45:59 AM
Gunsight Setup

Accuracy is relative in this game depending on who is teaching you gunnery. At one extream you will be taugh to use a large dot, never use zoom to close off your periferal vision, and shoot at very close ranges to ensure you won't miss. This will require learning ACM very well since your con will be seen in an area smaller than a quarter(.25$) on your monitor. Another group will teach you to use zoom and take advantage of traditional shooting techniques of Low E Angle Off shooting based on a 100Mil main ring relationship to angle of relative travel. This will enlarge the 100Mil ring to about 3inches or what the pilot actualy viewed in WW2. Then you will use percentages of the main ring diameter for your holdoff dependent on the amount of E in the turn or the relationship of the cons tail to it's inside wing.

In both of these cases you will have to learn by trial and error how much elevation to apply to account for relative forward motion. On a dead 6 the con will not be where you place your pipper and pull the trigger (.14 -.2) second later. Verticle deflection and forward relative speed will cause your round to pass low of your target unless you add negative Mil to your impact point. Raise your nose a tad. (Positive Mil is above the center of your gunsight, negative Mil is below.) I watch players on full zoom all the time aim dead on from a cons 6 and shoot short becasue they don't realise level dead 6 at 1 Gravity still needs a forward motion compensation with elevation of about (-10 to -15Mil) to hit where your con will be at 300mph between .14 and .4 sec from now. Rougly about 2-3 plane lengths ahead of your con to hit it continuously at 300mph over .4 sec of travel. But, if you just out ACM the other guy and shoot from say 100 and closer it dosen't matter becasue your guns dispersion will hit the con if you aim more or less dead on.

Hitech programaticly takes care of aligning your sight line to your chosen convergence. The only thing after that would be you going offline and flying your plane on auto level at about 300mph. Set the target to 100 yards before your convergence, at convergence, 100 yards past and seeing your dispersion patterning.

You might perform the same tests but angle your wings 45 degrees and hold the pipper on the target center to see your dispersion in one snapshot of time while in banked pursuit. You can even set the center of the target up or down by one degree at  those distances to see where your rounds will strike relative to forcing your nose attiude held up or held down.

If you build your gunsights in 512x512 format then 1Milliradian will equal 2pixel. Then you can construct your main circles, main rings, 100mph ring in diameters that you can use to tell range by known widths of aircraft wing spans.

USA
Plane--wingspn--150--300--600-Yards
F4f -- 11.58m----84---42---21-Wingspan viewed through Gunsight Ring in Mil
F6f -- 13.06m----95---47---23-at Yards distance.
F4u -- 12.50m----91---45---22
P38 -- 15.85m---115---57---28
P39 -- 10.40m----75---37---19
P40 -- 11.38m----83---41---20
P47D-- 12.42m----90---45---22
P51 -- 11.28m----82---41---20

Japan
Plane--wingspn--150--300--600-Yards
A6mx - 12.00m----87---43---22 <--- you can see why the Navy Mk8 gunsight has a 100Mil main and 50Mil secondary ring.
Ki61 - 12.00m----87---43---22 <---and looking above why japanese gunsights have multiple rings 100\50 and son on.
Ki84 - 11.23m----81---41---20
NiK2 -  9.30m----68---34---17

Main rings for fighters during the war were 30, 35, 50, 70, 100 and 105Mil and combinations depending on the country.

Find a copy of AAF Manual 200-1 "Manual for Fighter Gun Harmonization" if you realy want to get scientific about this with formulas and data. Then you can look at some of the same data and math Hitech may be referencing for his gunnery calculations.

So what exactly do you mean about better accuracy??
Title: Re: These Things
Post by: tunnelrat on December 04, 2012, 08:48:39 AM
A canopy operation, for every plane in the game... correctly modeled... would take forEVER...

But, I will +1 the Ju-52 =)

Title: Re: These Things
Post by: Stellaris on December 04, 2012, 09:51:00 AM
+1 Ju52

Canopy - cool but not really necessary

Gunsights.  Lead computing gunsights, for those planes that had 'em would be wonderful.  There was also lead-computing manual ranging gunsights (you manually adjusted the ring size to match the wingspan, and the sight worked out the range).  That'd be cool, though perhaps tricky to use, and would require another pot axis to use properly.
Title: Re: These Things
Post by: bustr on December 04, 2012, 05:52:43 PM
There was also lead-computing manual ranging gunsights (you manually adjusted the ring size to match the wingspan, and the sight worked out the range). 

I'm betting you followed the link in this post but, have yet to do more research into gyroscopic gunsights from that period:

http://bbs.hitechcreations.com/smf/index.php/topic,341903.0.html


The K14 had a range adjustment adpater to the throttel lever while the british GGS had an adaptor to the rudder peddel that worked like a foot throttel. In both cases it changed the diameter of the 6-star ring to account for a known wingspan at a chosen range after you set the base footage knob on the front of the gunsight which just happened to corrolate to your guns harmonization point.

It didn't however change the relationship between the center fixed pipper of the 6-star to the down range harmonization distance and IP point your armeror set on the ground. (You do know when you set the convergence in the hanger you have effectively performed this function?)

Ranges at and inside of the harmonization distance had the best percentage chances of hitting a turning con opposed to shooting much past that distance. Within Low-E semi level manuvering the internal gyros would account for lead and bullet drop. As you introduced steeper angles of climb and decent along with increased E in turns, the K14 was usless and why it had a lock function to fix the 6-star centered in the reflector plate or shut it off and project a fixed 70Mil ring and cross which was done to fire rockets and drop bombs. In WW2 most air combat was straight line hit and run along with low E turns before a split-S escape. Aces High is the art of "Airshow Aerobatic Manuvering with Machineguns". This kind of rapid manuvering damaged the GGS\K14 along with the K14 could not accuratly keep up with the rapid change in directions and E\G forces. These also worked just as well to thwart the pilot's physical ability to bring his guns to bare when he was forced to lock the gyros in favor of a fixed reflex reticle and why it's called evasive action.

The Barr&Stroud MkII(*, S, L, III) had a fixed 100mph main ring. Depending on the period in the war it was first about 70Mil for all .303 then 100-105Mil when cannons became the main armament. The term 100mph ring was a jargonal term held over from when gunsight rings were external iron rings about 4 inches in diameter based on the distance a 100mph biplane traveled left to right in .254sec at a range of 200yds. The 70Mil then 100\105Mil rings represented the effecitve gun harmonization range versus combat speed of travel for the main gun of the time starting in 1938, first versus the Bf109E 1940, then the FW190A in 1941 with the introduction of cannons along with the change from a round reflector glass to square.

The range and split wingspan bar across the center of the 100mph ring allowed for you to set the known effective range of your harmonized guns and the wingspan of the type of con you were hunting. You can do this now by building your own MKII gunsight in 512x512 (1Mil=2pixel)then leave an opening the Mil width at distance of the con's wingspan you expect to shoot in the game. So for a FW190 at 300yds leave a 40Mil space in the bar or for 200yds a 60Mil space. Anything closer fills your main ring.

Here is the formula:

(http://upload.wikimedia.org/math/9/d/2/9d2bd7264f406aff51659bb823b43893.png)

D= Distance to con in meters
S= Cons wingspan in centemeters(you can drop the /100 if you know the cons wingspan in meters)
Mil= number of mil

I hope Hitech is using "milliradians" through the gunsight and not "Artillery Mil".

An active GGS or K14 won't work due to Internet inconsistancies between hundreds of players in the same arena. Works in IL2 becasue of the low number of players in each room. Heck the offline lead computing sight dosen't always work as you expect it to and would probaly be the core of an active K14 function.

You can actualy calculate the vector ray paths and elevation compensation for momentum as an overlay to your gunsight. This would be the same as using a "Red Dot" Holoscope gunsight on your skeet gun with a ray trace overly to the red dot that you pull ahead of the skeet, line it along the appropriate ray and pull the trigger. Using the 100mph ring to determine hold over for low E lead shooting in the game works on the same principel. But, becasue you are shooting at another airplane while both of you are hurteling along at hundreds of mph, you have to account for the distances traveled in (.12 -.4) second as a component of your lead and elevation. On average flying level about 10-15Mil elevation of your gunsight but, as you get inside of 200yds you have to account for the effective bore line angle of your guns to your sight line. Oh and your convergence angle quickly forces you to rely on the gun(s) battery of one wing over the other as you close.

Now if you only fly in the AvA I can understand wanting an active K14 up to a point. Most players in there won't fly in a manner that will allow you to unlock the gyro's though. But, in the MA Hitech kindly places a range marker on your con so all you have to know is your momentum\drop compensation and lead at E for different highlighted distances.

I know, why go to all this trouble when a real Aimbot was used at the end of WW2. And Hitech the big meanie should let us buy powerups, fire and forget lockon bullets, insta transport dodges and robot ACM functions that can beat the top DA duelers in the game. It's only fair becasue otherwise this game is a pain in the kester to get realy good at anything fast. You actualy have to practice and do some "homework" to understand how to consistantly beat people.
Title: Re: These Things
Post by: hitech on December 05, 2012, 11:09:51 AM
1 mill = 1 unit at 1000 unit is what we use.

HiTech
Title: Re: These Things
Post by: Guppy35 on December 05, 2012, 11:20:53 AM
A canopy operation, for every plane in the game... correctly modeled... would take forEVER...

But, I will +1 the Ju-52 =)



I could swear that when I first tried AH way back when, you went from the tower, down the stairs to the plane, into it and the canopy closed.   This had to be back very early as there were very few playing at the time, but it caught me by surprise.

Not suggesting we need it, but just remembering or maybe delusional :)
Title: Re: These Things
Post by: ink on December 05, 2012, 11:22:27 AM
I could swear that when I first tried AH way back when, you went from the tower, down the stairs to the plane, into it and the canopy closed.   This had to be back very early as there were very few playing at the time, but it caught me by surprise.

Not suggesting we need it, but just remembering or maybe delusional :)

I tried a very early AH I remember it going like you said except I dont remember the canopy opening :headscratch:
Title: Re: These Things
Post by: Stellaris on December 05, 2012, 03:20:23 PM
I'm actually thinking of (I believe) the Mk V gunsight as installed in later war/postwar British aircraft.  We had one kicking around in the physics dept when I was in university.  Very cool.  The adjuster lever was on the throttle or joystick depending on the installation, at least so much as I understood it.

However your point about tumbling the gyros is well taken.  I'm just glad I don't have to cage my AH/TBI before entering combat.
Title: Re: These Things
Post by: hitech on December 05, 2012, 03:26:40 PM
I could swear that when I first tried AH way back when, you went from the tower, down the stairs to the plane, into it and the canopy closed.   This had to be back very early as there were very few playing at the time, but it caught me by surprise.

Not suggesting we need it, but just remembering or maybe delusional :)

You are correct, except there was no canopy movement.

HiTech
Title: Re: These Things
Post by: Ack-Ack on December 05, 2012, 03:50:36 PM
I could swear that when I first tried AH way back when, you went from the tower, down the stairs to the plane, into it and the canopy closed.   This had to be back very early as there were very few playing at the time, but it caught me by surprise.


I actually thought it was annoying as the walking speed was about par with an old lady with a walker and I'd just speed up the time so it would be instantaneous from tower to plane.  Don't remember when it was removed though.

ack-ack
Title: Re: These Things
Post by: bustr on December 05, 2012, 04:55:55 PM
1 mill = 1 unit at 1000 unit is what we use.

HiTech

Would your unit per chance corrispond to the following?

12" @ 1000' ??
36" @ 1000yd

or

11.8" @ 1000"

I've assumed 12 @ 1000 since you corrected the gunsights.
Title: Re: These Things
Post by: ink on December 05, 2012, 07:24:55 PM
You are correct, except there was no canopy movement.

HiTech


see I am right sometimes :lol
Title: Re: These Things
Post by: bustr on December 05, 2012, 08:16:24 PM
Would your unit per chance corrispond to the following?

12" @ 1000' ??
36" @ 1000yd

or

11.8" @ 1000"

I've assumed 12 @ 1000 since you corrected the gunsights.

Ooopsy....11.8" @ 1000'
Title: Re: These Things
Post by: spitter123 on December 05, 2012, 11:10:12 PM
Maybe.... Forget about everything except the Ju-52
Title: Re: These Things
Post by: Motherland on December 06, 2012, 12:01:03 AM
It would be nice if all of the planes had bitmaps for the internal cockpit glass like the RV8 does, or the late 109 head armor, so that it felt like you were actually in a cockpit and shadows were projected on them.
Title: Re: These Things
Post by: Hazard69 on December 06, 2012, 07:27:15 AM
I actually thought it was annoying as the walking speed was about par with an old lady with a walker and I'd just speed up the time so it would be instantaneous from tower to plane.  Don't remember when it was removed though.

ack-ack

I believe the GUI section back then had an option to adjust the time it took. I remember running at warp speeds.  I miss it, it was fun. Made it seem like you were walking out to your ride.  :cool:

Actually checked the current GUI section to see if we still had an option for it.  :lol

And yeah we never had an option of open canopies. Warbirds used to, where below a certain speed, you could pop your head out (landing view?). Unfortunately though it was never incorporated on my poor P38. Guess the regulations to not open the windows to prevent vortex induced vibrations were carried over to the game world.   :aok
Title: Re: These Things
Post by: tunnelrat on December 06, 2012, 09:31:48 AM
see I am right sometimes :lol

*cough*bageltiger*cough*

Title: Re: These Things
Post by: hitech on December 06, 2012, 10:09:49 AM
Bustr: makes no difference of unit.

1 ft at 1000ft = 1 mil

1 meter at 1000 meter = 1 mill.

1 yard at 1000 yard = 1 mill.

1 mile at 1000 miles = 1 mill.


HiTech
Title: Re: These Things
Post by: Rob52240 on December 06, 2012, 12:07:20 PM
Bustr: makes no difference of unit.

1 ft at 1000ft = 1 mil

1 meter at 1000 meter = 1 mill.

1 yard at 1000 yard = 1 mill.

1 mile at 1000 miles = 1 mill.


HiTech

The ratio of mills to 1's may as well be the same as the ratio of unicorns to leprachauns with this bunch.
Title: Re: These Things
Post by: bustr on December 06, 2012, 04:41:51 PM
Bustr: makes no difference of unit.

1 ft at 1000ft = 1 mil

1 meter at 1000 meter = 1 mill.

1 yard at 1000 yard = 1 mill.

1 mile at 1000 miles = 1 mill.


HiTech

Thank you,

In that case the rangeing gunsight I built for the B25H to shoot CV out to 4K wasen't a fluke, the 5inch gunners were on their game when I used it on-line. Or the Mil ramp for the Me410 5 B,K to hit bombers out to 2.5K. I've been using meters and centemeters in my angular mil calc. By the way thank you for the update to the offline target. I needed that to verify my calculations.

After aquiring a copy of AAF Manual 200-1, 30 January 1945, "Fighter Gun Harmonization", my sincere compliments to your implementation of gunnery in the game.
Title: Re: These Things
Post by: Stellaris on December 06, 2012, 04:42:59 PM
a milliradian is 1/6283 of a circle, approximately.  Or 1/(pi()*2000) to be exact

A military (or artillery mil) is 1/6400 of a circle.  Which is close enough for a fire mission...

Title: Re: These Things
Post by: bustr on December 06, 2012, 05:40:55 PM
a. - 1 to 1000

or

b. - 1 to 1018.6

I wonder if he uses (a.) beyond the gunsight optical distance relationships when he calculates the fixed sight line from the corrected projectil pattern after the bore line is set by the player in the convergence area of the hanger? It's probably something simpler describing the relationship of the visual line to the ballistic pattern out to the fixed distance at which the rounds stop patterning on the offline target.

Title: Re: These Things
Post by: TheMercinary60 on December 07, 2012, 06:33:08 PM
The ratio of mills to 1's may as well be the same as the ratio of unicorns to leprachauns with this bunch.

thanks,  :aok when you put it like that it makes sence
Title: Re: These Things
Post by: bustr on December 07, 2012, 10:55:22 PM
You would be surprised how much having an active 1=1000 Mil unit is usefull in gunnery. My first calculations for a 2k mark in my Revi16 for the 5 B,K was spot on. I have a copy of the AAF 75mm gunnery chart to 5k.

M4 Shell M48, 75mm HE

3000ft, 250IAS, 8.74sec, -980ft, 5000yd

CV = aprox 33.38 m long.

1 @ 1000 = ??

(http://upload.wikimedia.org/math/9/d/2/9d2bd7264f406aff51659bb823b43893.png)

The A1 bombing head with the 14 degree adjustment in the B25H was adjusted based on alt and speed to fire at shipping from 4k away. The copilot read off a plotting chart for the pilot. How do you determin range by the target ship? How do you determin loft to place the 75mm round 4k down range? It's about -50Mil to shoot 4k and -71Mil to shoot 5k. CV is 9Mil at 4k and 7Mil at 5k. How far will the ship travel in 6.87-8.74 sec?

With a chart of time, distance and drop at distance. Knowing the size of your target you can generate a Mil chart for your gunsight in the game. Oh thats that 1=1000 unit. Or build a gunsight with a Mil gradient to assist you in determining the range to the target and asmuth to fire with.

Hey this is just a kiddy game. Kentucky windage is all you need. The CV is the width of your thumb about 2k. The 5inch gunners in the fleet will enjoy your efforts while you Picasso your way to glory. Using your thumb used to be a way to copy scale in the early days of perspecitve painting. Early 1=1000 units.

Title: Re: These Things
Post by: ink on December 08, 2012, 12:25:44 PM
*cough*bageltiger*cough*



I have absolutely no clue what you are talking about..........um I was late cuz there was a flood....I mean a hurricane......I mean I got robbed......




 :noid
Title: Re: These Things
Post by: spitter123 on December 08, 2012, 02:58:14 PM
I have absolutely no clue what you are talking about..........um I was late cuz there was a flood....I mean a hurricane......I mean I got robbed......




 :noid
HA HA.
Title: Re: These Things
Post by: bustr on December 08, 2012, 03:21:27 PM
INK,

Just use your thumb. If we gave you a slide rule, no one would ever be a match for you in ACM. At least with your thumb you have a few bad days a year.
Title: Re: These Things
Post by: ink on December 08, 2012, 03:53:55 PM
INK,

Just use your thumb. If we gave you a slide rule, no one would ever be a match for you in ACM. At least with your thumb you have a few bad days a year.

haha I wish......I have a few good days
Title: Re: These Things
Post by: bustr on December 08, 2012, 04:29:29 PM
I'll sit down and tell all of my broken planes that. Sorry boys we just found INK on his 3 good days this year. And my broken planes will probably reply: Yeah, biblical 3 days. Yeppers, his biblical days are 4 months long you fool.

INK, thats three fingers. I just got done counting them..............
Title: Re: These Things
Post by: ink on December 11, 2012, 01:52:27 PM
I'll sit down and tell all of my broken planes that. Sorry boys we just found INK on his 3 good days this year. And my broken planes will probably reply: Yeah, biblical 3 days. Yeppers, his biblical days are 4 months long you fool.

INK, thats three fingers. I just got done counting them..............

 :rofl

you are a nut :aok