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Help and Support Forums => Help and Training => Topic started by: Muzzy on September 25, 2013, 11:42:09 AM

Title: Gunnery Tips
Post by: Muzzy on September 25, 2013, 11:42:09 AM
Probably been asked before, but what are your best tips for improving gunnery?
Title: Re: Gunnery Tips
Post by: mustng2 on September 25, 2013, 12:13:18 PM
Try some of the staged missions for practice (see my last post in the staged mission forum).  The AI planes are not as good as their human counterparts, but a lot more challenging then the planes flying in a circle in the standard offline practice.  The AI in the on line custom arenas seem more aggressive than the offline ones.  Record all your flights when you are in game and watch the films to see why you missed or why you hit. 
Title: Re: Gunnery Tips
Post by: Lusche on September 25, 2013, 12:21:20 PM
- Use the TA as often as possible for training your gunenry. Bring a friend along and take turns.
- If nobody is there, use offline drones or offline missions. Do a lot of passes from the weirdest angles at the drones.
- Film your sorties.


And generally...
- get close. then, get closer even
- don't use different convergence settings for the same type of gun, and don't tweak to much with it at all. Choose one setting (not too extreme) and stick to it
- in the beginning, don't rely too much on fancy gunsights. Use the force, try to memorize a sight picture. Get a feel for shooting.
- lead more!
- the straight 6 o'clock attack is actually the one where hitting is quite difficult. Try to make passes, let the enemy fly into your stream of bullets
- use short bursts, then correct your fire.
- check for yourself if tracers off do help you or not. That's a very personal matter.
Title: Re: Gunnery Tips
Post by: FLS on September 25, 2013, 07:54:52 PM
When you are in the TA use ctrl tab then tab to select a friendly aircraft. This will show you where you need to put your gunsight to hit your target.
Title: Re: Gunnery Tips
Post by: mustng2 on September 26, 2013, 12:00:32 PM
Try a new staged mission just uploaded, smfldftrmix .  A pretty good simulation of a 5 on 5 typical AH furball.  Follow the instructions for the bombing missions already posted in the staged mission forum.  You have a choice of 10 different aircraft.  Note the instructions for turning on the lead computing gunsight and the previous posts on selecting your target using shift tab and tab.
Title: Re: Gunnery Tips
Post by: Vudu15 on September 27, 2013, 02:34:37 AM
Pick one plane and learn how it shoots, take it to the Offline and pick some planes and put yourself in the most awful firing positions and just try to land bullets. Id start with tracers then when you feel good turn them off.
 Don't start with heavy cannon birds, 50, and 20s them have flat shooting angles and you'll pick up shooting faster. One of the most important things is learning how different planes have to move at different speeds, then start to visualize these flight paths as you move with them and fight them, take shots lots of shots even shots you don't think you'll make see how far off you are as your rounds arc in. Biggest thing is shoot, shoot, shoot...some folks say work on taking only shots that are guaranteed hits, Id say work on the hard shots as well and when you get to the easy ones they will be that much easier. But repetition is the key, as they're are no tricks save lots of shooting at lots of targets.
Title: Re: Gunnery Tips
Post by: Randy1 on September 27, 2013, 06:31:39 AM
I tried the staged, online mission published by Mustng2.  Online the AI are pretty aggressive and willl push your gunnery skills.

If you turn on the leading gun sight indicator, you might find it better to NOT shot.  Just watch the green indicator and try to get an eye for the lead required.  At least for me it lets me concentrate on the lead required instead of the kill itself.   I tend to get in a habit of over leading.

Print out his instructions and you will find it easy to setup once you have done it once.
Title: Re: Gunnery Tips
Post by: morfiend on September 28, 2013, 10:27:44 AM
I tried the staged, online mission published by Mustng2.  Online the AI are pretty aggressive and willl push your gunnery skills.

If you turn on the leading gun sight indicator, you might find it better to NOT shot.  Just watch the green indicator and try to get an eye for the lead required.  At least for me it lets me concentrate on the lead required instead of the kill itself.   I tend to get in a habit of over leading.

Print out his instructions and you will find it easy to setup once you have done it once.


   This ^^^^

   I try to get players to do this,it really helps with the sight picture. The idea is to watch the position of the enemy A/C relative to your pipper. This is difficult to do if you're shooting at every target.


   YMMV.

    :salute
Title: Re: Gunnery Tips
Post by: Triton28 on September 29, 2013, 09:10:57 AM
 I tend to get in a habit of over leading.

Yup.  Seems most misses in AH are behind the bandit, so if you know that and try too hard to compensate, it can certainly turn into over leading.  If I'm having trouble hitting in a plane I'm familiar with, I'm usually missing in front.      

On a somewhat related note, a couple years ago I read about a study that said amateur golfers under read the break on their putts 100% of the time.  I used this information on my next round and promptly over read the break on just about every hole.   :)  
Title: Re: Gunnery Tips
Post by: Rich46yo on September 29, 2013, 10:14:16 AM
Be trimmed or use auto-trim. Herky Jerky gunnery can lead to misses. My trim and auto trim controls are easy to reach and use. I still miss but at least Im trimmed while I miss. :bhead
Title: Re: Gunnery Tips
Post by: bustr on September 29, 2013, 04:12:44 PM
Here are some questions to ponder.

1. - When you shoot down to your con as he travels left vectoring, right vectoring, or below back into you. Do you shoot too high?

2. - When you are in the same condition as question (1.) but, shooting up to the con. Do you shoot too low?

3. - When you are in conditions (1. & 2.) with the con vectoring back into you under your nose or over your nose. Are you shooting too late or are you missing by too little lead?

4. - If your con is at or near to your altitude flying level with only low E shallow turns. Do you pretty much hit them every time?

Apply these conditions to most of the base vulches and furballs you take part in. Eventually do you simply give up and get down on the deck with your vulchees to shoot horizontal getting picked by their comrades? And all the while watching a few well known names shoot at will from the attitudes of questions 1, 2, and 3 eventually landing kill strings over and over again?

One thing you can do is make a copy of your favorite gunsight. Then draw four lines on it. One from each corner  to the opposite creating two 45 degree lines in an "X" at the center. Then one horizontal across it through the center. Then count Down from center about 24-36 pixels and draw another horizontal line. Make all of these 1pixel wide. Before saving it make sure to erase from the edge of the bitmap about 5 pixels in from the edge with the ends of each line or you will get smearing on the reflector plate when you spawn your ride.

Now offline with the drones enable the LCG gunsight. Practice attacking the drones so you are placing them in tracking paths below or above corresponding to questions 1, 2, and 3. It will surprise you how much you are off in your elevation and lead assumptions. If you attack them from a 6 chase level you will notice by following the green LCG cross with the center of your gunsight that the lower horizontal line will slip into or just under the wing line of the con as you hold lead into the turn.

All of these lines are to give your eyes a standardized unchanging gauge to develop your sight picture from. Otherwise your Kentucky Windage would be perfect like a few well known names in our game and we wouldn't be having this conversation. The 45 degree lines in the NAVY Mk8 fighter reticle were not there just for glide bombing drift adjustments like in the Mk8 Bomber reticle.
Title: Re: Gunnery Tips
Post by: Tank-Ace on September 30, 2013, 02:26:15 PM
1) get close, but not too close. I find that a lot of people will miss if they're at super close range, regardless of their convergence settings. If I had to guess, since he's fairly close to filling your forward view, and you're probably watching closure like a hawk, its harder to judge his movement, and he's not putting proper attention towards aim (figures I'm at D100, how can I miss?).

For me, D200-300 is ideal for a tracking shot (right around D200 for the 30mm)

2) Don't use excessive closure rates. You'll have less time to get into position, you'll be paying more attention to not hitting him than to shooting him, and it can affect the drop of your rounds (the speed of the round = muzzle velocity + aircraft velocity), although the last is minimal in most cases.

3) unload your aircraft. High G, high-speed deflection shooting is hard. I've seen even some of "the" vets miss those shots. I find med-high-six quartering shots (such as will be replicated by a lead turn) to be the easiest, since it offers a nice combination of larger target profile offered by deflection shooting, and easier aiming offered by tracking shots.
Title: Re: Gunnery Tips
Post by: deadstikmac on October 01, 2013, 02:29:11 PM
Just a humble suggestion...


So everyone would agree its is more of a "feeling" than specific parameters they are meeting for shooting in this game. With that being said, Try doing some targeting while Inverted & flying, I know it sounds silly but with the controls being reversed and at first it might prove to be a difficult task just to follow someone while inverted let alone get the shooting solution.


For Practice:
TA with 30 minutes worth of fuel plane of choice. Turn on a target set to a distance you are comfortable with. DO NOT GO UPRIGHT DURING THE EXERCISE STAY INVERTED THE WHOLE TIME IMMEDATLY AFTER TAKE OFF AND 200MPH!! FOR REARM YOU SHOULD ONLY NEED TO ROLL UPRIGHT ONCE YOUR IN THE "GROOVE" DURING LANDING



Goal is to acquire a mental sight picture no matter the orientation of the aircraft.





Hope this helps!


 :airplane:~<Deadstik
Title: Re: Gunnery Tips
Post by: -error on November 07, 2013, 07:42:12 AM
3) unload your aircraft. High G, high-speed deflection shooting is hard. I've seen even some of "the" vets miss those shots. I find med-high-six quartering shots (such as will be replicated by a lead turn) to be the easiest, since it offers a nice combination of larger target profile offered by deflection shooting, and easier aiming offered by tracking shots.

So you're basically saying "don't shoot in tight turns"?

I always couldn't grasp this "unload" thingie. I understand that this means to ease the stick or even pull it forward to get 1 or 0g when shooting.
But how to do this in actual fight? For example if I fight con in tight loops how can I ease the stick if by doing this I'll loose angle on that con?
Title: Re: Gunnery Tips
Post by: Latrobe on November 07, 2013, 08:19:49 AM
A lot of really good tips in here already. I especially like the whole turning on the lead indicator and just watching it to see where you should be aiming. A lot simpler than how I learned gunnery.

When in doubt and you're having trouble getting hits on them then just get closer. Get really close. Does their plane fill your entire gunsight? Good! Now get even closer! The closer you are, the less lead you need to use and your bullets will do maximum damage.
Title: Re: Gunnery Tips
Post by: The Fugitive on November 07, 2013, 09:56:48 AM
Do a search on these boards with "aim" as the search word and 9 out of 10 it finds will be me looking for the same thing.

I have found a new tool that helps me. Either off line against the drones or in the ta against a friend turn on the lead computing site and make a number of passes at planes concentrating on lining up the green x for the perfect hit and fire. Do this a bunch of times rolling film. Then watch the film.

The film doesn't display the green x so what you see are the site pictures your looking for. Watching the films you can concentrate on the angles you took and bow much lead you used. If you only shoot when the X is on the target during filming you will see only good shots in the film. It helps me because I know what I should see when I'm diving on a set of buffs, or lead turning a fighter in a lo yo yo.
Title: Re: Gunnery Tips
Post by: Wiley on November 07, 2013, 10:29:16 AM
So you're basically saying "don't shoot in tight turns"?

I always couldn't grasp this "unload" thingie. I understand that this means to ease the stick or even pull it forward to get 1 or 0g when shooting.
But how to do this in actual fight? For example if I fight con in tight loops how can I ease the stick if by doing this I'll loose angle on that con?

Shooting unloaded is the ideal.  You can't always do it.  If you have to shoot while pulling G's, your bullets are going to hit below where your pipper is.  If you practice this, you can get a feel for it at different G loads.  In the situation you described above, you're basically looking at trying to pull through the guy and lay down a stream that passes over him to get hits as you're following him through the loop.

Ideally, if possible when the guy above pulls his loop and you have enough separation, you pull hard to get your nose ahead of where he is flying, and unload to send a straight stream of bullets where he's going to fly through it.  You're putting your nose ahead of him, anticipating where he's going to be for the shot.  This works particularly well with cannons, though 8x50s does alright in this kind of shot.  6x50s you may or may not knock off a piece.

Wiley.
Title: Re: Gunnery Tips
Post by: FLS on November 07, 2013, 10:40:12 AM
So you're basically saying "don't shoot in tight turns"?

I always couldn't grasp this "unload" thingie. I understand that this means to ease the stick or even pull it forward to get 1 or 0g when shooting.
But how to do this in actual fight? For example if I fight con in tight loops how can I ease the stick if by doing this I'll loose angle on that con?

You don't need to unload to shoot while turning. If you and your target are both pulling similar Gs you will still hit a tracking shot if you have enough lead and you flight paths are aligned. If it's a crossing snap shot then unloading will help keep your fire on target.
Title: Re: Gunnery Tips
Post by: Sunka on November 07, 2013, 10:41:51 AM
A lot of really good tips in here already. I especially like the whole turning on the lead indicator and just watching it to see where you should be aiming. A lot simpler than how I learned gunnery.

When in doubt and you're having trouble getting hits on them then just get closer. Get really close. Does their plane fill your entire gunsight? Good! Now get even closer! The closer you are, the less lead you need to use and your bullets will do maximum damage.
I would just have liked to add this,ty Latrobe for typing it for me. :rock
Title: Re: Gunnery Tips
Post by: morfiend on November 07, 2013, 06:11:39 PM
A lot of really good tips in here already. I especially like the whole turning on the lead indicator and just watching it to see where you should be aiming. A lot simpler than how I learned gunnery.

When in doubt and you're having trouble getting hits on them then just get closer. Get really close. Does their plane fill your entire gunsight? Good! Now get even closer! The closer you are, the less lead you need to use and your bullets will do maximum damage.



   I agree with you Latrobe,now can you show me how to stop running into the plane before it goes down?            :o






      :salute
Title: Re: Gunnery Tips
Post by: Chief on November 10, 2013, 09:57:08 AM
Try some of the staged missions for practice (see my last post in the staged mission forum).  The AI planes are not as good as their human counterparts, but a lot more challenging then the planes flying in a circle in the standard offline practice.  The AI in the on line custom arenas seem more aggressive than the offline ones.  Record all your flights when you are in game and watch the films to see why you missed or why you hit. 

You can run staged missions?
Title: Re: Gunnery Tips
Post by: zampheer on November 11, 2013, 04:29:09 PM
I tried the staged, online mission published by Mustng2.  Online the AI are pretty aggressive and willl push your gunnery skills.

If you turn on the leading gun sight indicator, you might find it better to NOT shot.  Just watch the green indicator and try to get an eye for the lead required.  At least for me it lets me concentrate on the lead required instead of the kill itself.   I tend to get in a habit of over leading.

Print out his instructions and you will find it easy to setup once you have done it once.

Does this work on the offline mode?  It did not seem to when I tried it.  I was able to get use the 'tab' key to select a drone, but never saw a 'green indicator'
Title: Re: Gunnery Tips
Post by: FLS on November 11, 2013, 05:05:19 PM
You have to turn it on in flight mode flags in Arena Settings for offline use.
Title: Re: Gunnery Tips
Post by: bustr on November 11, 2013, 05:06:37 PM
How to enable the following for offline.

1. - Lead Computing Gunsight and Dive Bombing Sight.

2. - .001 Fuel Burn rate.

3. - 10x Ammo.

Clipboard ---> Options
Arena Setup
Environment
Arena Settings

(General Tab)
FlightModeFlags---> Change Button
Dive Bombsight {x}
Lead Computing Gunsight {x}
OK Button then Save

FuelBurnRateMulti---> Change Button
0.001
OK Button then Save

(Weapons Tab)
ManGunnerAmmoMulti---> Change Button
10
PlaneAutoAmmoMulti---> Change Button
10
PlaneGunAmmoMulti---> Change Button
10
OK Button to each then Save

When chasing drones hit the TAB key to enable the green cross and cycle focus between the drones. When testing rockets or bombing when you hit the ordinance select key the green dive bomb cross will show up.
Title: Re: Gunnery Tips
Post by: morfiend on November 11, 2013, 05:07:03 PM
Does this work on the offline mode?  It did not seem to when I tried it.  I was able to get use the 'tab' key to select a drone, but never saw a 'green indicator'


  you need to enable the LCG for offline use,goto arena settings,enviroment,select the general tab and scroll down to find "flightmodeflags" double click on that and you will see a new window open,select lead calculating gunsight then save.

  Now when you spawn press ctrl and tab together to enable friendly lock,then you just need to press tab when your selected target is in view,the crosshairs will appear,as will a box around the target A/C icon.




    :salute
Title: Re: Gunnery Tips
Post by: zampheer on November 11, 2013, 06:11:14 PM
How to enable the following for offline

[removed for brevity]

When chasing drones hit the TAB key to enable the green cross and cycle focus between the drones. When testing rockets or bombing when you hit the ordinance select key the green dive bomb cross will show up.

Thank you Bustr.  That's a bit archane but now it's working.  Holy Crap I have not been leading nearly enough!
Title: Re: Gunnery Tips
Post by: Tinkles on November 12, 2013, 04:03:58 AM
How to enable the following for offline.

1. - Lead Computing Gunsight and Dive Bombing Sight.

2. - .001 Fuel Burn rate.

3. - 10x Ammo.

Clipboard ---> Options
Arena Setup
Environment
Arena Settings

(General Tab)
FlightModeFlags---> Change Button
Dive Bombsight {x}
Lead Computing Gunsight {x}
OK Button then Save

FuelBurnRateMulti---> Change Button
0.001
OK Button then Save

(Weapons Tab)
ManGunnerAmmoMulti---> Change Button
10
PlaneAutoAmmoMulti---> Change Button
10
PlaneGunAmmoMulti---> Change Button
10
OK Button to each then Save

When chasing drones hit the TAB key to enable the green cross and cycle focus between the drones. When testing rockets or bombing when you hit the ordinance select key the green dive bomb cross will show up.

Interesting, didn't know we had a feature like this.

*Rubs hands together*

 :t
Title: Re: Gunnery Tips
Post by: bustr on November 12, 2013, 04:32:07 PM
Thank you Bustr.  That's a bit archane but now it's working.  Holy Crap I have not been leading nearly enough!

This time it's Hitech's fault. He could just as easily make a clipboard sub page specifically with offline options as check boxes to aid your personal training efforts against the drones. And like the one responder, most are then very surprised how much lead is really needed to hit anything.
Title: Re: Gunnery Tips
Post by: Kingpin on November 12, 2013, 11:46:58 PM
I was asked by a trainer in my squad to put a gunnery course together for squad training, which I did.  I believe it was helpful, but I will leave that for others to attest to.  One of the FIRST things I did was demonstrate the nature of the bullet stream(s) using the ".target" command, which I haven't seen mentioned here yet.  I believe the .target command can be VERY useful for learning and practicing gunnery, especially when learning to shoot in a new plane.  Understanding the ballistics of your armament and where your bullet stream is going with your convergence settings is quite useful, but something we don't always think about.  Each plane in the game has a surprisingly different bullet stream, even with convergence settings exactly the same.  (More on that later.)

For those who don't know, typing the ".target" command in the buffer brings up a target that stays in place (moves with you) relative to your position.  It's postion relative to you is controlled using the syntax as follows:

.target [distance in yards][space][bearing in degrees][space][elevation in degrees above/below level]

Examples:

.target 325 = brings up a target 325 yards from your position, due north (by default, since you put in 0 degrees), level to you (0 degrees elevation change)

.target 325 90 = adding a space and the 90 puts the target at 325 yards away, but now due east (90-degrees) from your position
.target 325 180 = now at 325 yards and south

.target 325 270 45 = this target is at 325 yards, due west, elevated 45 degrees above level
.target 325 0 -30 =  this target is at 325 yards, due north declined 30 degrees below level (useful for practicing tail gunning in a bomber, by the way)

.target 0 = removes and resets/clears the target
(Note: the target also clears itself of hits after 1000 rounds hit)

Here's what the target looks like.
(http://i1253.photobucket.com/albums/hh599/Rhino551988/ahss23_zpsf8f3505b.png) (http://s1253.photobucket.com/user/Rhino551988/media/ahss23_zpsf8f3505b.png.html)


In my next post I will show how I think this is useful.

<S>
Ryno

Title: Re: Gunnery Tips
Post by: Kingpin on November 13, 2013, 12:15:46 AM
You can use .target to see (and learn to visualize) where your bullets are going, especially at different distances.  Below is a short burst (about 1 second) hitting at a convergence of 325 yards in a Corsair.  The target is set to 325 to show the TIGHTEST bullet concentration you will get with 6 50-cals.  This shot was actually taken ON THE GROUND, which means NO G-load or nose-bounce affecting the bullet pattern.  Notice that the bullet pattern is actually about 10 FEET in diameter.  That is about the tightest concentration you can expect.  The photo below that shows the 41' wingspan (two target circles wide) of a corsair for comparison to how big the bullet concentration is.


(http://i1253.photobucket.com/albums/hh599/Rhino551988/F4U_325_ALL_AtConv_zpsc5dc9768.png) (http://s1253.photobucket.com/user/Rhino551988/media/F4U_325_ALL_AtConv_zpsc5dc9768.png.html)

(http://i1253.photobucket.com/albums/hh599/Rhino551988/ahss29_zpsa45132f6.png) (http://s1253.photobucket.com/user/Rhino551988/media/ahss29_zpsa45132f6.png.html)


If you practice this while flying, you can try firing at different aim points on the target while maneuvering.  Start by firing at the middle "bullseye".  Then maneuver to fire at the outside ring at the 12-o'clock, 3-o'clock, 6-o'clock and then 9-o'clock positions as quickly as you can.  You should be able to complete all 5 shots with 2-second burst to each in about 20 seconds or so.  I call this exercise "shooting around the clock".  You might notice that your bullet patterns are wider or look more like "slashes" than circles, meaning you have some nose bounce, yaw or aren't "G unloaded" when firing.

I have new squadmates do this exercise to see if their bullet concentrations are good and help them to diagnose problems with stick scaling (especially rudder).  Here is a decent example from a squaddy's screenshot doing this exercise with some good hits (a bit low on the 3-o'clock) and I think he shot the center twice.
(http://i1253.photobucket.com/albums/hh599/Rhino551988/WizardHop1_zps228c1008.jpg) (http://s1253.photobucket.com/user/Rhino551988/media/WizardHop1_zps228c1008.jpg.html)


Another very important point here about bullet streams is that aircraft with wing-mounted guns can be thought of to actually have TWO bullet streams (one from each wing) that only pass through gunsight pipper right at convergence.  So, as you get further inside and outside of convergence, the more you have TWO separate bullet streams.

There was some mention above about how hard it is to hit at dead six in close.  This is one of the reasons.  Your aiming point actually changes dramatically based on the range, even in close.  I see a lot of people struggle with close in dead six shots because they are actually aiming TOO LOW.  The next two shots illustrate the TWO separate bullet streams at HALF convergence (in this case half of 325 yards).

Note how different the 3 bullet patterns are all BELOW the horizontal line, even though I was aiming exactly on the horizontal line.  Each plane has a different bullet stream level though, even though they are all firing 6 50-cals.  Remember, the bullet streams are RISING from the wing level to the eye level (pipper point) of the pilot.  So at a firing distance inside convergence your bullets haven't risen to the pipper yet.  This means if you have the pipper on your target in close, you are likely shooting slightly UNDER the target.  I see a lot of new players frustrated by what appears to be "bullets passing through without hitting."  This is probably what they are seeing.  In close, the bullets go UNDER the target and continue to rise after they pass appearing to pass right through the target, but really going UNDER him.

As you can see, the Jug has the flattest bullet stream, but is still a few feet below the aim point at half convergence.  Due to it's wing design, the Corsair's bullet stream has a full 7 feet to rise to the pipper, so at half convergence, the bullets are about 3.5 feet too low yet.  If you know this, you can AIM SLIGHTLY ABOVE YOUR TARGET at close range.
(http://i1253.photobucket.com/albums/hh599/Rhino551988/FirePatrn_162_PonyD_Hog1A_JugM_zps3fe3afa9.jpg) (http://s1253.photobucket.com/user/Rhino551988/media/FirePatrn_162_PonyD_Hog1A_JugM_zps3fe3afa9.jpg.html)

Corsair bullet streams at HALF convergence (target at 162.5 yards):

(http://i1253.photobucket.com/albums/hh599/Rhino551988/F4U_325_ALL_AtHALFConv_zps9a504669.png) (http://s1253.photobucket.com/user/Rhino551988/media/F4U_325_ALL_AtHALFConv_zps9a504669.png.html)


The same holds true for ranges BEYOND convergence.  At 650 yards, for example, the two bullet streams have crossed (at convergence) and are now headed AWAY from each other and become 2 wide bullet patterns.  (Sorry, I don't have a screenshot of this, but test it yourself and you'll see what I mean.)  Set the target at 650 and fire at the middle.  Note the bullet spread.

Once you understand the above, it can really help you with sight picture as well.  (More to follow on that...)

<S>
Ryno
Title: Re: Gunnery Tips
Post by: Kingpin on November 13, 2013, 12:42:27 AM
In continuing on my points above, about INSIDE convergence shooting, the aim point is HIGHER in close, especially in a Corsair.  Here are two screenshots taken from practicing this against offline drones.

Note that in this first shot, at convergence (325 yards), the aim point is relatively level (just above the wingtip), but to the left to account for the 30-degree bank of the offline drones.  This shot will hit the left wing root and cockpit (likely a pilot kill).
(http://i1253.photobucket.com/albums/hh599/Rhino551988/Spit_atConv_zpsef04ab0a.jpg) (http://s1253.photobucket.com/user/Rhino551988/media/Spit_atConv_zpsef04ab0a.jpg.html)


In this second shot, at INSIDE convergence (163 yards), the required aim point is higher.  Less lead to the left is required also due to the closer range.  In this shot, it appears you are aiming high, but the TWO bullet streams are BELOW your pipper.  This shot will actually hit the spit in each wing root and should saw off both wings.
(http://i1253.photobucket.com/albums/hh599/Rhino551988/SightPic_HalfConvFirPos_Spit16_zpsed0cab0a.jpg) (http://s1253.photobucket.com/user/Rhino551988/media/SightPic_HalfConvFirPos_Spit16_zpsed0cab0a.jpg.html)


One thing that is useful for learning to shoot with wing-mounted guns in REALLY close (useful for both BnZ and close in knife-fighting) is knowing where your TWO bullet streams are, so you can hit reliably with just ONE bank of guns, even though the other bullet stream is missing.  I think what happens when firing in really close is that people try to "center" their shot, which causes both streams to miss, instead of just aiming for ONE bullet stream to hit.  I call this practicing "one wing shooting" (for wing-mounted gun planes).

Just another thing to practice.

Remember practice doesn't necessarily make perfect.  PERFECT PRACTICE makes perfect.  That means knowing how and what to practice is as important as doing it.  There are some VERY good points already mentioned by others in this tread about that as well.

<S>
Ryno

Title: Re: Gunnery Tips
Post by: Tinkles on November 13, 2013, 01:14:17 PM
Very nice and informative Kingpin.
Title: Re: Gunnery Tips
Post by: bustr on November 13, 2013, 08:21:56 PM
Offline when you spawn say NE sitting on the runway with your engine off. And you want to set the target to the center of your gunsight between say 150 and 600.

.target 150 45 (12.25 to 13.5 depending on the fighter)<--some may be higher or lower.

.target 400 45 (12.25 to 13.5 depending on the fighter)<--some may be higher or lower.

600 and longer will need 14-15 but, by that point what you will see on the target is better done by flying auto leveled and shooting at these ranges.

You have to play with the elevation number until you center it to your gunsight.

.target range(1-32,000) heading(1-360) elevation(1-360)

Numbers between 270 and 359.75 are below your plane from straight down from under your plane to just under your nose. 360, 0 or no number at all in the elevation places the target level to your engine line when you aircraft is level.

Target rings = 10ft.

Other wise if you leave elevation at zero, then while in level flight it is tied to the zero line of your aircraft. Most often a line centered on the engine. If you do that and shoot from 100, 200, 300, 400, 500, 600. You will see the relationship between your center line, how your gunsight line of sight is angled down. And how your guns first shoot up to your convergence, then arc out and down from it. You will see at every range the center of the gunsight showing lower relative to the horizontal red line of the target. When you don't set the elevation number in flight. The horizontal red line is tied to the center line of your fighter in level flight.

In flight most of the game's fighters will level their zero line to the target horizontal red line at or about 300-312 IA if you don't put a number in for the elevation value. Once you do this, then if you want the target center lined up with the gunsight center, you will be lowering the target during level flight in most cases. Because the gunsight LoS in most fighters has a slight down angle.

Something like (.target 400 45 359.25) to lower the target about 20ft to follow the gunsight line downwards.

When you pull the trigger your nose attitude will change and you fighter may well slow done a bit raising the gunsight center relative to the target. You will have to play with it in flight. But, on the ground is a good place to statically see the relationship of your guns convergence point to the target.

In auto level flight at 300-312 IA is the best way to see your dispersion and drop past your convergence.

For such a simple game this gets complicated fast.........

Title: Re: Gunnery Tips
Post by: mtnman on November 13, 2013, 08:29:57 PM
Nice write-up Kingpin.
Title: Re: Gunnery Tips
Post by: Kingpin on November 18, 2013, 05:23:02 PM
Very nice and informative Kingpin.

Nice write-up Kingpin.

Thanks gents. 

That's about all I have to contribute to the community at the moment, since I'm taking a break and have cancelled my account.  (Burned out on MA dweebery ATM.)

I'll probably get the itch and maybe return sometime after the holidays.  If I do, I was thinking I would offer my gunnery course to the public and run it in the Training Arena some time, if anyone has an interest.  (PM me or post here and if I have time in January, maybe I'll do that.)

<S> all
Ryno/Kingpin
Title: Re: Gunnery Tips
Post by: Big Rat on November 18, 2013, 05:54:00 PM
Kingpin did a very nice gunnery course for VF-17 :aok

 :salute
BigRat
Title: Re: Gunnery Tips
Post by: Vraciu on November 19, 2013, 09:40:39 AM
Count me in for that course!
Title: Re: Gunnery Tips
Post by: BSB on November 23, 2013, 12:28:24 PM
Mustng2,

I tried downloading and running your staged mission (smfldftrmix) to practice gunnery. But when I take off and it gets to the point where it is supposed to warp to the location to start the mission aces high crashes every time.  Any ideas how to fix this?

Craig

AKA:  BSB
Title: Re: Gunnery Tips
Post by: mustng2 on November 23, 2013, 02:33:05 PM
Sorry BSB, that is a problem on some computers.  I have one at the office that crashes anytime a warp segment comes up, but the same mission works on my other computer and my squaddies computers.  I don't have an offline fix, but using a custom arena online always seems to work and the AI planes online are much more aggressive than offline.  I could post a non warp mission, but that would greatly extend the time to get to altitude and fighting and bombing.  Have you tried the custom arena online (instructions in staged mission forum)?  Don't let the length of the instructions stop you, it is very simple once you have done it.  Let me know if you want me to post a non warp mission and what you want in it.  Other people have had your problem and that is the only work around I know of to make it work offline on all computers.
Title: Re: Gunnery Tips
Post by: mustng2 on November 23, 2013, 04:09:26 PM
I have posted a nowarp mission that should work offline.  It is smnowarpftr.  You start at either A1 or A22 depending on your country choice and follow the red line on your clipboard map.  Make sure you have show my flight checked on your clipboard right click option.  4 fighters on each side.  You should meet at the south end of the island.  Hope this works for you.
Title: Re: Gunnery Tips
Post by: BSB on November 24, 2013, 12:49:09 AM
Thank you Mustng2 I will give it a try.
Title: Re: Gunnery Tips
Post by: JOACH1M on November 24, 2013, 09:35:19 PM
Okay more.