Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: Yeager on August 19, 2002, 11:51:07 PM
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I cant help but get the feeling that the gun interrupter zones for rear gunners (Dive bombers, A20s, IL2 example) are way too generous for the rear zone attackers.
I feel like Im being denied fields of fire that the gun "should" be able to shoot into.
The end result is a very very difficult job of defending against rear quarter attacks. More so than would seem appropriate for both gameplay and realism.
HTC, can you guys dial in the interrupter zones just a wee bit, say 40% to 50%.
I could be wrong here........
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What about evading to sea level?
or, what about trying to dive while at gunner position?
I often try to dive by setting auto trim keys (shift+x or alt+x with ".speed 300" or so) when I have bandit at 6 low.
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I almost always give her a bit of rudder and hold her steady in a slight turn while in the rear gun. This help's big time, they half to turn into you and they are slowed and this makes them easy targets.
Planes like the A 20 which have a very narow field of fire because of the tail can benifit from this in a big way, in fact it is almost the only way to effectively use the defensive guns aganst a trailing fighter.
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I agree with Yeager on this one. Seems that there are areas that the gun should fire in but dont.
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"It seems that there are areas you WOULD LIKE to fire but you can't."
The AH interrupter is as sophistcated as it was never in WWII.
Just take a B26, enter the top turret and try to fire from right to the left on your rudder.
First the right of your twin gun stops short before it hits the rudder, then there is a little area where both guns are blocked.
As soon as the left gun aim into the free area it shoots again.
Aim sharp over the top of the rudder and its shooting.
This is real cool.
A engineer would never made it like that, cause its too complicated, prone to failure and field crews would manipulate it to get a wider field of firing or simply do a bad calibration while maintaining the guns.
E.g. Junkers had mechanical and electrical blocking systems. In the beginning they simply put bolts in the ring bearing or out masked the gunsight. Later they had electrical interuptor inflicting training and aiming.
They have blocked both guns and made a wider frame around wings and rudder, cause they had to handle dispersion, shaking and wrenching of the fuselage, different G-Loads and certainly the shaking, cramped hands of the gunner, alive wounded or dead.
The gunner on a freehanded gunnerposition had to be careful not to kill his own plane.
This, the higher speeds and the bad handling with oxygen masks made them vanish from the late war bombers
Maybe you better ask for this:
Disable the gun interruptor and enable the self damage.
Then you get the "realism" you want. HarHar
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I noticed the interrupter "range" seems too wide myself. Check out the d3a
SKurj
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Yes, Val is a glaring example of what Im getting at. The single barrel wont fire within several feet of the vert stab.
The interrupter is a fine feature, I just feel its too restrictive on fields of fire in many planes. The other idea, of being able to damage ones own plane is a good alternative and perhaps should be featured when interrupters were not implimented.
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but how would we stop the AI (if it can be called that) to not blow your damn rear end off?