Aces High Bulletin Board
General Forums => Aces High General Discussion => Topic started by: devious on May 21, 2003, 06:30:18 AM
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Read the Luftwaffe`s Firghter gunnery manual at http://rafiger.de/Homepage/Pages/Schiessfibel.html , quite interesting.
Most of the distance/size judgements are irrelevant in AH because of the icons, but the hints on LEAD would be very nice to have in AH.
Feel and experience are the only way to learn to lead in AH but I would like to try the Luftwaffe manual method.
So, you would have to know which diameter in pixels, at a given resolution, a gunsight has to have to cover 100mils for example. Also, the correct viewing distance (eyes to gunsight) would have to be known.
Anyone ever looked into this, hints, tips ?
Cheers,
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Ich verstehen nicht deutch. :(
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Toller Link!!! Danke :)
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Along these same lines, I've been reading a history of the Me109 that includes first-person accounts by the pilots. One trick the Luftwaffe fighter pilots used to do in the 109 was to increase their propeller RPMs in order to increase their rate of fire. Since the cowl machine guns were synchronized to fire through the propeller arc, the faster RPMs mean the guns could fire faster.
I don't think this is modelled in AH, but its an interesting historical tidbit.
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That's my excuse next time I ram somebody from behind
"I''m not a dweeb, I was just trying to increase my rate of fire."
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The field of view in Aces High is 90 degrees.
Carefully measure the height of your AH screen and the vertical distances you are interested in between the tics on your gunsight.
Suppose your screen is 40 cm high and the distance from the center of your gunsight to a ranging tic is .2 cm. .2/40 x 90 degrees = .45 degrees x 17.778 = 8 mils. So the ranging tic is 8 mils above the center dot.
Quick note: My calculation assumes the US military definition of a mil. I believe the Germans use a slightly different mil. The result would be 7.5 "German mils". See the following for an explanation:
http://www.boomershoot.org/general/mils.htm
Hooligan
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Thanks
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Andy Bush wrote a good article on this topic:
http://www.simhq.com/_air/air_031a.html
Also, check this thread:
http://www.hitechcreations.com/forums/showthread.php?s=&threadid=45349&highlight=sight
you can get fatty's patented sight in that thread.
F.
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There's an old Warbirds site for customizing gunsights with this little neat program that figures out the pixels/range for your gunsight. That's what I used to make my AH custom gun sight. Just from the range ticks on my gunsight, I can tell accurately tell the range of the target. The website I found this little program on is the same WB site that has the JavaGunCam program, so just do a google search and you'll find the site.
Ack-Ack
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If target is steady, and do not see you, you may want to get close. If he is evading, range gunsight will not help much anyway. Still, aims which has some vertical and horizontal markings help, because subconsiously you do use them for adjusting your aim. I once tried to jump from my gunsight to the one with different markings, and had short drop of accuracy.
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S!
Nice page!
I recommend to try some dueling without icons or team fight with Friendly Icons Only (plus tracers On).
No, I dont say anything about realism without icons but I can say that its a tons of fun.
Distance judgement before lead astimate comes very important.
Give a shot for iconles enemy :)
Fariz, what kind of Voodoo-sight you are using? j/k
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FYI, Galland says in the "Schiessfibel" that distance is irrelevant for lead in deflection shots.
It's just a matter of angle (and speed, if it's too different).
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AH's gunsights are far to small. A fighter should be the size of a gunsight at 100 meters. If you get that close in AH, the gunsight is FAR smaller than the fighter. Increasing the sights size to the correct size would move at least half of it below the engine's hood. Proof that eye/head position is far too low, like in all (?) WW2 flight sims.
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ccvi:
You are not understanding what you are seeing. In the real world our field of view is about 180 degrees instead of the 90 degrees you get in AH. This 90 degree FOV, and having to fool around with views makes things that are very easy in real life (tracking cons in front of your aircraft, checking gages, and keeping the gunsight in view) rather difficult. You can easily move your view forward so that the gunsight is the size of a fighter at 100 yards, but then the 90 degree FOV may mean that you see hardly anything but the gun sight (depending on which aricraft you are in). In real life all it would take to go from the gages/tracking the con view to the "correct" gunsight view would be a slight head movement. In the game you can accomplish roughly the same thing in AH by using the arrow keys to move your head position forward and back in the cockpit. Unfortunately this is not very practical.
Hooligan
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Originally posted by Ack-Ack
There's an old Warbirds site for customizing gunsights with this little neat program that figures out the pixels/range for your gunsight.
Ack-Ack
Yes, but WB uses fixed views. If the pilot moves his head from/to the gunsight, the arc covered by the gunsight ring changes - so the program is of use only for the source code, then AH pixel/indernal unit conversion factor had to be known, as well as the current distance of the pilot`s eye from the gunsight....
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in my experience, AH gunsight sizes vary from plane to plane. That is, the distance of your head to the gunsight, and also the size of the polygon which the gunsight sits on both vary. Because of this, no reliable pixels to mils measurements can be made that will work in more than one plane.
I made a K-14 sight that had the rings set to allow me to approximate range by placing the enemy wings within the outer ring and the inner ring. For the P-51, F4U, and P-47, all the bitmaps ended up being differently sized in order to achieve the same effect.
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Hooligan, on some planes it is possible to move the head forward enough. Not on all. On some some of those that have enough space to move the head forward, the eye is placed almost directly over the instrument panel. Looking at the instruments doesn't just require to pitch the eyes down (e.g. f8 then numpad 8) but also to move the head back a lot. Can't be real, because there's usually a seat in the way...
PS: Does anyone know the real life size of a gunsight?