Umm...no.
So you are saying the fact that you are in a skid and because your target is moving, the bullets fired into a windstream of 200-400 mph are not affected?
(Image removed from quote.)
A nice excerpt from a forum:
From the top:
You are flying along at 360kph with 5 degrees of slip and fire at some object 300m away centered in your gunsight.
You bullet has a sideways motion of 100m/sec x sin(5) due to your forward motion being 5 degrees off your direction
of aim. Sin(5) = .0872, in one full second the bullet will be about 9m off to the side towards the direction of
flight. 300m takes more like 1/3rd of a second to reach.
IF the target is flying parallel to our plane at the same speed then he will move to the side at the same speed as
the shots do or just a tiny bit faster -- he will appear to stay directly in your sights while your shots appear
to be curving slightly away from your pipper.
IF the target is flying straight away from your sight, 5 degrees off parallel to your course then your shots will
miss by a meter or more.
IF the target is coming at you then the drift of your shots will be opposite to his drift, miss by more.
This is simple geometry. When geometry is unreal then check your assumptions again.
The longer the range, the greater the gap to deal with. At under 100m the bullet speed makes the difference very
small, by 200m you might not hit the part of the plane you aimed for, at 300m+ it's easy to miss a target.
If you are flying along and see an enemy plane close to the pipper then rudder over to center it, you are probably
in slip right then. Just know it and deal with it, the shot does not go where the pointed at the moment the shot
was made. Your speed, the bullet speed and the angle of slip have everything to do with it even before looking at
a target.
Believing that your shots all go where the pipper pointed is the dweeb mistake not to make. They don't.
Add in that ruddering the pipper over adds yaw which makes one wing go up and the other go down as well as gets
some nose up or down (tiny shifts depending on the rudder use) and in general, wobbles the nose of the plane.
Oh but that's supposed to be a modeling problem! Is it a pilot problem? Tiny nose shift = pipper moved 1+ tics!
Just to shake you all up, there's the vertical equivalent of slip as well. When I am flying slow my AOA must be
higher to generate the lift I need to follow my path. When I am flying fast my AOA must be lower. That moves
my sight up and down relative to my path. At some speed it's probably right but yeah there's vertical slip.
Break Break
Anyhow, it appears from flying the game that it is not modeled (nor has it been modeled in anygame that I've been in).
Diagram is correct , but your math is way off. The missing piece of your math is that you are not adding the forward velocity of the aircraft to the bullet angle of travel.
The computation needs to take into account the bullet coefficient and the change in velocity relative to your planes forward motion. Notice the diagram is show with and with out drag I.E. Vacuum and non vacuum.
The deflection you are speaking of is completely modeled and is do to the slowing of the bullet relative you to your forward motion. I.E. just as if you dropped a ball out side if no gravity and no drag it would keep flying with you. Add air drag and it will fall behind you just as the diagram. The same effect is why your bullets travel farther in rear gunner vs forward gunner.
There are 3 other forces on the bullet that are not modeled.
One spin of the bullet and having the velocity vector coming slightly from the side. I.E. has an AOA.
2nd one is do to lift generated do to AOA of the bullet do to the above issue. (note lift is not up but sideways)
3rd is the change in the drag coefficient do to the above described angle.
These 3 effects are very very minor and are made up for in dispersion.
HiTech