Author Topic: spit 16 corner speed?  (Read 1513 times)

Offline tokugawa

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spit 16 corner speed?
« on: September 11, 2009, 01:15:12 AM »
Does anyone know the best corner speed for the spit 16?
Also, is there any links to all the planes corner speeds?
 
p.s. What do u guys usually set your convergence too?  I have been playing with a bunch and have not found one I want to stick with. ..

Offline moot

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Re: spit 16 corner speed?
« Reply #1 on: September 11, 2009, 12:27:23 PM »
Sorry for the late reply. 160 without flaps and 115 with flaps for tightest efficient (sustained) turn.  You can find any plane's such speed by listening for the buffet sound.  The Angle of Attack where the buffet sound just begins is the max performance AoA.  The formal corner speed you can find using this calculator.
These corner speeds are listed on each aircraft's AHwiki page, although most planes don't have them listed yet as the wiki is a work in progress at the moment.

Convergence depends on a number of things.  In a nutshell, you want the bullet stream to converge where you most often make your shots.  This is mostly how far behind you are when in an established, continuous position behind the target, but can also be how far you shoot at targets trying to extend - if this happens often enough to warrant adjusting convergence for.
« Last Edit: September 11, 2009, 12:31:42 PM by moot »
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Offline boomerlu

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Re: spit 16 corner speed?
« Reply #2 on: September 11, 2009, 07:07:10 PM »
Use this link:

http://www.major.geek.nz/AKUAG/Resources.aspx

It has all the stats you need to plug into Badboy's Bootstrap. I actually emailed the Excel sheet to Spatula, he's working on incorporating the corner velo and stall speed stats now.
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Offline tokugawa

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Re: spit 16 corner speed?
« Reply #3 on: September 11, 2009, 11:44:49 PM »
Thank you both!!  Looked all over for this info.


p.s.

I take most shots from 400. but i find if i set to 400 then when i am pulling lead shot + hard G's ... I have to lead them so much more than if i set out to max convergence. Maybe I just need to get used to convergence at 400. But im so used to d650 when fighting in close. as I dont have to pull lead as much. 

Offline moot

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Re: spit 16 corner speed?
« Reply #4 on: September 12, 2009, 12:42:54 AM »
How do you figure that convergence is reducing how much you have to lead?
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Offline tokugawa

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Re: spit 16 corner speed?
« Reply #5 on: September 12, 2009, 01:18:58 AM »
I thought....

When you are at d650 your bullets rise more over the nose when you shoot. to reach the distance at convergence.
And when you are set and d250 they shoot straight over the nose.
This is all in relation to your gun sites of course.

So It seems that when close turn fighting... I pull less for lead to hit with guns set to d650   BUT .... My bullets are more spread out so I do not inflict as much damage.

I am refering to the convergence tabs on aces high trainers site. It shows bullet drop in relation to gun sites including convergence figured into play.

Offline mtnman

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Re: spit 16 corner speed?
« Reply #6 on: September 12, 2009, 01:54:04 AM »
I thought....

When you are at d650 your bullets rise more over the nose when you shoot. to reach the distance at convergence.
And when you are set and d250 they shoot straight over the nose.
This is all in relation to your gun sites of course.

So It seems that when close turn fighting... I pull less for lead to hit with guns set to d650   BUT .... My bullets are more spread out so I do not inflict as much damage.

I am refering to the convergence tabs on aces high trainers site. It shows bullet drop in relation to gun sites including convergence figured into play.

That theory "works" to some extent, but isn't nearly as pronounced as you'd think.  

The guns obviously need to be angled up more to converge at 650 vs 400 yds, but not all that much.  I'm not going to do the math, but guns set at 650yds probably don't shoot more than a foot or two higher than guns set at 400, at a target 400yds out (the distance where you mention shooting)(and it'll vary for the different guns, but I'd hardly believe it could be more than 3-4 feet max).

So, yes, on a banked shot, in a turn, you could get away with slightly less lead, but only 2-4 feet less than if your guns were set to 400yds (which I still think is too far, unless they're nose-mounted, but you can find that info with a search)(there's too much to re-type it- one recent discussion was in the "109K4" thread).  2-4 feet less lead isn't really that much, especially when you realize that just the propeller diameter of many fighters in here is 10-13 feet...

And less lead, but at what expense?  To have your convergence set at 650, but shoot at your target at 400, may mean some hits, but definately less effective hits (unless they were cannon rounds, I suppose...)  Since this is a "Spit16" thread, with wing-mounted guns, and mixed caliber weapons, I'll go ahead and say I feel you'd be better off with a closer convergence.
« Last Edit: September 12, 2009, 01:56:15 AM by mtnman »
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Offline moot

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Re: spit 16 corner speed?
« Reply #7 on: September 12, 2009, 01:58:39 AM »
To have your convergence set at 650, but shoot at your target at 400, may mean some hits, but definately less effective hits
50% less often enough, with a convergence as long as D650.  Your two bullet streams will be far enough apart not to complement each other much at all.
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Offline tokugawa

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Re: spit 16 corner speed?
« Reply #8 on: September 12, 2009, 06:57:56 PM »
Thanks again for the reply's

it feels like a bit more than a few feet. But I agree with you, the extra damage set to 400 make a huge difference. I played with d400 and once I got used to the lead time difference, I then saw the damage. It was night and day. I am going to use the d400 and get used to it more.

p.s.

The corner speed is the true speed (red tick mark)  not the (white tick mark) correct?

Offline moot

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Re: spit 16 corner speed?
« Reply #9 on: September 12, 2009, 07:09:24 PM »
Indicated.  You could be in a vacuum with some true speed but zero indicated, i.e. no air to lift your wings.
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Offline tokugawa

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Re: spit 16 corner speed?
« Reply #10 on: September 12, 2009, 07:21:23 PM »
That sentence explained more than you know... TY

Offline boomerlu

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Re: spit 16 corner speed?
« Reply #11 on: September 12, 2009, 08:25:52 PM »
Indicated.  You could be in a vacuum with some true speed but zero indicated, i.e. no air to lift your wings.
When I first started I had to look this up in Wikipedia. Perhaps the trainer site should have an article about IAS vs TAS?
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Offline moot

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Re: spit 16 corner speed?
« Reply #12 on: September 12, 2009, 08:50:10 PM »
It's briefly mentionned here http://trainers.hitechcreations.com/gauges/gauges.htm ..
I'll do a write up for it on the wiki.
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Offline boomerlu

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Re: spit 16 corner speed?
« Reply #13 on: September 12, 2009, 09:39:15 PM »
It does mention it, but doesn't really explain the difference. I'd explain it along these lines:

"IAS is the aerodynamically relevant speed. Your stall speed in IAS is the same no matter the altitude, as is your corner velocity and best sustained turn speed. TAS only describes how fast you are travelling. For example, at 30,000 feet where the air is thin, you could have 200 TAS (meaning you are moving reasonably fast) but only 130 IAS (meaning your controls are probably very unresponsive) ."

Thanks moot, I'm sure a description would help a lot of players, especially those of us who aren't aero-heads. :salute
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Offline Enker

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Re: spit 16 corner speed?
« Reply #14 on: September 13, 2009, 12:08:42 AM »
Personally, I set my 20mms out to 600, and my .50 cals out to 250, as I would much prefer to use my cannons to take off wingtips than waste them on the flimsy tail sections of other spits.
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