Don't forget drop compensation.
What you are looking for in the game is how to use your gunsight when you boil all of this down. I used to think all of the physics and math you are about to embark on would give me the "A HA" moment of clarity into gunnery in Aces High. It will hone your perceptions to understanding the process without a doubt.
But, it won't substituit for practicing gunnery and understanding the relationship of your bullet streams to your Reticle as affected by physical forces. The British cartoon gunnery manual "Bag the Hun" does but, as a cartoon becasue they learned in WW2 we learn visualy\tactiley. Even the germans with their cartoon manual "Schiessfibel" understood this.
Both Manuals:
http://dog.beckament.net/2011/03/31/wwii-air-combat.htmlIf you follow the math and programing you will learn more about ballistics than you ever wanted to. But, that is not gunnery. You learn gunnery by pulling a trigger. - sight picture - post and pumpkin - whites of their eyes - can't make omlettes with breaking some eggs -
Here is a challenge that will teach you much of what you are really looking for. This will turn into a wall of text and data, so be warned.
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You will be constructing two gunsights. One to collect data and one to use the data to reap cons. Hitech has made it possible to build gunsights so they are Mil correct to our pilots FoV and gauging size at distance. This means you can study the manuals "Bag the Hun" or "Schiessfibel" and they will work in the game.
A 512x512 bitmap will result in 1Mil = 2Pixel.Gunsights: Open your favorite art program.
Making a 100Mil Ring and dot gunsight with drop comp line.1. - Open a new 512x512 art sheet and save it as an 8bit bitmap. Name it GunS1.bmp.
2. - Save As a copy name it GunS2.bmp.
3. - In both fill the background with black.
4. - In both create a 3 pixel wide orange circle starting your pull from (156, 156) ending at (356, 356).
5. - In GunS1 at (256, 256) paint an 11 pixel dia orange dot.
6. - In GunS1 at line 284 use a line tool and pull a 1 pixel orange line from ring edge to ring edge.
7. - Save GunS1 you now have a 100Mil ring and dot gunsight with a drop comp line for wing mounted guns.
8. - For nose mounted guns like the La7, 109, Yak and even the 190's becasue the cannons are so close to the fuslage. Draw the comp line at 278. In my gunsights I've further reduced these lines to hash marks with 5 pixel spaces. If you run a blur tool over this gunsight to smooth the edges. Zoom in and reduce the ghost line back down to 1 pixel wide.
Making a data Collection gunsight to use with the Offline Target.1. - Open GunS2.bmp.
2. - Pull 2 lines 1 pixel width in CYAN color as a bisecting cross centerd at (256, 256).
3. - Mirror these two lines in orange 20 pixel above and below the horizontal and 20 pixel left and right of the vertical.
4. - Horizontal and vertical at every 20 pixel create a 1 pixel (orange) line connection between the orange parallel lines making ladders.
5. - Now at every 10 pixel in between these draw 1 pixel wide lines (cyan) 11 pixel wide. You are creating a hash grid.
6. - You should have a hash grid cross centerd in a 100Mil dia circle with units of separation demarkiing 10Mil and 5Mil in orange and cyan.
The 512x512 format requires you include in your sights directory a text file with the same "name.mil" to support the "name.bmp" reticle displaying correctly in your gunsight.
For GunS1.bmp create a GunS1.mil file with the number 256 saved in it.
For GunS2.bmp create a GunS2.mil file with the number 256 saved in it.
I have found the best way to create the mil file and have AH parse it properly is the folowing.
1. - Open notepad. Save a new text file with 256 in it as "GunS1.mil.txt"
2. - In file manager highlight the file and do a rename by removing the ".txt" reducing it to "GunS1.mil"
3. - Place both the GunS1.bmp & GunS1.mil in your Sights directory and the gunsight will display correctly when you spawn your fighter. A 100Mil ring just fills the hight of the K14 gunsight reflector plate in the P51D.
4. - Repeat with GunS2.
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How to use these gunsights to compliment each other. The Guns2 gunsight is a Mil gauge collection tool used in conjunction with the offline target. You fly your aircraft due north autoleved and pull up the target at any distance out to 5k in .5 yard incraments starting at 1.0 yards. This how I created the speed chart to make every fighter in the game fly in an attiude that mimics placing the fighter up leveled on a static stand able to shoot out to 100 yards. Including it in this post exceeded my 1000 work limit.
Data collection using the P51D and Guns2.1. - Set all guns to 300 convergence for this test and select Guns2 from the gunsights app. 25% fuel.
2. - Use any offline airfeild that lets you fly North over water for 5 or 6 sectors.
3. - Spawn and takoff, climb to 1000 feet flying due north. Set speed for the P51D to 285 True Airspeed. (.SPEED DesiredMPH)
4. - Open the E6b and make sure True Airspeed is 285.
5. - You can test this by (.Target 3) and see that the center of the spinner is centered into the center of the target.
6. - Set arena time to (.time 01:00). It's easier to see the target and reticle lines on Full Zoom.
7. - Set the target out in 25, 50, 100 yard incraments from 100 to 600 and on full zoom shoot while looking at the patterning. Notice the relative relationship of the reticle center to the pattern at each distance. Think about this relative to the drop compensation line you will test next.
Using the drop compensation line in Gun1.1. - Offline using your P51d and convergence still at 300, 25% fuel.
2. - Set your arena time back to noon. (.time 12:00).
3. - Choose Gun1 from the gunsight app.
4. - Spawn and climb up to 3k into the drone circle.
5. - Starting at 400 back of a drone goto zoom and place the drop comp line inline with the drone's wings.
6. - Hold off the correct lead into the circle and fire. Watch your tracers arch up and drop into the drone. Adjust as needed.
7. - Repeat at 200, adjust as needed. This works even at 600 adjust lead and elevation as needed.
8. - Enable the Lead Computing gunsight and repeat this test. Note the relative position of the drop comp line as you place the center circle on the green crosses.
9. If you made an additional gunsight with the 278 line try the same with your La's, Yaks, 109's and 190's. Placing the two lines in a GunS1 will become confusing.
This is not a point a click solution. It is a constant reference guide line to help you start from a good sight picture knowing what the level drop compensation is. If you download and read "Bag the Hun" you will recognise what this gunsight is guiding you to as your sight picture. GunS1 line 284 is for all wing mounted guns, MG or cannon mounted outboard of the landing gear. GunS1 line 278 is for nose and hood guns. Cannons closer into the fuslage act like hood and nose mounted guns in their horizontal ballistics and convergence to the hood mounted MG.
Note: By adding a 120Mil single pixel wide ghost circle to GunS1 284, you give yourself the 30 degree holdoff from "Bag the Hun".
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Units of Mil1Mil @ 50yds = 1.7 inches
1Mil @ 100yds = 3.6 inches
1Mil @ 150yds = 5 inches
1Mil @ 200yds = 7 inches
1Mil @ 250yds = 9 inches
1Mil @ 300yds = 11 inches
1Mil @ 350yds = 12.5 inches
1Mil @ 400yds = 14 inches
1Mil @ 450yds = 16 inches
1Mil @ 500yds = 17.5 inches
1Mil @ 550yds = 19 inches
1Mil @ 600yds = 20 inches
1Mil @ 650yds = 23 inches
1Mil @ 1000yds= 36 inches