Author Topic: WW2 fighter gun effectiveness  (Read 1510 times)

Offline Tony Williams

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WW2 fighter gun effectiveness
« on: November 27, 2002, 01:32:14 PM »
I have assembled a comparative analysis of the relative effectiveness of WW2 fighter guns and ammunition. See:

http://www.quarry.nildram.co.uk/WW2guneffect.htm

Tony Williams: Military gun and ammunition website and Discussion forum

Offline Pongo

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WW2 fighter gun effectiveness
« Reply #1 on: November 27, 2002, 01:56:33 PM »
Excellent write up Tony.
I dont know if you have played AH but I would say that you really matched what we see here. The factor that you are missing is range. That is where the Hispano family and the M2 50 cals really set themselves appart from the German guns. At 300 yards there is little to tell between the 151/20 and the Hispano. But at 500-600 yards the Hispano is much more deadly. And it stays dangerous out to 1100 yards.. Not very dangerous but you dont want to be a stable target to a Typhoon at 800 yards. Most pilots will be able to spray the guns and nock a large piece off your plane.
There are factors that are missing from the game that probably contribute to that range and there are things like built in range finders in the gun sight in AH that make shooting at that range practicle.
I dont know that the long range ballistic advantage of the Hispano was as noted in WW2 as it is here. But in AH. you have pretty much seperated from a B20 or mg151/20 plane by 500 yards as long as you dont stay too predictable in your flight path. The simular number for the Hispano is 900 yards..
The effect of that range advantage is to make the Hispano a far better weapon in AH then the 151/20.
Great write up. Really enjoy your book.

Offline Pei

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WW2 fighter gun effectiveness
« Reply #2 on: November 27, 2002, 03:06:11 PM »
Very interesting Tony!

It's interesting to note the relative efficiencies of the .303 browning and the .50 cal M2. In AH I'd always chose 2 M2s over 4 .303s (in the Spit MKIX for example). However this may show the nature of the AH damage model where fire and system destruction (e.g. hydrualics, control cables) lose out to gross structural damage (e.g. wings coming off: most kills in AH are due to massive structural failures rather than fire or system failures).


It would be interesting to see if there was a way to include reliablity in this data, though that kind of information is hard to come by. I've seen a number of books state that the RAF considered the jam rate of the MKII Hispano to be 1 round in 1500 (which seems quite good considering the common 120 rpg ammo load).

Offline Tony Williams

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WW2 fighter gun effectiveness
« Reply #3 on: November 27, 2002, 04:10:39 PM »
Quote
Originally posted by Pei
It would be interesting to see if there was a way to include reliablity in this data, though that kind of information is hard to come by. I've seen a number of books state that the RAF considered the jam rate of the MKII Hispano to be 1 round in 1500 (which seems quite good considering the common 120 rpg ammo load).


Very hard to come by. I can verify the Hispano figure, and add that the .50 M2 was about 1 round in 4,000 overall, but fixed guns were twice as reliable as flexibly-mounted ones.

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Offline Tony Williams

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WW2 fighter gun effectiveness
« Reply #4 on: November 27, 2002, 04:13:19 PM »
Quote
Originally posted by Pongo
I dont know that the long range ballistic advantage of the Hispano was as noted in WW2 as it is here. But in AH. you have pretty much seperated from a B20 or mg151/20 plane by 500 yards as long as you dont stay too predictable in your flight path. The simular number for the Hispano is 900 yards..
The effect of that range advantage is to make the Hispano a far better weapon in AH then the 151/20.


Let me put it this way: when Spitfires were first armed with two 20mm cannon, the RAF was annoyed because gun bay restrictions prevented them from converging the guns any closer than 300 yards - they wanted 200!

I'm afraid that long-range shooting seems to be one area in which sims remain unrealistic.

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Offline buzkill

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WW2 fighter gun effectiveness
« Reply #5 on: November 27, 2002, 04:44:17 PM »
long range shooting isn't unrealistic, just a waste of ammo (all my kills are from 70 to 300) and i never run out of ammo, even when set low:D

Offline Kweassa

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WW2 fighter gun effectiveness
« Reply #6 on: November 27, 2002, 06:12:48 PM »
Quote
Let me put it this way: when Spitfires were first armed with two 20mm cannon, the RAF was annoyed because gun bay restrictions prevented them from converging the guns any closer than 300 yards - they wanted 200!

I'm afraid that long-range shooting seems to be one area in which sims remain unrealistic.


 This, is probably the most powerful comment upon the problems of gunnery in AH(though it may be unintended.. don't worry Tony, won't drag you in if a flame war ever starts :D )

 Come to think of it, if shooting was as range sensitive as it were in real life many of the so-called "dweeb plane" accusations in AH would be dropped. The only planes that are accused as a "dweeb plane", due to purely powerful performance, is the La-7 and the P-51D. The La-7 virtually has no weakness in its element at low-alt, and the P-51D is mediocre in many aspects but just purely outruns everything else excluding handful few unperked planes such as La-7s or Typhoons.

 All the other "dweeb plane" accusations mainly falls upon Hispano armed planes and the N1K2. Even with its uninspiring speed in the MA, if a Hispano armed plane can get within just 600 yards range a good shot will knock off something with those cannons. The N1K2 cannons aren't as good as the Hispanos, but it holds 900 rounds... 6 times the amount in 109s, and almost twice the amount in 190s. Lot of spray quality.

 ...

 So, then, what is really the difference in AH and real-life that the results are so drastically different? Maybe the lack of overall tensions of combat? Lack of G forces a pilot feels?? But these are mostly human issues.

 If AH uses real-life ballistics charts data for its guns, what could be the reason behind this in the perspective of simulation gaming? Somehow, I don't think the "we're better shots than WWII pilots" answer is very convincing. Feels more like a cop-out and a cheap attempt to blindly support AH.

 The range icons? But IL-2 has range icons, too, and yet the  distance required to "open fire" in IL-2 is about 200~300 yards shorter than AH. While many consider 400~500 yards adequate distance to start firing in AH, it is widely recognized among IL-2 gamers that in IL-2, generally the distance where you'd really expect to hit something is 200~300 meters. Maybe it's because IL-2 mostly features ShVAKs and MG151/20s, which is fired near 300 yards in AH, too?

 Or maybe its because the hit sprites? In IL-2, the visual hit confirmations for MGs and cannons diminish in size according to range.. meaning when you fire from far away, it is a lot harder to see if you are hitting the enemy or not. Since people avoid shooting cannons in fear of wasting ammo above 300 meters range, and the machine guns hits are hardly confirmed over that range, maybe that's why they don't shoot out so far. In AH, you adjust aim, spray a bit, confirm the hits landing visually through hit sprites that are as large as golf-balls. Since you are sure you're landing hits, you adjust the aim again, and fire a bit more.. maybe..

 Or maybe the damage modelling. I don't think I've ever seen a plane lose a single stab, except the P-38L(I lost only the left vertical stab once..), when I am pretty sure the trajectory of my shots fired landed in only one certain area of the plane. Also, in AH, any sort of "damage" causes instant destruction of the area.. if someone can get few pings in, it might knock off the entire wing, wing tip, or stabilizers so the plane is instantly off balance and dies out. This might promote the spray mentality to the people who become desperate as they see the enemy extending away 500~600 yards, since they know if a few cannon pings can go in they can kill it.

 Or maybe the way how a "hit" is registered? I've heard AH uses the same sort of gunnery/hit modelling as IL-2 - no hit "boxes", hit must register on actual polygon to count. However, somehow, AH feels a lot lacking compared to IL-2. I've never seen an instance where the shots fired pass beside each fuselage of the plane due to firing at a range closer than convergence, in AH. In IL-2, I've seen this happen. I've also seen the cases where it feels "I've hit it" at the gunsight, with the target almost in dead center, but actually misses, with the tracers passing the target as if it is grazing the surface.. only aiming at an "exact" point will hit it. In AH.. the area of that invisible "point" to fire at seems much larger.... In AH, during scissors, with enemy plane swishing by in front of the gun sights, you can fire shots in between the scissors and expect to kill it. In IL-2, this is incredibly hard.

 ...

 Or maybe it is because of all of the reasons above. Maybe that's why we can't just ask for a "realistic change" of one issue and get it - since it involves multiple reasons.

 Anyhow, I'd like to know how other people feel about the long-range gunnery aspect of AH, and how it should be changed.. or maybe not changed at all. Kinda curious.. ;)

Offline Wotan

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WW2 fighter gun effectiveness
« Reply #7 on: November 27, 2002, 07:27:41 PM »
long range gunnery is about as close as you can get for a game killer to me.

Offline Heinkel

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WW2 fighter gun effectiveness
« Reply #8 on: November 27, 2002, 07:30:59 PM »
Intresting article, what makes it even more intresting is:

GUN EFFICIENCY
Hispano II : 4
MG 151/20 : 4.9

Mg151 actually beats Hispano II in everything execpt round power, where the Hispano is 3 points ahead of the Mg151.
« Last Edit: November 27, 2002, 07:34:14 PM by Heinkel »

Offline Wotan

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WW2 fighter gun effectiveness
« Reply #9 on: November 27, 2002, 07:43:04 PM »
so does mgff .........

Offline funkedup

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WW2 fighter gun effectiveness
« Reply #10 on: November 27, 2002, 07:47:04 PM »
Yep, Hispano is a big clunky weapon compared to the German 20 mm.  If you've ever seen a Spitfire up close it's amazing how they barely crammed it into the wings.  

And Tony's analysis doesn't account for ammo volume and weight.  The smaller, lighter, MG151/20 ammo takes up less space and weighs less than the Hispano ammo.  Hence the much greater ammo loads of planes like the Fw 190 vs. the Spitfire.

Offline GRUNHERZ

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WW2 fighter gun effectiveness
« Reply #11 on: November 27, 2002, 09:25:44 PM »
So Funked you are saying MG151/20 is better than the Hispano.. :D

Yes I agree that this sim's everyday long range gunnery in no way matches anything I have ever read about in either WW2 or Korea.

Offline GRUNHERZ

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WW2 fighter gun effectiveness
« Reply #12 on: November 27, 2002, 09:32:17 PM »
BTW

Gun: VYa-23
Ammo: 23x152B
RPS: 9
Cartrige power: 26
Gun Power: 234
Weight: 68kg
Efficency:  3.4

This is the best gun overall in AH IMHO, its like a high velocity MK108 but needs two hits kill a fighter instead of one. Its interesting that you rank it so low.

Plus I find your comparsion of MG131 to .50cal very interesting.... :D

Offline Frost

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WW2 fighter gun effectiveness
« Reply #13 on: November 27, 2002, 09:40:50 PM »
Maybe the long range gunnery in this game is just due to the fact that we can spray and pray to our hearts content without the penalties a real WWII pilot would get.  Ammo consevation was probably a necessity to survive.  They didn't have the luxury of spraying until empty and then running quickly back to the base.  They probably kept their convergence very close for maximum effect and only pulled the trigger when they were sure of a shot.  In this game it is easy to set your convergence at 400-600 and hold the trigger down.  Just a thought.

Offline Pongo

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WW2 fighter gun effectiveness
« Reply #14 on: November 27, 2002, 11:21:33 PM »
Its somewhere in the range icon, lack of enviromental effects, lack of reliablility issues. all guns of a type being identical and all rounds of a type being identical. Ammo counters on all planes..
Basically our enviroment has to be sterile. The alternative is to fudge it like I think Il2 has. It has more enviroment granted but I think they fudged the hit results quite a bit.

GH you really see that 23mm in action taking on m3 and m16 half tracks. It 2 ping kills them at 1k...