Author Topic: The Void between Machine guns and cannons.  (Read 9961 times)

Offline hitech

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« Reply #270 on: August 18, 2003, 10:19:06 AM »
Some thoughts.

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1: Hit sprites show as exactly the same regardless of the gun/range/shell type being fired
Fix: Model hit sprites not as sprites, but as variable particle effects based on the round fired. While you're at it, expand the gun shake effect so it gets based off the gun caliber.


They do change size with range.

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2: Composite ammunition is probably causing a lot of the "insta-kill" stuff we see.
Fix: Model actual ammunition belt mix as player selectable based on historical usage. Drop the combo bullets and model each round as individual rounds. HE is HE, AP is AP, and so on

Very doubtfull.


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3: Damage effects are nowhere near detailed enough. Damaging specific components is nigh on impossible.
Fix: Increase the detail level of the damage model to include fuel/radiator/oil lines, control cables/linkages, wiring, hydraulic systems, etc...


This would make 1 ping/golden bb kills even happen more.
After makeing the vehicle damage model i've found that drastic randomes caused by things like armor penitration, fuel lines,oil lines and such increase the perseption that there are bugs. Even thow the idea sounds great, people tend to want to see consitancy of out come. I.E. you would be constantly hearing 2 things.

"This damage model is porked , I was hit by 1 303 and it killed my engine"

"This damage model is porked, I put 50 rounds into that plane and it didn't die"
We hear those exact 2 things all the time with the vehicle damage.
 

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4: Aircraft, vehicles, and ships use different damage models.
Fix: Force everything to use the same damage model. Armor plate has the same effect on incoming rounds regardless of what it gets mounted on. Armor thickness, type, and angle are the only variables which allow rounds to be stopped or penetrate. There are well-known calculations for figuring a given round's ability to penetrate a given type/thickness of armor. Nathan Okun has demonstrated this very well. Shells skipping off ship armor, water, aircraft, vehicles, dirt, etc... happened IRL. Could 20mm AP rounds cut off control of a destroyer? Possibly. Could 30mm rounds bounce off the skin of a bomber? At the right angle. Currently, the aircraft damage model is like the pre-revision vehicle DM. Bullet A impacts object N with X amount of velocity and Y ft-lbs of energy.


This would have very little impact on planes. We do have this type of model running with the ground vehicles. But exactly how much armor is on a plane, it mostly only applies to the pilot.

With gound object damage, the model is very simple, range dosn't even effect damage. But other than a few special objects like ships, it's realy not worth the setup time to define all the penation details of an ground target.


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5: Explosive cannon shells might be causing too much damage
Fix: HE rounds inflict damage primarily from a chemical explosion, not from penetration. But without penetration, you can't activate the fuse and set off the blast. It's a circular argument that can not be solved easily.


Penetration and impact are 2 different items. If anything explosive shells are not lethal enof.


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6: People are getting kills at outlandish ranges
Fix: We'd have to know what the current dispersion model would be like after making changes. Since there were RARE kills at long range, completely doing away with the possibility of long distance kills would be a very bad idea.


I would say that the norm is not getting kills at long range. So if you wan't to disscuss this start by defing RARE, 1 in 10 1 in 100?
Then take a look at the main and see what the kill ranges are.

2nd start with the assumtion that kill ranges will be longer in AH than antidotal information provides. Because it is a given that AH players have at least 100 times more practice than in real life.

You can also find out the dispersion on all aircraft by using the .target command.

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7: Spray n pray is hurting the game
Fix: Remove ammo counters for aircraft that did not have them and introduce gun jams for hot guns/high-G maneuvering.


Is it realy hurting the game? How many good gunners in AH do you know that spray and pray. I Think it happens more to new guys then people you would be concerned about hitting you.

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8: Tracers are too big
Fix: Make tracers an actual particle effect and reduce their size.


It would make thing harder, but would it be realistic? Tracers are large primarly so you can see them when being shot at. From the shooter point of view they are down to 1 pixel size very rapidly anyway, so are you asking for tracers to disapear out side of 200 yards? If so how far in real life can you see the tracers.

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9: Ballistic model needs more parameters
Fix: Introduce the "curveball" effect in this thread here along with other wind-related factors. Requires a complete revamp of the current weather system first as the wind never varies in speed or heading at a given altitude. Also, make rockets fly in the direction the aircraft is currently pointed, not in the direction of flight.


Rockets do NOT fly in the direction a plane is pointed in real life.

We could intruduce the wind factors you are talking about, but inflight wind is constant. 95% of the time turblance is only down low.


Flakbait, thanks for posting in a non combative tone. You discused the issues and gave your view points with out pulling all the other crap into the post. These type of post are the ones that can be responded to.

Batz, You might want to start asking yourself why is FB so unrealistcly hard and how exactly they model ballistics, vs why AH is easier that FB.


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Offline Batz

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« Reply #271 on: August 18, 2003, 11:52:20 AM »
Who said fb is unrealistically difficult? I think I said I thought ah was "unrealistically easy".  Not ballistically but in aiming and killing at longer ranges. I cant tell you what is real and dont pretend to. I just know that 1 matches more closely the documented and anecdotal evidence.

The idea that ah'rs are so much more experienced may make sense at face value but in FB guys have flown il2 since release and still arent knocking you down at long range. I said in my experience ah kill range is about 450 - 550 yrds. Kills between 550 - 800 are above the norm but I have seen them enough to know they are more then "rare". The 1k -1.2k kills fall into rare but they do happen. Kills in side 250 are about as rare.

My hit % is higher there then in ah, My hits per kill is a bit less then ah but in ah I tend to fire until I see the explosion.

Fb most kills are eng, control cables/surfaces pilot etc.

You can still hit and kill in FB at the same ranges as ah. The hissos are hizookas there as well.

I agree that the more radomization you add to the dm the louder the whines will get. I said that that above. My point isnt ah should do it this way but a simple debate about gunery in general. Read what hohun said that  the "MG151/20... was reckoned to be able to reliably destroy a fighter with 6 random hits."

If anything the only thing I would like to see looked at is

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If anything explosive shells are not lethal enof


in particularly with the mgff. But seeing as how very few fly the planes with mgff  I dont think it would be a priority.

OTOH flying the a6m2 you need to get in real close (well inside 200) to hope to get any real damage; especially against the f4f). I do concede the duality in my posts. Pointing out long range gunnery in one breath then complaining about having to be in close with the a6m2 in another. :p

But I flew the a6m2 quite alot and flew it in 2 scenarios (1 which I coed) and universally you would hear  guys say they dumped all 120 rounds of type 99 mk 1 into an f4f and he just flew away. Brady said he chatted with pyro and there may be something to that whine.  

Any way its your game.....

Offline Kweassa

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« Reply #272 on: August 18, 2003, 11:57:39 AM »
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2nd start with the assumtion that kill ranges will be longer in AH than antidotal information provides. Because it is a given that AH players have at least 100 times more practice than in real life.


 And all along, we have discussed very many things why that claim, might not be as truthful as it seems, HT.

 Besides, your theory that 'dispersion actually increases hit chance', after hearing some other perspectives on this matter, really doesn't seem that likely.


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It would make thing harder, but would it be realistic? Tracers are large primarly so you can see them when being shot at. From the shooter point of view they are down to 1 pixel size very rapidly anyway, so are you asking for tracers to disapear out side of 200 yards? If so how far in real life can you see the tracers.


  Does 'making them visible' really have to be related to the size of the thing? I understand this one, is just how it is implemented in current AH. That's why we are suggesting a change of method.


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This would make 1 ping/golden bb kills even happen more.
After makeing the vehicle damage model i've found that drastic randomes caused by things like armor penitration, fuel lines,oil lines and such increase the perseption that there are bugs. Even thow the idea sounds great, people tend to want to see consitancy of out come. I.E. you would be constantly hearing 2 things.


 Inconsistent? Yes, IL-2 and FB is also inconsistent. Sometimes a lucky shot will break off a wing, other times, hundreds of rounds pelted into a plane, and it would still fly. But people whine about the inconsistency of GV modelling in AH, but they don't whine the inconsistency of plane DM in IL2/FB. Why is that?

 Maybe the trick is to diversify them enough, to give the people the illusion that it is not 'inconsistent', rather, just a part of 'variety'.

 For instance, if the internal engine compartments were modelled with damageable parts varying from superchargers, gears, pistons, oil lines, coolant tubes, rods, throttle control and etc.. sure, maybe one hit will kill it, maybe it will take more. But at least it would be something else than just oil, engine, radiator. 'Inconsistent' things may happen, but in this case, the 'inconsistency' becomes variety.


....

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They do change size with range.


 This is an interesting one. Which probably means the variations in sizes are rarely enough for one to notice, even for someone as observant as flakbait.

 Also, the length of the hit sprites staying on the screen, seems to be too long, not to mention the fact hit sprites are visible even when the view is obscured by the cockpit. The differences in hit sprites between cannon shells and MGs, are also unaccounted for.


...

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Is it realy hurting the game? How many good gunners in AH do you know that spray and pray. I Think it happens more to new guys then people you would be concerned about hitting you.


 Is there any reason to implement it in the first place then? Internal layout and devices, such as ammo counters are part of strengths and weaknesses of different planes. Would absence of ammo counters on planes that did not have them, really hurt the game playability that much so it should absolutely exist? Can it not be possible that acknowledging the varying characteristics between such planes, could make up for the part of fun by itself?

 
 ..


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Batz, You might want to start asking yourself why is FB so unrealistcly hard and how exactly they model ballistics, vs why AH is easier that FB.


 This, is a comment nuance I've seen before. As in "don't believe all that they tell you." a while ago.

 What exactly is it that you know about IL2/FB that we don't know, that makes you so certain that they implemented things unrealistically, or artificially neutered something, and thus the game is unrealistically difficult?

 It's really ironic that you comment a sim, which matches historical accounts as close as possible so far, as something 'unrealistically hard'. I am really curious which part of the IL2/FB is so unrealistic.

Offline Urchin

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« Reply #273 on: August 18, 2003, 11:58:51 AM »
Ok Toad, I'll look you up in the game.  I did to a test at one point with the bomber guns a while back, I believe the max range on the bomber guns shooting backwards is 1,700 and change, and forwards is 1,400 and change.  I just did /range xxxx and kept moving it back until I didn't see holes in the target anymore.

Offline Toad

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« Reply #274 on: August 18, 2003, 12:16:05 PM »
Always interested in the fact of it Urchin, rather than the old wive's tales.

Was fun that time we fooled with the tank; I look forward to it.
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Offline hitech

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« Reply #275 on: August 18, 2003, 12:18:31 PM »
Btw urchin that would also depend on what altitude you are at. Bullets are limited by time of flight not range. Hence when higher or shooting back there range increases.

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Offline Toad

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« Reply #276 on: August 18, 2003, 12:28:34 PM »
Quote
Originally posted by Kweassa
What exactly is it that you know about IL2/FB that we don't know, that makes you so certain that they implemented things unrealistically, or artificially neutered something, and thus the game is unrealistically difficult?

 It's really ironic that you comment a sim,
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Offline flakbait

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« Reply #277 on: August 18, 2003, 12:33:12 PM »
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Originally posted by hitech
Some thoughts.

They do change size with range.



Well, that's definitely nice to know. But regarding the rest? Gun shake based on caliber would increase immersion factor. Particle-based hit effects would look a lot better at close-medium range, especially with GVs.

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Very doubtfull.


I remember Pyro saying somewhere that he did not want to model individual types of ammunition. Whether or not this is indeed a factor in the high-lethality we have I don't know. I do know that modeling round types accurately would increase the amount of realism present.

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This would make 1 ping/golden bb kills even happen more.
After makeing the vehicle damage model i've found that drastic randomes caused by things like armor penitration, fuel lines,oil lines and such increase the perseption that there are bugs. Even thow the idea sounds great, people tend to want to see consitancy of out come. I.E. you would be constantly hearing 2 things.

"This damage model is porked , I was hit by 1 303 and it killed my engine"

"This damage model is porked, I put 50 rounds into that plane and it didn't die"
We hear those exact 2 things all the time with the vehicle damage.



At the current lethality levels, you're probably right. It would also cause more varied damage effects; which would be a vast improvement over the current "it works or it's destroyed" system we have. With regards to the GV damage model, it's been a long time since I opened up at a GV with 50 cals and saw any effect. The legendary Hizooka seems to cause some damage against tanks when the moons are aligned, but for the most part they bounce off as often as .50 cals do. At least from what I've seen in H2H.
 
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This would have very little impact on planes. We do have this type of model running with the ground vehicles. But exactly how much armor is on a plane, it mostly only applies to the pilot.

With gound object damage, the model is very simple, range dosn't even effect damage. But other than a few special objects like ships, it's realy not worth the setup time to define all the penation details of an ground target.


Agreed, fixed ground targets are simplistic enough as to not require a highly detailed damage model. Though I would say that impact velocity and energy should be a part of the damage done to them.

Aircraft, vehicles, and ships should all be playing by the same rules, though. With the current GV armor model being as detailed as it is, you could port that over to ships with ease. When combined with a more detailed DM for ships, people would be able to knock out all sorts of things on them. Aircraft also need a detailed armor model, and armor in any AC affects more than just the pilot. Ammo magazines, fuel tanks, engines, windscreens, and so on were armored in one aircraft or another. Not allowing the DM to reject some aircraft hits based on energy/impact angle leaves us with a DM similar to to the old GV model. With that model we were seeing regular .50 cal kills of GVs, and 20mm cannons were more like lasers.

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Penetration and impact are 2 different items. If anything explosive shells are not lethal enof.


Indeed they are two different items, and without one the other can't happen. But explosive shells are APHE in the current model, not strictly HE rounds. While the blast effect might be undermodeled, the penetration factor is overmodeled.

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I would say that the norm is not getting kills at long range. So if you wan't to disscuss this start by defing RARE, 1 in 10 1 in 100?
Then take a look at the main and see what the kill ranges are.

2nd start with the assumtion that kill ranges will be longer in AH than antidotal information provides. Because it is a given that AH players have at least 100 times more practice than in real life.

You can also find out the dispersion on all aircraft by using the .target command.


I can not verify what the kill ranges in the main are as they vary from encounter to encounter and pilot to pilot. In addition, the main never reports the range a person was killed at. WW2 pilot reports with regards to range are rarely accurate (as stated by Tony) which makes figuring things out all the more difficult.

As for player experience, that has been known for quite some time as a major factor in getting kills at longer distances. As strictly an example, if the average WW2 kill was bagged at 300 yards, the average AH kill would probably be around 450 yards. Possibly even further out, I'm not entirely sure.

Yes, the .target command has come in handy in the past for pointing out dispersion bugs and I'm very glad we have it available. The plus-sign dispersion hiccup last year was fixed with the help of it.

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Is it realy hurting the game? How many good gunners in AH do you know that spray and pray. I Think it happens more to new guys then people you would be concerned about hitting you.


Personally I haven't seen too much spray n pray, but the problem has been brought up before. This was simply a suggestion about what might curb it. Besides, adding somesort of gun malfunctions would make things a tad more interesting.

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It would make thing harder, but would it be realistic? Tracers are large primarly so you can see them when being shot at. From the shooter point of view they are down to 1 pixel size very rapidly anyway, so are you asking for tracers to disapear out side of 200 yards? If so how far in real life can you see the tracers.


Tracers weren't used as an alarm signal for enemy pilots to know when they're being shot at, tracers were there to aid the aim of the pilot doing the killing. Take a screen shot of the AH tracer when shooting from any GV, then look at day and night photos of actual MG fire. AH tracers during the day glow from all angles, real tracers only glow from the rear. Look at any Vietnam war footage from a door gunner's perspective and watch the tracers as he fires. In AH we'd see thirty-foot long bolts of light arcing for the ground. In the footage I've seen the tracers are rather small, but they do glow rather brightly. Another aid for tracers was very well known: color. AH tracers are yellow universally. Basing tracer color by country would create a more impressive visual effect, and let you know roughly what country of AC was shooting at you.

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Rockets do NOT fly in the direction a plane is pointed in real life.


Yes, they do. If the rocket motor, nose, fins, and body of a rocket are fixed to the rack, and the rack is anchored to the wing, the thrust from the rocket being fired will always be exactly perpendicular to the wing. Unless, of course, they had rotating rocket launchers in WW2 that would aim the rockets in some different direction. Also, according to this statement, you can hit ground targets with rockets even if you're not pointing the nose of the aircraft at them. Getting the nose on target is a basic requirement of using any ballistic weapon, rocket or bullet.

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We could intruduce the wind factors you are talking about, but inflight wind is constant. 95% of the time turblance is only down low.


Inflight wind is currently no better than most primative flight sims. It is always blowing at a constant speed from a constant vector and only changes when the host settings are changed. A more detailed ballistic model would require more realistic weather, which is why I mentioned the wind. Deja once asked if cross-wind dynamics were modeled (the thread link above) but without a more detailed weather system any additional ballistic effects would be too predictable for the pilot.

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Flakbait, thanks for posting in a non combative tone. You discused the issues and gave your view points with out pulling all the other crap into the post. These type of post are the ones that can be responded to.

HiTech


Again, you're welcome HT.


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Offline hitech

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« Reply #278 on: August 18, 2003, 12:59:07 PM »
Flack 2 things.
1.
Rockets will very quickly turn into the wind after launch. For get the thrust for a moment. Picture what would happen to the rocket if it were just droped off the plane. It would turn into the wind i.e the direction the plane is travling. The same thing happens when thrust is applied because the fwd velocity relative to the plane at the time they leave the rails is very small. We acctualy give the rockets more initial fwd velocity to make this effect less than it would be in real life.

2.
Deja once asked if cross-wind dynamics were modeled .

They are modeled, but because the wind effects the plane and bullet exactly the same, the bullet still travels straight ahead relative to the plane.


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Offline flakbait

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« Reply #279 on: August 18, 2003, 01:15:27 PM »
If cross-wind dynamics are modeled, then it must be bullet gyro that's missing. Wind does not affect aircraft and bullets the same way as the two are shaped completely different. Plus, a bullet is rotating at high speed because of rifling, while an aircraft is flying with no rotation at all.

As for rockets, uhh no. Dropping a rocket is not the same as firing it, and when you shoot something it has a tendency to fly in the direction you pointed it in. If we follow this line of thinking then every bomb dropped in AH must turn into the wind. There is no difference between a dropped bomb and a dropped rocket, both will go nose-down and drift according to what the wind is doing. Saying a rocket will immedately turn into the wind and fly off in that direction is nonsense. I suppose shooting an arrow from a bow in high wind means the arrow will immedately jerk into the wind and fly off in some odd direction?

While some modern missiles drop off, then launch, WW2 rockets always flew off the rail. Since the rail forces the rocket to point in the same direction as the aircraft's nose, and the rocket motor fires while still on the rail, the rocket will fly in the same direction the nose is pointing.


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« Last Edit: August 18, 2003, 02:17:41 PM by flakbait »

Offline F4UDOA

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« Reply #280 on: August 18, 2003, 01:34:24 PM »
HT,

I bailed on my own post because it went so far off track. But it seems to have come full circle.

Flakbait touched on some good points. The one that stands out is your answer on explosive shells where you say say the effects are undermodeled not overmodeled.

Two things.

1. How do we (more you than us) know what the effects of exlposive shells are to aircraft structures? I know the explosive capability is known for each shell but how do we know the effects on the A/C structure?

2. Which leads to my second point. Hooligan posted a study that was done post WW2 that showed the causes of lost A/C per type of hit on different A/C types. It showed the majority had to do with engine and Hydrolic failures and much less from structural hits. Shouldn't this be more the norm? I feel as if the catostrophic failures should take place less frequently than in AH currently.

Basically I equate the damage model to the effects of jumping off of a building. It's not the fall, it's the sudden stop that kills you. Our DM is the same. It's not the ballitics (bullet flight), it the damage after the impact that gets you.

Offline Tony Williams

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« Reply #281 on: August 18, 2003, 02:31:09 PM »
Concerning the accuracy of rockets - this is from 'Flying Guns: World War 2':

"In contrast, one direct hit with a bomb or 60 lb RP meant certain destruction for the heaviest tank. However, their accuracy left a lot to be desired. Even under practice conditions, the hit rate for the RPs against tanks was no better than 5%. This was graphically illustrated by a demonstration put on by Typhoons against a captured Panther tank placed in the middle of an open field, helpfully painted white with large red crosses on it to make sure the pilots could see it. Of the 64 RPs fired (launched in a typical steep dive at ranges of 750-900 m), only three hit the tank. In battle, RP accuracy was considerably worse than this, with the official British calculation of hit probability against a single tank being 0.5% (in other words, 200 RPs had to be fired for each hit). Furthermore, some 20 – 30% of RP warheads failed to explode.

This fall in accuracy experienced in action may be attributed to the curious trajectory of the RP, which first dropped below the line of sight and then accelerated as the rocket motor took effect before it dropped again. Because of this it was generally desirable to fire them at a range of between 900-1,800 m. They were also very susceptible to side winds, with a mere 15 km/h wind being enough to miss the aiming mark by nearly 5 m, and the aircraft had to be absolutely steady at the instant of launching. This meant that a pilot needed a very cool and calculating head to ensure reasonable accuracy, something that was difficult to achieve in the heat of battle. It is worth noting that high-velocity cannon did not suffer from this problem, so would have experienced a much less significant fall-off in accuracy under combat conditions. RP accuracy was helped to some extent late in 1944 by the introduction of the modified Mk.IID gyro sight with calibrations suited to the RP. This presumably accounted in part for a measured improvement in the average RP miss distance between 1944 and 1945, from 57 m to just under 40 m.

The greatest accuracy was achieved in a near-vertical dive as this minimised the trajectory quirks, but this left the Typhoon visible to the usually accurate light FlaK, so many pilots preferred to attack at tree-top height, firing at distances as close as 500 m. This is curious given that theoretical British studies of different attack angles concluded that a low level (less than 30 m altitude) attack was eight times as dangerous in terms of exposure to AAA as a sixty-degree dive, but it is possible that a very low approach, using terrain, trees and buildings to mask the view of the AA gunners, might have had advantages."

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Offline Tony Williams

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« Reply #282 on: August 18, 2003, 02:35:42 PM »
Quote
Originally posted by F4UDOA

1. How do we (more you than us) know what the effects of exlposive shells are to aircraft structures? I know the explosive capability is known for each shell but how do we know the effects on the A/C structure?


Well, it obviously depends on where exactly the shell detonates, and on the type of structure. From 'Flying Guns WW2' again, concerning the effectiveness of M-Geschoss:

"Stressed-skin alloy monococque structures were most vulnerable to being blown apart. Steel structures clad with thin aluminium were less affected as the cladding quickly split, releasing the pressure before it had much time to damage the structure, and fabric-covered structures were damaged least of all."

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Offline hitech

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« Reply #283 on: August 18, 2003, 02:50:38 PM »
Flakbait picture this extream case.

A plane is travling 90 deg sidways at 300 mph.
The rocket leaves the rail pointing west at 50 mph.

Do you believe the rocket will not weather vain?

Btw did some quick numbers, that would create aprox 50 Foot Pounds of torque initaly to rotate the rocket into the wind. Now picture a 4 foot rocket balanced on a string and parralel to the gound. Hang 25 pounds on one end, how quickly would it point straight up?

Btw bombs always do weather vain, notice that they are droped sidways but always point in the direction the are travling?


As to bullets, you are picturing bullets fired from a fixed point on the ground, not from a plane that is also travling with the wind. I.E. with a 50 MPH cross wind and the plane pointing north when the bullet is launched all wind relative to the bullet/plane is still pointing directly into the apparent wind. But the bullet & plane are not travling north, but wrather NNE. And its Vel in the East direction is 50 MPH and hence the bullet travels just as if there was no wind relative to the plane.

From the view point of the gun, the bullet will behave exatly as it does on the ground with a head wind = to the planes true air speed.


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Offline GScholz

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« Reply #284 on: August 18, 2003, 03:27:36 PM »
Quote
Originally posted by Urchin
Ok Toad, I'll look you up in the game.  I did to a test at one point with the bomber guns a while back, I believe the max range on the bomber guns shooting backwards is 1,700 and change, and forwards is 1,400 and change.  I just did /range xxxx and kept moving it back until I didn't see holes in the target anymore.


Urchin, at 25K the bullets terminate at 2025 yards firing from the tailgunners position.

My situation as I remember it was that I was flying at 25K in my Ta-152 and I spotted a B-17 formation. I followed the B-17s which were slightly lower and moving away. As I closed to d2.0 he opened fire and I started doing light evasive maneuvers while turning slightly to his right. *ping* *ping* *ping* my left wing goes flying by itself, I looked at his icon and the range was d1.8. I remember this episode very clearly, as do the III/Jabostaffel I'm sure, from all the swearing I did on squad channel. ;)

Now compare that with this:

The Schweinfurt
Raid
-----
By Sgt. WALTER PETERS

There were fighters everywhere, but mostly on our tail. "The whole Golly-gee Luftwaffey is out today," somebody said over the inter-phone. There were the single-engined Me.109s and twin-engined Me.110s; there were Ju.88s and FW190s; there also were Me.210s, even Dornier bombers, and God only knows what else the Germans had thrown into the fight. The only things they did not throw at the division were the plane factories themselves, or such factories as they have left to throw.
"This is nothing," Zorn reassured me. "We've seen worse in other raids. About 25 minutes more to the target."
The captain took a little evasive action. The plane banked to the left, then to the right. To the right we sighted a huge column of smoke, which looked at first like a big black cloud. It was the target. Libs and Forts had already passed the ball-bearing works and hit the plants solidly. We'd soon be there, but we wondered just how soon. The passage of time is a little different up there. The Navigator told me to look out of the left side. There were a couple of planes burning there, a Fort and an enemy fighter. Three white parachutes and one brown one floated in the sky. The whites belonged to our boys. Under the brown one was a German.
When in hell are we getting to that target? Time has passed so slowly these past 15 minutes. Ten minutes more and we'll surely be there. Heuser was still calling them off. The fighters were coming in from all sides now, but not too close. Maybe about 500 yards away, often as much as 1,000. I looked back toward the fuselage. There was Tex, his left foot planted on a box of caliber 50s, his right foot lazily dangling in space. From the inter-phone we knew Tex was a very, very busy top turret gunner. His gun was tracking fighters all around the clock. Occasionally he concentrated his gun to the tail, where his friend Sweeney was busy firing at the enemy as they queued up from the rear.
A Ju.88 and a 190 attacked Sweeney's position from 4 and 8 o'clock, and high. Tex's guns worked fast. Both planes peeled off. The 190 shied off but the 88 came back from about 500 yards to the rear, flying smack into the ex-tire salesman. Sweeney calmly pressed his triggers. Meanwhile, Tex directed his fire. "You're shooting at him just a little high. Get him lower. A little lower." Sweeney did; the 88 came closer, and lobbed out two of the rockets which the Germans are now using. They were deadly looking affairs as they shot out like flames.
Tex still guided his pal over the inter-phone. "A little lower, Bill," he said. A little lower Bill went. The 88 wavered, flipped over and as it did we could see that it was afire, trailing smoke.
Then there was one less Ju.88; also one less Ju.88 crew of two. They didn't get out.

---

Having trouble hitting a Ju88 at 500 yards on your B-17s six is not a factor in AH. Even for a newbie if he can find his way to the tailgunner position.

I'll do the test soon. I bet I can shoot down planes at 1800 yards, and you can prolly count the times I've flown bombers in the MA on two hands.
« Last Edit: August 18, 2003, 03:32:54 PM by GScholz »
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