I have to agree with DoraNine - there is either no convergence at all, or it is "cheated" rather than done properly. There's no perceptible difference in shooting a target at range in realistic or simulator, so I very much doubt that it applies to one and not the other.
There's at least a couple of ways convergence could be implemented:
1) Doing it properly. i.e. giving each gun on each plane an angular offset. This would have the benefit of a visual pay off of seeing your tracer round condense at the convergence point and then fanning out like a shotgun blast there after. It also has the advantage that the damage model would deal with it as it is and that kills would be genuinely easier because you could potential put all your bullets into the same part of the target. From a development point of view, however, this is the least favourable option as it is high maintenance and more prone to breaking for any plane.
2) Cheating. i.e. modifying each bullet's damage multiplier based on distance travelled. A system like this, or that can accommodate this, may well be in place already if the game models kinetic energy loss on the bullets. The downsides of this approach are that the tracers don't visibly converge, and the target impacts can't simulate convergence because the bullets will have a greater spread than they should. This can be compensated for by exaggerating the damage scale though. The benfit of this approach, from a development point of view, is that every bullet fired from every plane can be passed through the same function, so it is zero maintenance and easy to tweak on a global scale.
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