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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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  #1  
Old 10-29-2012, 12:28 PM
pstyle pstyle is offline
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Right, I have set up my guns to match your 300m convergence suggestion, that is:

Outboard (guns 1 and : 120m vert 300m hor
Guns 2 and 7: 268m and 300m
Guns 3 and 6: 265m and 370m
Inboard (Guns 4 and 5):275m and 342m

I have NOT yet corrected for yards, but I will test at m first, just to see if the difference is noticeable
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  #2  
Old 10-29-2012, 01:17 PM
pstyle pstyle is offline
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Quote:
Originally Posted by pstyle View Post
Right, I have set up my guns to match your 300m convergence suggestion, that is:

Outboard (guns 1 and : 120m vert 300m hor
Guns 2 and 7: 268m and 300m
Guns 3 and 6: 265m and 370m
Inboard (Guns 4 and 5):275m and 342m

I have NOT yet corrected for yards, but I will test at m first, just to see if the difference is noticeable
I can confirm that the above settings are a nonsense.

BUT, in game, aren't the horizontal and vertical convergences the wrong way around?
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  #3  
Old 10-29-2012, 01:25 PM
pstyle pstyle is offline
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you need to Reverse the horizontal and vertical convergences in game. The game has them around the wrong way.

This is already reversed, so enter it exactly as specified: It works quite well:
Outboard (guns 1 and : 300 vert and 120 hor
Guns 2 and 7: 300 and 268
Guns 3 and 6: 370 and 370
Inboard (Guns 4 and 5): 342 and 275

I just tested the above with tracers in all 8 guns. Gives a good cone of fire out to fairly long range.
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  #4  
Old 10-29-2012, 01:38 PM
Ataros Ataros is offline
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Quote:
Originally Posted by pstyle View Post
you need to Reverse the horizontal and vertical convergences in game. The game has them around the wrong way.
AFAIK it was fixed in one of betas. Worth testing.

Historical settings for the 109 btw:

Last edited by Ataros; 10-29-2012 at 01:40 PM.
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  #5  
Old 10-29-2012, 06:33 PM
hegykc hegykc is offline
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I do apologize for the confusion, but as I am unable to test at the moment, I wanted to get it out there for people to try it. Maybe someone even has some charts for the RAF or a better idea.

Anyway these are 2 days work to calculate and setup, I'm no mathematician so I have to do everything "by hand" until I notice some patterns.
There's quite some tweaking to do yet, which I'll do in the next couple of days.

So again, the distances are in yards and must be converted into meters and rounded off.
Inboard guns are No. 1 in the pictures so convert that too.
Don't know if the game has the reversal bug still.
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  #6  
Old 10-29-2012, 06:44 PM
ATAG_Colander ATAG_Colander is offline
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Ataros,

Great pic! It never occurred to me that there could be 2 points of vertical convergence.

Interesting concept to be able to shoot at two distances and have vertical convergence on both
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  #7  
Old 10-29-2012, 06:58 PM
*Buzzsaw* *Buzzsaw* is offline
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Salute

Here's another point.

Where ever you have your convergence at, and whether it is a larger area or a point, it will only match the pattern you create at exactly the distance set.

At shorter and longer ranges, the dispersal is going to be different.

If you have created a pattern which is less concentrated, then at distances less than convergence, you will have a more widely scattered pattern. And the same will hold true for distances greater than convergence.

You can end up with a pattern which is quite widely dispersed at ranges which are not exactly at convergence.

Again, you may see some benefit from the shotgun effect of a dispersed convergence, if you get a lucky hit on a critical part, but you will not get the type of concentrated effect required for serious damage of non critical points in an aircraft.

In my experience, you need to put a lot of bullets into an aircraft section in order for it to break away, a single bullet won't do it.

Also, I believe there is some modelling of penetration of pilot armour by the .303 AP rounds, since I do get kills from dead astern at closer ranges. (under 100 meters) And the more rounds you can put into the cockpit area, the better the chance of a penetration. In my experience, the only times I get pilot kills are when I pour a concentrated stream into the cockpit.

Of course, this is in relation to the .303 rounds, in the case of the German ammunition, a single M-Geschoss round hitting will have a significant effect on a non critical point.

As I said in my first response, the decision as whether to adopt a 'shotgun' pattern, or a 'point' pattern, probably should be a function of your confidence and ability to hit. Less experienced, less effective shooters will probably do better with a more dispersed pattern, that's why the USAF drew up the pattern you have shown as a standard for newer pilots.

Last edited by *Buzzsaw*; 10-29-2012 at 07:04 PM.
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  #8  
Old 10-29-2012, 07:11 PM
pstyle pstyle is offline
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Quote:
Originally Posted by Ataros View Post
AFAIK it was fixed in one of betas. Worth testing.
It is still broken for me.
As is currently is, Vertical convergence sets the distance away from the aircraft that the bullets converge from right to left, that is, in the horizontal plane....
I presume this is incorrect compared to what it should be?
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  #9  
Old 11-04-2012, 02:09 PM
Fredfetish Fredfetish is offline
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Quote:
Originally Posted by pstyle View Post
you need to Reverse the horizontal and vertical convergences in game. The game has them around the wrong way.

This is already reversed, so enter it exactly as specified: It works quite well:
Outboard (guns 1 and : 300 vert and 120 hor
Guns 2 and 7: 300 and 268
Guns 3 and 6: 370 and 370
Inboard (Guns 4 and 5): 342 and 275

I just tested the above with tracers in all 8 guns. Gives a good cone of fire out to fairly long range.
Thx for this!
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