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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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Is there any way to better model that catastrophic damage so that very tough planes don't lose parts in unrealistic ways? Quote:
Use the hit percentage by your very best and most experienced humans as your "Ace" quality gunner standard and adjust AI skill from there. Whether or not it's historically realistic, synching AI gunner skill to top human skill has the following benefits: a) It means that nobody can bitch about the AI being "better than human", b) means that offline AI gunners will be good training for people who are practicing before they go online. By definition, if you can beat Ace AI, you can do pretty well against human gunners online. Likewise, if TD feels like revisiting fighter gunnery accuracy (which went from "lasers o' death" prior to 4.11, to just about right in 4.11, to "nerfed" in 4.12) you could base Ace gunnery standards on hit percentages for the very best human players. Last edited by Pursuivant; 08-09-2013 at 07:53 PM. |
#2
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I still like the gunners the way they are now. |
#3
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The laser sighted, 40mm, power assisted, zero-g, cannon operator in the back of the IL-2 appears to have strangely missed any "improvement". A de-winged IL-2 tumbling and spiralling towards the deck still has the "terminator" firing his weapon as he hits the water/ground. Any human would have been, lol, over the side somewhat earlier I feel. Perhaps this could be addressed?
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#4
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#5
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Two entirely different things. Both criminally bogus of course, but two different things. The in-game player's mouse gunner model is vastly simpler and less complicated than the operation and aiming of machine guns from a constantly bobbing and rolling gun platform like an actual moving aircraft of that era. You are on a rail smooth, predictable platform and you can easily control your guns; no engine vibration, no jammed or sticky rings or turrets, no gunshake or recoil making that three-to-six round burst scatter across a two or three degree range, and only an occasional (and buttery smooth) change in direction or angle of your platform to potentially spoil your aim. This differs very little from the all-ai aircraft gunners offline model, except that they enjoy absolutely perfect awareness of their human target's range, speed and direction; they know precisely how fast they are going, they know how fast you are going and to the millimeter how far away you are and where you will be when they fire their guns at ranges well beyond the average player's convergence ranges. They can perfectly compensate for their 'aircraft' turning, banking and diving. And they consistently manage to hit critical components of target (Player) aircraft moving at high speeds from ridiculous angles in microsecond wide firing windows, and they still seem to victimize some aircraft types more consistently than others. None of that compares remotely with the actual capabilities of the real-life gunners on WWII era aircraft. For the offline fighter campaigner the difference is critical. The 8th Air Force awarded the title of 'ace' to over 300 bomber crew gunners; I would be amazed if any two of them actually destroyed a combined total of five enemy aircraft in flight, and the late war US bomber defenses were the heaviest and most sophisticated of the war. Their gunners were arguably the most extensively trained of the war. If their efforts were so futile, what does that say about the gunners on the lightly armed, less stable types that everyone else fielded? cheers horseback |
#6
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Testing done by the USAAF found that the bullet pattern from ground testing had the following results for 12 rounds to 600yds:
For the B-17: ball turret > dia. 15' - 8.3mils upper turret > dia. 21' - 11.7mils chin turret > dia. 23' - 12.6 mils waist(closed) dia. 26' - 14.3mils side nose > dia. 34' - 18.7mils tail turret > dia 45' - 25mils For the B-24: ball turret > dia. 15' - 8.3mils upper turret > dia. 20' - 11.2mils nose turret > dia. 23' - 12.9mils (Emerson) nose turret > dia. 35' - 19.3mils (Motor Prod.) waist(closed) dia. 23' - 12.9mils waist(open) dia. 63' - 35.6mils tail turret > dia 35' - 19.3mils source: "Gunner" ISBN 1-55046-332-2 This should be easy enough to replicate in game. |
#7
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This is very good information, the sort of quantitative data that's hard to come by. Thank you for posting it. Since the numbers for the gun positions on the two different bombers were reasonably close, the data could possibly be used for similar weapons mounted on other U.S. bombers, like the B-25 or the A-20.
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#8
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Note also that the data is for ground testing, which means that there is no relative motion to joggle the gunner's elbow or guesstimations about where the target was going to be when the bullets got there. Chances are good that the guns were sighted in and then clamped down and fired by a fixed remote to get those figures in order to eliminate human error. cheers horseback |
#9
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As for the B-52's stinger, the 'gunner' operated a radar aimed gun remotely, with the help of a slightly more advanced stabilization system than that used on late-WWII era battleships's guns. It took shameless advantage of the limited range and acquisition cone of early Warsaw Pact heat guided missiles like the Atoll. Quote:
cheers horseback |
#10
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I have to wonder if it wasn't a huge amount of institutional inertia that led to bombers being heavily equipped with gunners. After all, there is a strong tendency to "fight the last war," and during WW I gunners really were a threat given the relatively short range, limited damage and poor accuracy of the frontally-fixed fighter machine guns. But, by WW 2, many WW I pilots were colonels and generals, so they might have figured that if one or two men armed with single .30 caliber MG were good, 7-8 men armed with multiple 0.30 or 0.50 (or even 20 mm) MG were even better, without realizing that higher airspeeds made gunnery much less effective. Arguably, the best strategy for bombing during WW2 was the Mosquito - two man crew, decent bomb payload and a very fast aircraft to make interception difficult. You send them out knowing that fast fighters and flak are going to get some of them, but low manpower requirements and relatively inexpensive design means that you can absorb the losses and win via attrition. Instead, it seems to me that most air forces made huge design sacrifices, as well as operational and human sacrifices, to load up their bombers with gunners who literally might not have been worth their weight. Quote:
complicated firing solutions. I forget the exact numbers, but most of the gunner "aces" of the 8th AF were tailgunners, with top-turret gunners coming in next. Quote:
Eyewitness accounts are pretty damned unreliable, especially in the heat of combat. But, until you realize that, you might believe "they were there, they saw it, who am I to dispute them." Last edited by Pursuivant; 08-14-2013 at 01:08 AM. |
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