![]() |
|
IL-2 Sturmovik The famous combat flight simulator. |
![]() |
|
Thread Tools | Display Modes |
|
#1
|
|||
|
|||
![]() Quote:
In any case, TD now have actual factual data for the ABSOLUTE BEST accuracy possible using certain guns, which could be extrapolated for other types. What would really be useful is if the USN or USAAF did studies on accuracy of pintle or Scarff-ring mounted rear-facing guns. Or, even better, did any Air Forces keep records on relative gunner accuracy during training missions against aerial targets? Were there acceptable "Go/No Go" standards for aerial gunnery against target drogues in order to graduate from aerial gunner school? At least for the USAAF, it might be a bit easier to find that sort of data since Clark Gable was an air gunner (and, unusually, a commissioned officer). Stuff that might have otherwise been tossed at the end of the war might have been kept for sentimental reasons if it involved a movie star. |
#2
|
|||
|
|||
![]()
My Dad was a WAG in the RCAF and during training and his instructor wrote `excellent` in his log book for a 5% hit on the drogue, if that is any help Pursuivant.
Typical was 1-2%. |
#3
|
|||
|
|||
![]() Quote:
As for my description of how the gun mounts were most likely tested, sighting the guns in and then clamping the gunner's end down gives you the dispersion inherent to the gun mount type; humans are terribly non standard as a rule (even from minute to minute), so you would want to limit their influence as much as possible. MiloMorai's numbers sound about right for shooting drogues flying in formation with your aircraft; 5% for a steady state target unlikely to shoot back. cheers horseback |
#4
|
|||
|
|||
![]() Quote:
And I wouldn't know what I had decided in around 1938. Then fighters were becoming faster than bombers, yes, but their range was still limited (thats why the Zero was so incredibly successful first IMHO -noone thought any fighter could have that range), and their payload was not stellar either. So you could guess right about the fighters potential and leave the bombers be. But the risk that bombers could be still capable enough was too great to not have them. And once you had them, you needed to use them... |
#5
|
|||
|
|||
![]() Quote:
But, like you said, there are lots of things that gunnery doesn't currently model in IL2, which makes it easier to be a gunner, relatively speaking, than it was in real life. So, I don't see your concerns (which are legitimate) and mine as being incompatible. IL2 online gunnery IS too easy for all the reasons we've mentioned before - plane vibration, turbulence, gun vibration, sticky scarf rings or turret rings, G-forces, physical labor and inertia of slewing the guns around (at least by hand) and, of course, slipstream effects. I think that these effects would all be pretty easy to model just by incorporating a bit more randomness into the bullet dispersal pattern for gunners under various conditions and by building a bit of variable turn speed and randomness into the mouse movement model. Things that increase bullet dispersal - each shot after the first in a burst, turbulence (synched to weather/wind, although it is possible to build turbulence into the game), G-forces, slipstream/wind buffeting - at least 10 degrees angle off from (plane's vector - 180 degrees), hand-turned guns. Things that reduce turning speed of turret/Scarff ring/pintle-mounted guns - G-forces, slipstream/wind-buffeting - at least 10 degrees angle off from (plane's vector - 180 degrees), inertia (modeled as a bit of initial slowness in getting the guns to track if they're not already in motion in the directions you want to track, greater inertia for larger or multiple guns due to mass). Plus, you automatically build a tiny bit of randomness into mouse tracking movement to represent stickiness and "Murphy's Law." If TD were kind enough to include all those problems into the human-controlled gunnery model, after the shrieks of outrage fade to whimpers of grudging acceptance, THEN you calibrate maximum human skill to get maximum AI skill for gunners. Of course, as with any option of this sort, there should be a button to turn it all off, so people who can't cope with the aiming problems that real gunners faced can still have their simplified gunnery model. If TD wanted to be extra nice to us, they could model the effects of injury to gunners' limbs. A hit to the arm means that you have lots of trouble turning and shooting hand-turned, hand-triggered guns. A hit to the leg means that you can't turn foot-operated turrets in a particular direction. And, of course, bleeding means that gunners will eventually bleed out, getting weaker and less accurate until they fall unconscious or die. Quote:
But, as you said, the USAAF (and every other Air Force) had problems with overclaiming kills. Often, when some hapless Bf-109 diving through a formation B-17 or B-24 coughed up smoke because pilot mishandled the fuel mixture, every gunner in the formation would claim it as a kill because they saw the 109 coughing up black smoke were sure that their gun was the one that "hit." With claims like that, even the most skeptical debriefing intelligence officer was likely to believe that the fighter was a "probable" even if the Luftwaffe plane wasn't scratched. Last edited by Pursuivant; 08-12-2013 at 04:43 AM. |
![]() |
Thread Tools | |
Display Modes | |
|
|