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#1
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IIRC
The Bf110 G2 is fitted with HE rounds with level barrel. The Stuka G1 and HS129 have AP rounds. |
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#2
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The gun shoots low,completely off the visible reticle pattern. If you use full screen velocity vector it hits exactly at the bottom ring. All weapons will lose velocity and fall of shot is to be expected by the point of traced burn out. This looks from external view to be about 3 degrees down tilt.long range shots will drop far below the usable reticle. Needs to be tweaked.
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#3
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You will spawn with a castle directly in front of you, reticle is half over wall with remainder below wall, blaze away and see your 37mm hitting below the bottom of the reticle. There is a sight for schrage music, so if a pilot had to strafe or shoot other planes with this there has to be some kind of alignment set up??
[MAIN] MAP Bessarabia/load_Odessa.ini TIME 12.0 CloudType 0 CloudHeight 1000.0 player g0100 army 2 playerNum 0 [SEASON] Year 1940 Month 6 Day 15 [WEATHER] WindDirection 0.0 WindSpeed 0.0 Gust 0 Turbulence 0 [MDS] MDS_Radar_SetRadarToAdvanceMode 0 MDS_Radar_RefreshInterval 0 MDS_Radar_DisableVectoring 0 MDS_Radar_EnableTowerCommunications 1 MDS_Radar_ShipsAsRadar 0 MDS_Radar_ShipRadar_MaxRange 100 MDS_Radar_ShipRadar_MinHeight 100 MDS_Radar_ShipRadar_MaxHeight 5000 MDS_Radar_ShipSmallRadar_MaxRange 25 MDS_Radar_ShipSmallRadar_MinHeight 0 MDS_Radar_ShipSmallRadar_MaxHeight 2000 MDS_Radar_ScoutsAsRadar 0 MDS_Radar_ScoutRadar_MaxRange 2 MDS_Radar_ScoutRadar_DeltaHeight 1500 MDS_Radar_HideUnpopulatedAirstripsFromMinimap 0 MDS_Radar_ScoutGroundObjects_Alpha 5 MDS_Radar_ScoutCompleteRecon 0 MDS_Misc_DisableAIRadioChatter 0 MDS_Misc_DespawnAIPlanesAfterLanding 1 MDS_Misc_HidePlayersCountOnHomeBase 0 MDS_Misc_BombsCat1_CratersVisibilityMultiplier 1.0 MDS_Misc_BombsCat2_CratersVisibilityMultiplier 1.0 MDS_Misc_BombsCat3_CratersVisibilityMultiplier 1.0 [RespawnTime] Bigship 1800 Ship 1800 Aeroanchored 1800 Artillery 1800 Searchlight 1800 [Wing] g0100 [g0100] Planes 1 Skill 1 Class air.BF_110G2 Fuel 100 weapons r4 [g0100_Way] TAKEOFF 319089.81 132848.08 0 0 &0 NORMFLY 320122.89 132849.71 500.00 300.00 &0 [NStationary] [Buildings] 0_bld House$S_CASTLE 1 320050.71 132850.27 540.00 [Bridge] [House] |
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#4
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Could pilots adjust their own gunsights?
If so, would it be possible to add the option of slightly tilting the gunsight up, down, or side to side to the game? It seems logical that pilots could adjust their gunsights to better aim projectiles with very poor ballistic profiles, like rockets or slow-moving cannon shells or to give themselves a bit of extra "lead" when making a high-angle deflection shot. They could then switch the sight angle back to normal when shooting guns. If it wasn't possible to alter sight profiles to account for different ballistic trajectories, it seems like the correct tactic is to shoot a short burst of MG fire at your target to estimate range and then correct your angle of attack slightly (or just wait until you get to the proper range) to fire rockets or cannons. |
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#5
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Wasnt the goal of the larger 37 and 50mm guns to be able to fire from outside the bombers defensive fire range? same for the wrfr rockets. With the 37mm gun if the shells were time fused they could either hit and detonate or burst at designated distance like flak, but these had no way to fuse while in flight??. just seems odd to have that monster gun and no proper sight picture.
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#6
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Quote:
But, I believe that most of the larger cannons were meant to be ground attack or anti-shipping weapons. The exception was the 37mm gun which occasionally was used as an anti-bomber weapon. The Ju-88P series, which could carry a 37mm (1 or 2), 50mm, or even 75mm cannon and was built in small numbers could be used in an anti-bomber or anti-shipping role. It was determined that it didn't perform well in either role. Strangely, the Nazis never developed air-to-ground rockets to the same extent that the Allies did, despite developing excellent rocket-propelled man-portable AT weapons in the form of the Panzerschreck. I guess they were unimpressed by the performance of early war Soviet rockets. |
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#7
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Early February 1945 the following units flew with Panzerschreck;
8./SG 1, 6./SG 2, 4./SG 3, 5./SG 77 (Pz.Schreck) - (indeed there is also one report that says 6./SG 3 had Pz.Schreck but it does not list 4./SG 3 also, maybe a typo?) The following units had Panzerblitz; III./SG 4 (all three Staffeln), 13.(Pz)/SG 151, 1.(Pz)/SG 9 (Pz.Blitz). It seems that II./SG 151 had mainly Pz.Blitz but also a few Pz.Schreck Fw 190. Early Feb 1945 also 3.(Pz)/SG 9 was transferring to Pz.Blitz (completed mid March). This was followed in early March 1945 with transferring first 3./SG 1, 9./SG 77 & 6./SG 1 to Pz. Blitz. planned to be followed by 3./SG 77, 3./SG 4, 3./SG 3 & 6./SG 4. http://falkeeins.blogspot.co.uk/2012...erschreck.html |
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#8
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The Bf 110 G-2 manual says that the Bk 3,7 was zeroed at 800m. It should be hitting at the reticle centre at 340m and 800m, and 42cm high at 600m.
Manuals available here The relevant graph is in 'Bf 110 G-2-R Teil 8 A.pdf', page 30 Using the bottom of the sight ring works ok in game but it would be better having it as they originally used them. |
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#9
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Have you set cannon to 800m in the arming screen ?
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#10
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Yes, cannon are set to 800m. I've been testing on ground targets and in the air against C47s and empty B17s to keep it simple. I get consistent hits using the bottom of the sight-ring at ranges from about 700m down to 300m.
Sight-picture at 500m, this was a hit:
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