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#551
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Keep in mind that those are graphical representations of damage, and don't necessarily correlate to actual damage. For example, maybe you hit the Wellington's wing with one bullet just enough to do some damage, and the graphical representation of that damage looks like you hit it with dozens of bullets. The 109's wing's damage is another good example of this: you hit it hard with a single machine gun bullet and you might get those two basketball-sized holes to appear that look like they could have only been caused by cannon shells.
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#552
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That's one of my points. 'Cause it means that the graphical representation is disproportional to the actual damage. My other point is that the Wellington is nearly invulnerable to structural damage. I've never ever succeeded in bringing down a Wellington other way than by flaming its engines, no matter whether I used HMGs or cannons. Dunno whether it's realistic, hence my question.
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#553
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The graphical representations work like this. There are 3 states of damage: 1) Undamaged 2) Light damage 3) Heavy damage All of these states are done by the visual artist for the model. If the artist overdoes it a bit on any one of these it may make it look worse than it actually is. The damage states give you a clue as to how much damage you've done but not the full picture. As always, it's best to do damage to vulnerable areas. Particularly on bombers you aim for fuel tanks, engines and the cockpit. You avoid firing on the structural elements as many bombers are fairly tough and aircraft like the B-29, Wellington, B-17 and others were well known for being able to absorb incredible punishment and still staying aloft.
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#554
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The exception is for head-on attacks where you want to try to align yourself perfectly with the oncoming enemy plane so you don't have to correct for deflection in the very limited time you have to shoot. Otherwise, when making a head-on, try to attack from slightly above and to the target plane's left side, so you have the best chance of hitting the pilot and the port side engines and fuel tanks. If you go online, you can sometimes find field manuals which show a certain plane's weak spots. If that information isn't available, it's generally a good strategy to aim at the wing roots, since there will usually be a fuel tank there. Also, if you miss slightly, there will usually be a fuel tank or bomb bay in the plane's fuselage, right where the fuselage and the wings cross (typically, that's the plane's Center of Gravity). Finally, give yourself a bit more lead than you expect when making high deflection shots against bombers. Most of the really vulnerable stuff (cockpit, engines, fuel tanks) is up front. Hits to the rear fuselage are mostly a waste of ammo. About the only thing that's a really good target in the rear of the plane are the rear gunners. Take out the tail gunner or top gunner and if you choose your angle right you can get in close to deliver the coup de grace without getting zapped by the bomber's other guns. |
#555
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Thanks for the info! Anyway, admitting that my gunnery and attack skills are mediocre at best, you can see on the attached image that first I disabled the tail gunner, went closer (<150m), and attacked exactly those vulnerable parts you suggested (cockpit, wingroot, engines). I was flying a Tomahawk IIRC. Probably my attack was not steep enough to hit anything vital well inside the plane's structure, but I'm pretty sure that the engine cowlings (which remained intact) got the same amount of bullets as the inner wing area nearby.
Last edited by sniperton; 03-26-2014 at 09:52 AM. |
#556
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Edit: Just tried it myself, one long burst form ~200m and closing into the the Wellingtons right wing, and the inboard and outboard fuel tank burned, as well as right engine dead. Last edited by majorfailure; 03-26-2014 at 07:37 PM. |
#557
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If you really want to know where your bullets go, and what effect they're having on your target, play using Arcade mode. To set it up, edit your conf.ini file so that Arcade=1. Once it's set up, any bullet that hits its target will show as a big arrow stuck through the plane, and any cannon shell that hits will show a "star" of arrows. If you inflict serious damage on your target, you'll see a cartoon "thought bubble" over the plane when it suffers a crew hit or critical or fatal damage. It's a very good training aid to improve your deflection shooting. |
#558
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And now an actual bug report. It seems that the RPM gauge on the Tomahawk MkIIb is miscalibrated. When you throttle back the engine and the prop pitch, the needle goes "below zero" and hovers near the 18,000 rpm mark.
When you put the plane in a long dive with 100% prop pitch, such that you're above 730 kph and the plane is buffeting due to compression, engine RPM hover at just over 6,000 rpm. |
#559
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Pursuivant is right that coming in from an angle is the best approach. I prefer above because you are able to put fire from an angle into the fuel tanks and engines and you have speed to disengage and position for a second attack. Dead 6 (or right behind) is a bad place to be because of defensive fire and because you're wasting a lot of bullets on structure that doesn't matter as much. With a P-40C (Tomahawk II) you also have somewhat limited firepower. A pair of .50cals plus four .30cals. The .30cals pretty much don't count against anything except the engines and fuel. The .50cals will do structural damage, however, you only have two of them which is enough weight of fire to matter against a fighter but not enough to matter against something as well constructed as a Wellington. With cannons you can be indiscriminate because a high explosive 20mm or especially a 37mm will blast whole areas of the plane and cause structural and system damage. With machine guns you want to aim for things that matter. So try and come in from an angle (use deflection shooting), aim for fuel/engines/cockpit and concentrate fire in one area. Pour it on. All into the engine or into the wingroot. If you make more than one pass then put your shots into the same area.
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#560
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If you do have to hang out behind a bomber and can't overtake them quickly (about 50-75 kph faster), try to hang out at 300-500 m and take "sniper" shots at one of the engine nacelles. Usually there will be a fuel tank behind or adjacent to the engine and you might get lucky and start a fire. Ideally, you'll have your guns converged for your preferred firing distance before you take your sniper shots. This is particularly important for planes with wing-mounted guns, less so for planes with nose-mounted cannons or with guns in the wings which are mounted quite close to the fuselage. If you have to get within 300 m, try to shift around after each shot you take and don't stay in one place (relative to the bombers gunners' point of view) for more than a second or so. Plan your shot at a vital part a second or so in advance as you jink around above and below the gunner's field of fire and make "snapshots" as your target comes into your sights. Also, practice your gunnery. Try to challenge yourself by taking increasingly tricky high-speed, high deflection shots. Just set up an easy mission in the QMB, give yourself unlimited ammo and go. If you're not used to how a particular plane's guns work, there is a program called "Sniper's Corners" which turns an Excel spreadsheet into a sort of gunnery calculator. Using it, you can get a sense of how much lead you need to give a target in different attack scenarios. Quote:
If you can learn to live with its crummy high altitude performance and vicious spin recovery characteristics, the P-39/P-400 or P-63 are my bomber interceptors of choice. Even better, for some reason IL2 does a poor job of modeling hits to the guns in the P-39/P-400s nose, and the hits to the oil/coolant system take 20+ minutes to finally kill the engine, so you can take a lot of abuse and keep on blasting away. Your only risk is a pilot hit through the windscreen (again, bulletproof glass and armor plate between the cockpit and the nose guns not modeled). But that's not an excuse to just hang out behind a bomber formation and soak up bullets. Practice your deflection shooting! |
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