PDA

View Full Version : Help with gunnery and/or joystick settings!



TeufelHund84
08-14-2006, 08:13 PM
No two ways about it, my gunnery is awful, awful, and I'll say it again, awful. No amount of practice seems to do much, and I always find myself moving the stick around like a madman just to get a brief shot at the 6 o'clock of a straight flying FRIENDLY BOMBER http://forums.ubi.com/groupee_common/emoticons/icon_mad.gif

I know some of you guys might instruct me to try for a medium angle deflection shot from above or below, so that I have a bigger cross-section to shoot at, but even then I find myself kicking the rudder around to swing my nose back onto target and the whole thing is just a big mess lol.

I am nowhere near good enough to target specific parts of target aircraft and judging by the feel of things, it feels like my sensitivities on my joystick just aren't right. I've tried both ends of the spectrum, from Oleg's to default to the near-null settings used by that RAF test pilot when he tried the sim out.

Was just wondering if anyone had any suggestions...no amount of maneuvering will do me any good if I can't put lead in the right spot!

EDIT: My target bombers of choice are usually Heinkels, do these things have notoriously well armored tails or something?

TeufelHund84
08-14-2006, 08:40 PM
Kuna thanks for your help; as for plane choice, most of my flight time is in the 109 F4, and recently I've been using the Yak-1 and -1B too, so I have no excuse on the convergence deal there. http://forums.ubi.com/images/smilies/35.gif

Also my stick is an X45.

EDIT: Also one added question. I leave tags on so that I can read the distances that other aircraft are from my plane. Question is, what unit is that value given in? I'm guessing kilometers but when I get close to a plane, what I see and what I'm reading don't seem to match.

Then again us yanks still use imperial units so what can I say http://forums.ubi.com/images/smilies/53.gif

WWMaxGunz
08-14-2006, 08:57 PM
If you are flying US Corsair or Hellcat then be aware that the guns on the right wing
fire at higher rate than left wing and need small amount rudder to correct. It is
supposed to be fixed in 4.06 that UBI is taking sweet time if ever to release.

Pitch trim is critical to gunnery in many planes. Get out of trim and it is very hard
to keep the nose steady.

Another critical aspect is convergence range since that is also where the bullets drop
back onto the sight line. Bullets fly in arcs while sight line is straight. You have
to get a feel for where the shots will go in relation to the pipper at different ranges.

Yet another critical aspect is slip. Slip is when your plane is flying not pointing
where it is going and very real problem with prop planes. When you are not changing
aircraft attitude quickly then you can tell slip from the ball. If you are in slip
then your shots will have a sideways vector imparted to them that will throw your aim
off from the pipper. If the target is moving likewise sideways in relation to you then
hey it will hit right where you see but otherwise not. There is also when you are moving
slow and the nose is high a kind of vertical slip you must account for, or just keep your
speed up! The same vertical offset also occurs when firing in turns with more error the
harder you turn. I like the P-51C and D-5 very much for having the slip ball in the
gunsight. It's right there even in gunsight view. Very handy more in a sim where you
get no feel of G's and motion but hey IRL it had to have been a plus!

Keep practicing but I reccomend that you make tracks of your gunnery practice and the
review them right afterwards. You can pause and check the gunsight view then go external
and move to POV at the target to watch the shots in slo-mo 1/4 speed and see where they
go, how close. It will help with getting a feel for where the shots actually go and also
you will start to know a bad line-up and when to wait for the shot.

Cool?

TeufelHund84
08-14-2006, 09:06 PM
Cool.

I did learn about slip and have gotten fairly decent at keeping the skid to a minimum while shooting (rudder trim is a godsend of course, without it I'm even more shaky).

I thought about the pitch trim as well, even so far as using that to adjust aim vertically as well. Otherwise I just keep the trim a shade on the nose heavy side to keep level at speed and use the stick to maneuver.

Kuna_
08-14-2006, 09:12 PM
You can easily use 500m conv for those nose mounted weapons.
Yak-1B is a good plane but Bf-109F4 is more user friendly believe me.

http://www.filefactory.com/file/c42154/

Three quick tracks I just made for you; you can see the shooting distances if you toggle enemy view (from player plane you can see only enemy plane type icon).
Interesting is how you can destroy any enemy bomber from straight six *if* it isn't ace skill. You have to shoot from ranges greater than 300-400m. Straight six. They usually do not evade. See Yak-9 track.

X45 will give you frustrations you can forget about rudder. Cheap+good answer = Cyborg EVO (I have X45 *and* EVO and am using EVO).

Distance tags are in km. 1.5=1,5km=1500m. 100m=0,1 (that is the larger size of soccer field http://forums.ubi.com/groupee_common/emoticons/icon_biggrin.gif).

TeufelHund84
08-14-2006, 09:13 PM
Thanks alot I appreciate it, I'll give these a mighty close look.

WWMaxGunz
08-15-2006, 09:55 AM
Sounds like you are good and serious about gunnery. The bit of nose down trim is good if
you don't slow down before shooting. If you do then nose up trim so you will be closer
to trim when you do slow down which... bad idea. Hit for wing root, cockpit and engine
area from 5 or 7 in a fast attack and start shooting from far enough out to be able to
correct, make hits, and still exit behind the path of the target which is why I like 20mms
or lots of HMG's. With enough practice it is workable to at least damage most targets.
If you do not then your exit strategy will make you safer, I learned the exit strategy
from reading Hartmann. Difference is that he would fire from very close only and high
deflection made by flying off to the side a bit then turning into the target. I have made
it work but most often I end up ramming the target tail end. There is no aiming. Shoot
is by timing and very brief then you are behind him and running regardless of results.

With nose guns you want far convergence. Reason is that with near the bullet drop past
convergence will be severe as the guns are up far closer to the sight than wing guns.
So you set it at 500m and to hit at 150 to 400 you aim low. Maybe 1 meter at middle range.
If you are at high closing speed also your effective range is less. And if you are steep
diving or climbing the gravity effect on bullet path is very much less.

Hope you are reviewing your target practice tracks. That helped me immensely in the start
or any time I get rusty.

gates123
08-15-2006, 04:06 PM
tweak your joystick settings to a nice curve
for example

4-9-13-20-29-40-52-65-80-100

Especially with your elevator settings.

never stop using your elevator trim. Trim prior to firing. That should help =)
Fire within close range, under 200m.
Put your convergence at about 150-180 for the kill shots, dont listen to these guys who use 500m they don't know what they are talking about http://forums.ubi.com/images/smilies/16x16_smiley-wink.gif

Warrington_Wolf
08-15-2006, 04:34 PM
I agree with Kuna when he said stick to 1 ride. I started a USMC campaign a few weeks ago using a Wildcat and I couldn't shoot for toffee. I stuck with that ride and now I can light Zeroes up like there's no tomorrow.
Like anything practice practice practice and don't worry or get stressed, you will get it soon enough, happy hunting http://forums.ubi.com/groupee_common/emoticons/icon_wink.gif

scaredycat1
08-15-2006, 04:40 PM
I dont know if you use this, but it improved my gunnery by about50%. excelent little program! I have mine set almost exactly the same as Warrington_Wolf. http://www.airwarfare.com/Sims/FB/fb_essential_files.htm#087

Scharnhorst1943
08-15-2006, 10:51 PM
You have to handle your aircraft like you handle your woman ... firm and in control but not too rough. Avoid jerking and swift movements, as she is not likely to respond kindly. (She will fight you back) Avoid rudder as much as possible, as it messes with your gunnery quite a bit. Also, At first, try slowing the sim down to 1/2 speed at first to give you more time to get the "Feel" of lining up on target. Use it once or twice, and once you got the feel, practice without it.

My last piece of advice, don't go aggressivly looking for "the shot." Be patient and fire when "the shot" is there. You might think of trying to dogfight without any ammo. This will help you integrate manouvers while keeping the enemy in front of you.

Stick with it, you will get there http://forums.ubi.com/images/smilies/25.gif