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Feature Article
Air To Air Gunnery Revisited - Guns, Gunsights,
and Convergence
by Andy
Bush
Well, its been a few months
since I covered this subject...and in the time that has passed,
Ive noticed a continued interest in A2A gunnery and
gunsights. So much so, in fact, that Ive decided a return
visit might help some to better understand whats going
on when we try to blow the wily bandit away!
A2A gunnery is one of the most difficult
of all fighter related flying skills, and one thing is for
certain. Luck only goes so far! Spray and pray,' as
some would have it, has a chance for success, but only a small
one. The simple fact is that proficiency in A2A gunnery is
founded on a bedrock of academic theory followed by the fine
art of practice, practice, and more practice! While some folks
have a better eye for this than others, all of
us can better our hit percentage if we understand what factors
are in play as we close in on our target. So, without further
ado, lets get right to those factors.
One note...Im going to limit
this article to fixed sight systems. Right now, WW2 sims are
sprouting up all over the place, and most of that eras
fighters used a fixed sight. Lately, Ive been having
great fun with the online WW2 sim, Aces High, and also have
been enjoying the lively discussions on the AH forums. Hats
off to the many enthusiastic and imaginative simmers there...its
your questions and comments that are the reason for this article.
And another note...a successful gunnery
attack is like any job you might take on. You need the correct
tool to do it right. In A2A gunnery, that tool is your gunsight.
In this article, Im going to use the gunsight as a way
of discussing the mysteries of the gun attack.
Lastly, this article contains two
kinds of info...academic stuff for those of you having an
interest in such things...and practical tips on how to design
a gunsight to better understand the gunnery problem. Take
your pick on what is your cup of tea! That being said, lets
move on!
The Three Components Of A Successful
A2A Gunnery Attack
So, here we are...weve BFMed
the bandit until we have him right where we want him. Hes
in front and were behind and all we have to do is drill
him good. Ahhh,' we all say, Easier said than
done! Some might say, Whats the big deal?...just
point the gun at him and make him go Boom! More often
than not, this gets us nothing but a smaller number on the
ammo counter. OK...so whats the problem?
There is a relatively simple answer
to that question. There are three problems, actually. These
are:
1. You must get in range.
2. You must get your gun line in
the plane of motion of the target.
3. And you must fire with the correct
lead for target motion.
Lets take a look at each one.
Range and Its Effect On the Gunnery Problem
I remember well my first A2A
engagements in real life. Id chase my target around
and deliver what I thought was a lethal blow...simulated,
of course, since this was a training sortie. Then it was back
to the squadron for the debriefing. Wed send our gun
film in for quick processing...I couldnt wait to get
mine back so I could show the world what a real kill
looked like. So pretty soon, it was show time...but wait,
theres something terribly wrong! First of all, there
were the snickers coming from the other guys...and then there
was the film itself. Where was the bandit? Right there,'
one of the other pilots said...If you squint real hard
you can see it!
Alas, there was the bandit...but he
was so small! He was much larger than that when I pulled the
trigger! What could have happened? Well, what happened is
that inexperience and excitement overcame good sense. I had
the pipper on the bandit...no argument there...but it was
way out of range. In my rush for the kill, I had been blind
to the actual relative target size. And my experience was
not unique...out of range gun attacks have been with us ever
since the first fighter took to the air.
Im sure you all would agree
that out of range is a bad thing. OK...why? Sure, there is
the no-brainer answer that if the bullet wont get there,
you dont have much of a chance for a kill. But there
are other things at work here...and they all have a significant
effect on how well we do. Two of the more important of these
are convergence and dispersion. Lets take a brief look
at these two terms.
Convergence
For purposes of this article,
Ill define convergence as the process of adjusting the
gun mounts so that the gun lines come together at some specified
distance in front of the fighter. The intent is to concentrate
the firepower of multiple guns into a small area, thereby
improving the chances of mortally damaging the target. Another
name for convergence is harmonization. This term, not convergence,
is more often used today...but, in this article, were
dealing with primarily the WW2 era, and so well stick
with convergence.
There are two parts to the convergence
process. The first is the horizontal adjustment that
brings the gun lines together in azimuth at the desired range.
This type of convergence normally applies only wing mounted
guns...not to guns mounted on the fuselage centerline.
The second part of the convergence
process is the vertical adjustment of the guns. This
gun aiming procedure adjusts the aim point of the gun so that
the rounds fired are corrected for gravity drop at the desired
convergence range. This is done to ensure that the projectile
flight paths cross the sight line at the convergence range.
Since gravity acts on the rounds after they are fired, the
guns are typically angled slightly up to raise the gun line(s)
up to the sight line. Depending on the range specified, this
may result in the bullet stream initially going above the
sight line until gravity brings it back down to the sight
line.
In Aces High, we can set our own convergence
values...a typical setting is 300 yards. At the start of WW2,
this would have been an accepted value. In fact, the Royal
Air Force standard for convergence in 1939 was 400 yards...despite
hard evidence from intelligence coming from the Spanish Civil
War that the Luftwaffe was using a value of half that. Lets
stop here and understand why the RAF arrived at that 400 yard
convergence figure. Simply put, they believed this to be the
proper range to gain the maximum number of hits on a target...but
you must realize that the target in the mind of
the RAF leadership in 1939 was not a Me-109. Instead, it was
a He-111 or Do-17. Prior to the Battle of Britain, the RAF
made the near-fatal error of thinking that any air war with
Germany would be against a Luftwaffe operating from German
bases. The mission of the RAF would be to intercept bomber
attacks over England...and because of the distances involved,
that tended to rule out the bombers being escorted by fighters.
Few imagined that the Luftwaffe might operate from bases in
France and the Low Countries, thereby permitting the use of
fighters over England.
The RAFs narrow victory in 1940
may not have immediately changed the official
view of convergence, but it certainly changed many a pilots
mind. There, and for the remainder of the war, regardless
of nationality, the mantra of get in close was
universally acknowledged. While no one established exactly
what that meant in specific numbers, most pilots understood
the advantages of point blank firing ranges!
I suggest then that you use 300 yard
as a max convergence range. This value or less will pay off
in smaller lead angles. In addition, if you use a mixed armament
of machine guns and cannon, you may find the weapons have
less of a problem with differing ballistics at shorter convergence
ranges.
Dispersion
Dispersion is the ever-widening
pattern that the projectile path experiences as range increases.
This effect is linear...meaning that the bullet stream spreads
out at a fixed angle...dispersion at max range is a serious
consideration. Why? Because the widening pattern results in
fewer rounds in a given amount of airspace. As range increases,
dispersion expands, and target relative size decreases, resulting
in this situation. Clearly closer is better!

Boresighting
Heres one more term you
may run across. Boresighting is one way to adjust the guns
for convergence. The term comes from the concept of looking
down the barrel (the bore) with an optical device (the sight).
A board with calibrated markings is placed in front of the
aircraft at a specified distance (1000 inches is typical).
The board is aligned with the longitudinal axis of the aircraft
and is set to coincide with the gunsight in the fixed position.
The markings on the board are where the gun line(s) intersect
the board for a given convergence range. The technician uses
the optical sight to look down the barrel. He then adjusts
the gun mount until his sight is pointed exactly at the marking
on the board. Then the gun is tightened down as it is now
aimed properly for the desired convergence range.

OK...fine. Weve established
that we would like a relatively short range as our desired
firing range. Thats nice...but how do we determine when
we are at that range? You dont want to be like me and
think you are in range when you are not! In some sims (AH
is a good example), we have range icons to help us out. But,
I find that concentrating on reading the icon interferes with
my maneuvering. Id like a way to estimate range without
using the icon. Our gunsight offers a way to do exactly that.
Heres how:
Using the Gunsight To Determine
Range
Regardless of the design of the
sight that you like to use, it has lines or curves that you
can use to estimate range. In its most simple form, this consists
of flying behind a target and comparing the size of the target
to markings on the sight. These markings represent how large
a target of a known size will appear at various ranges. Can
we do this with our simulation gunsights? In most cases where
the sim has range cues, the answer is yes. Heres how.
In AH, we can go to the off-line area
and fly behind one of the drones at our desired convergence
range. Film this using the recorder function (Alt+R). Then
play back the film and stop the film when at your convergence
range. Observe the relationship of the wingspan of the drone
to your sight. We will compare the size of the sight features
to the target wingspan.
You have two ways to do this. One
way is to use the standard forward view (F1) and then use
the zoom (Z ) feature to expand the view. Note the relative
size of your sight feature to the drone wingspan. Here is
what the default gunsight looks like:
With the default sight, you can see
that the P-51 drone wingspan appears to be about half again
as wide as the gap between the horizontal bars of the sight
when we are at the 300 yard point. The wingspan of the P-51
is representative of a typical WW2 fighter wingspan. If you
use this relative target size as an example of what a 300
yard range looks like when compared to the default sight,
you wont be far off regardless of whatever type of target
you have. And, no matter what sim you fly, this technique
remains valid...as long as you can determine range by some
means, you can use the sight as a range indicator.
A second method is a bit more complicated...but
easier to use. The idea is to customize the sight such that
markings on the sight match the target size at your convergence
range. The design of the markings should be chosen to make
this size matching as easy as possible. The actual procedures
for this technique will be discussed at the end of this article.
Here is a typical example:
In either case, you have a sight that
tells you what the target should look like at your convergence
range. This type of ranging is known as stadiametric ranging,
and while the procedure is a bit more complicated in real
life, this technique works well in Aces High.
Good! Now we have found a way to solve
the first problem of range. Now we move on to the second problem...how
do we get our gun into the targets plane of motion?
The Targets Plane of Motion and
Its Effect On the Gunnery Problem
A2A gunnery instructors often stress
the need for the student to get into the plane of motion
of the target. All well and good...but what they really
mean is that they want the student to get his projectile path
into the targets plane of motion (POM). Big deal, you
might say...whats the difference?
Well...depending on range, it might
be significant. Heres why. Picture the target in a turn.
The plane of that turn will be determined by its bank angle
and G load. The only time that gravity is in alignment with
the target POM is when the targets POM is perpendicular
to the horizon...any other time, gravity and the target POM
will be misaligned.
Now, when we shoot at this target,
our rounds are going to be affected by gravity. If the target
POM is not perpendicular to the horizon, then we will have
to add a gravity drop correction to our aiming solution. We
do that by aiming above the targets POM (relative to
the horizon) in order that our rounds fall down
to coincide with its POM.
Our objective is to get our rounds
into the target POM. We can do this two ways. We can fly with
our POM paralleling the target and our sight placed at the
correct position above the target POM. If we match
the targets turn rate, this is called tracking.
Ideally, all rounds fired would hit the target.
The second way is to fly our aircraft
such our flight path intersects the target POM. We fire early
enough to allow our rounds to intersect the target POM...and
the target flys through our rounds. This is called a snapshot.
While Im here, how about another
tidbit of terminology! One term popular in WW2 was the idea
of deflection shooting. Lets define that
term. Deflection refers to the angle off relationship between
the shooter and target. A deflection shot was any firing attempt
made with angle off greater than zero. While a deflection
shot may be a tracking shot or a snapshot, it is most often
thought of as a non-tracking snapshot. As angle off increases,
so does the deflection angle...and the amount
of lead required.
Using the Gunsight To Estimate
the Targets Plane of Motion
All right! Lets get back
to our sight. Can it help us estimate the target POM? Yes
and no...depends on the design of the sight. Lets imagine
ourselves tracking a turning target. Wouldnt it be nice
to have a line on our sight that matched the target POM? Indeed!
But seldom is that the case. Some sight designs try to help
us out by including lines at various angles. The idea is to
use these lines to help stabilize the sight in the target
POM. Heres a typical example:
Unfortunately, since the target could
fly in any POM relative to our flight path, it is impossible
to have a fixed sight that could have enough lines to cover
all possibilities. The ones with a vertical line and a line
at 45 degrees can be useful. Even though these lines may not
exactly match the target POM, they may be helpful in stabilizing
your sight in that plane.
Aside from lines on the sight, if
you intend to track the target, a good way to stabilize your
sight in the target POM is to match its bank angle with your
own. Position yourself with the sight firing reference (the
pipper) slightly above the target POM and level your wings
relative to the target. As long as your G load is approximately
the same as the targets, you should have similar bank
angles.
One other POM cue is available from
most forward views. This is the cockpit structure in the HUD
area. For low G tracking situations, use the line of the glare
shield (or windshield line) as a rough approximation of the
bandit flight path. For high G situations, use the vertical
HUD supports. As you bring your nose to the target, you can
use cockpit references such as these to stabilize in the bandits
POM.
So far, so good! We have now solved
for target range and target POM. Now comes the biggie...the
bane of all deflection shooters...the problem of getting the
lead right!
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