#3289286 - 05/07/11 04:21 PM
20mm shells
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Joined: Apr 2011
Posts: 80
Mangus
Junior Member
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Junior Member
Joined: Apr 2011
Posts: 80
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Hi,
Is it possible to adjust the range of 20mm shell explosions? If not, what is the default range?
Thx
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#3289334 - 05/07/11 05:50 PM
Re: 20mm shells
[Re: CardboardSword]
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Joined: Feb 2001
Posts: 1,683
ATAG_Snapper
Member
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Member
Joined: Feb 2001
Posts: 1,683
Kitchener, Ontario, Canada
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I think it's 1000m. The shells were timed to explode so they wouldn't damage friendly troops or civilians on the ground. If you're thinking about using the explosion to cause damage to enemy craft by shortening the distance to detonation it won't work because the explosion isn't near powerful enough to cause any damage by itself. If you want to extend the range so you can hit targets from further away, then you're wasting ammo. I had the same thought when I first saw the distance detonation in a trailer. Imagine the cloud of havoc I could create by shooting at bombers from the range the shells detonate at I thought. I quickly came to realize it was not meant to be. You've actually gotta hit the planes with the shells to do any damage. Hope this helps. Dang, that would've been a cool tactic!
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#3289471 - 05/07/11 09:23 PM
Re: 20mm shells
[Re: Toonsis]
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Joined: Dec 2006
Posts: 599
Ghost_swe
Member
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Member
Joined: Dec 2006
Posts: 599
sweden
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Personally i think the explosion from the self destruct is way overdone.
Sometimes when i do long range shots just for the hell of it (4-500m) i can swear the explosion/smoke cloud appears behind my target. Very annoying and distracting. Think the sheer scale of the smoke cloud is way of when it halfway or completely covers the intended target.
Last edited by Ghost_swe; 05/07/11 09:24 PM.
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#3289742 - 05/08/11 12:00 PM
Re: 20mm shells
[Re: Toonsis]
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Joined: Jan 2011
Posts: 129
Winny
Member
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Member
Joined: Jan 2011
Posts: 129
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If it missed the target air friction alone would cause it to stop spinning ? When I said 'stop spinning' I really should have said slows to the point where the fuse is no longer affected by centrifuge.. There is a small arming device that is forced outwards by the round spinning, it has a small spring on it and when the force of the spring becomes greater than the force from the spin the round explodes. It's not like a chemical timer, it can explode nearer or further away depending on lots of variables. (Barrel condition, air density.. etc)
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#3290154 - 05/09/11 12:07 AM
Re: 20mm shells
[Re: Mangus]
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Joined: Jun 2008
Posts: 75
simpliciter
Junior Member
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Junior Member
Joined: Jun 2008
Posts: 75
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I was wondering this as well. At first I thought the explosions were hurting my target. At present it is difficult to tell the difference between a round exploding near your target or on your target. I am having a really hard time hitting anything with the 20mm, especially on the 109. Any tips? Convergence distance or something?
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#3290211 - 05/09/11 01:41 AM
Re: 20mm shells
[Re: simpliciter]
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Joined: Jun 2010
Posts: 77
xnomad
Junior Member
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Junior Member
Joined: Jun 2010
Posts: 77
Sydney, Australia
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I was wondering this as well. At first I thought the explosions were hurting my target. At present it is difficult to tell the difference between a round exploding near your target or on your target. I am having a really hard time hitting anything with the 20mm, especially on the 109. Any tips? Convergence distance or something? Be real wasteful with the MG, don't just do short bursts, at any opportunity take a shot. There is so much ammo for the MG 17 that it's almost not fair. Try to empty them just for fun on the ground to give you an idea how much ammo there is. When your target is nice and close fire the cannons. It's always best to have some angle off tail for this. You don't want to do high speed extreme deflection shots. You want to be nice and close with the cannon. The MG's are very effective though so use them lots. You've only got 60 shots for cannon so keep an eye on the counter to the lower left. The other option is go into a quick mission with a lot of targets, disable limited ammo, and don't use the MG just use the cannon. You'll soon learn how to shoot with it. Always aim a little high to compensate for drop.
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#3290570 - 05/09/11 04:51 PM
Re: 20mm shells
[Re: CardboardSword]
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Joined: Jun 2008
Posts: 75
simpliciter
Junior Member
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Junior Member
Joined: Jun 2008
Posts: 75
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Hmm, I seem to be having decent luck with default convergence with guns. Although I'm not sure what default is. The spit guns start at 338... I forget if that is meters or feet. However if you click default convergence, then unclick it, the convergence says 100 (meters I think). So is default 100 or 338? 338 meters sounds about right for when I open fire in IL2: 1946, 100 I think is too close. I've been having good luck getting closer before I fire with British .303s. Still can't hit anything with the 20mm except at point blank as you say. I know they were supposed to be rather ineffective in real life too, but I don't like the way it is really hard to tell the difference between a near miss and a hit other than large pieces of plane falling off.. which doesn't seem to happen much when if fire the 20s so I keep thinking I'm missing.
Another bug or point of confusion, in the campaign, it seems whatever ammo I load into the spit 1a, I don't see any tracers. Maybe I should try loading all tracers just to be sure, but I keep trying different combos of tracers and regular ammo and can never see my shots at all unless I hit. Changing ammo in the hurricane doesnt seem to have an effect either, but at least it has tracers.
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#3291177 - 05/10/11 10:19 AM
Re: 20mm shells
[Re: lubey]
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Joined: Apr 2002
Posts: 13,364
Freycinet
Veteran
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Veteran
Joined: Apr 2002
Posts: 13,364
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Yeah the size of the explosions in that screen shot make it look like you're firing 88 mm artillery shells or something, the fire ball is the size of an entire aircraft! It is called "perspective".
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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