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gun rounds impact somewhere around the top of the pipper


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Posted

Is there something wrong about A/G gun? No way of getting hits on the targets....Like I said in title, gun rounds impact somewhere around the top of the piper....

Anyone is having the same problem?

Posted

Also... is there wind in the scenario? The pipper is not wind corrected and, if you have an IN RNG cue like Swift mentioned, it sounds like you might have a tailwind.

Posted (edited)
Also... is there wind in the scenario? The pipper is not wind corrected and, if you have an IN RNG cue like Swift mentioned, it sounds like you might have a tailwind.

 

Only if you would shooting with air balloons instead of bullets, could be the tailwind be such a factor...

 

Stock A/G gun training mission is on flat ground, and has no problem. That's why I suspect rather if the target is on a hillside, then the pipper acts like the target would be "behind" the hill or "without" the hill, standing where the pipper would point on a flat ground, if the hill would disappear. Will test on a hillside shooting on a tree or whatever point target ther is.

Edited by Razor18
Posted
Only if you would shooting with air balloons instead of bullets, could be the tailwind be such a factor...

 

Interestingly enough, I've actually tested this in the sim since I was curious how close it was to the real thing. I tested on the NTTR map over flat ground in a mission I created, and (as expected) there is very noticeable bullet drift with approx. 10-15 kts of wind (about half the reticle wrt amount of drift in beam wind cases). Obviously not as pronounced as Direwolf is seeing... and yes, because of geometry/slant angle, wind from the beam does affect bullet flight path more, so missing by a reticle radius long of the target is a pretty weird.

 

Before the reticle was wind corrected in the real aircraft, we actually had/have what we call a rule of thumb for wind correction pipper placement (also works for moving targets... because math)... we may be in an aircraft, but the basics are no different than say what a sniper goes through to zero their weapon and calculate drop and drift. Translated to the aircraft that's HUD boresight alignment (something we thankfully do not have to deal with in the sim) and, once sim'ed correctly/better, the MC calculations for pipper display in the HUD).

 

Suffice it to say that the rule of thumb works pretty well in the sim on flat ground with head/tail/beam/quartering winds that I've tested (now I'm curious to go back and take a look at targets on sloping terrain since I didn't event think about that sim-ism)...

 

That's why I suspect rather if the target is on a hillside...

 

I wouldn't be surprised in the least if this was a large part of the problem... not unlike the LITENING pod "looking through" a vehicle/building to the terrain its line of sight intersects below/behind a designated target, sure will be nice once these kinks are worked out of the sim.

Posted

Iirc radar ranging was one of the radar modes that are planned to be implemented this or next year, according to Wags roadmap posting.

 

 

 

That could explain if accuracy if off most prominently only over uneven ground - as the slant range is probably only calculated to sea level.

Posted

I use manual aiming most of the time because it's much more fun (we don't need no steenkin pipper); the gun is boresighted to that small cross (arrowed), so the cross is what I use to lay the gun on target.

However (and this is where the fun comes in), you have to use all your awesome skill and experience to allow for gravity drop by aiming slightly above the target at med/long ranges as in these stunning screenshots.

(It works for air targets too, it's fun using the gun like a chainsaw to scythe off wings)-

 

dcs-gun1_zpsh9f8oxjd.png~original

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