Bowie Posted April 13, 2024 Posted April 13, 2024 With the impending release of the DCS "PTO," massed naval AA will play a major part. Does your programming contain Ballistic Coefficient/Air Resistance and Rate of Fire randomization? If not, the effect is "Star Wars" Laser Cannon, and the affect is unrealistic. In CFS2, being open-source, we solved the problem in two ways: 1. Alter each gun's Rate of Fire. By 2% intervals (+/- 6%) above and below Average Rate of Fire. This gives an initial broadside, and then dispersed rate fire from then on. 2. Set Muzzle Velocity by Time of Flight to Range/Altitude. For whatever the standard engagement range/altitude (20mm, 5", etc.) find the table or calculation for Time of Flight to that Range/Altitude. Then, Divide the engagement range/altitude by the time of flight to that range/altitude, to get an average Muzzle Velocity, and then alter it (+/- 6%) as above. This produces the oft cited "Golden BB" effect. Rounds randomly, or in streams, arc up at the A/C, like tennis balls, and are even avoidable, as they arrive at the A/C at the same duration of flight time as the real thing. Thanks for the work, and am looking forward to the PTO w/ great anticipation. B/RE: Bowie 2
upyr1 Posted April 13, 2024 Posted April 13, 2024 AA fire needs to be improved, we also need dual-purpose guns as well
Mr_sukebe Posted April 13, 2024 Posted April 13, 2024 I wonder if the rounds include proximity fusing? 7800x3d, 5080, 64GB, PCIE5 SSD - Oculus Pro - Moza (AB9), Virpil (Alpha, CM3, CM1 and CM2), WW (TOP and CP), TM (MFDs, Pendular Rudder), Tek Creations (F18 panel), Total Controls (Apache MFD), Jetseat
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