Jump to content

Recommended Posts

Posted

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

  • Like 2
Posted

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 

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...