

To practise I use quick missions and practise trying to line up also boom and zoom tactics, snapshots and lead shooting. I think that this has something to do with the programming but it works best for me and my set up. I also try to target vulnerable parts where damage would be more significant hoping that the damage modelling is decent, for example the oil coolers on the IL2 or head on with a bomber and peppering the cockpit.Īgainst the AI I like to set everything an extra 30 yards less and then fire at my usual range and just adjust my aiming because I have noticed that if you manage to get honed in on a AI target as soon as you get close to your convergence they start to do really hard maneuvering. Nose mounted guns I like to set a bit further out just in case I can't get close enough and convergence is not as important. I also only use this for wing mounted guns or if carrying pods.

I am trying to get back to flying online a lot more and if you can sneak up on a real person then this seems to be my sweet spot especially for hitting certain parts of the plane. (source: BF 109 E1 E3 starre Schusswaffe.I tend to shoot at around 150 yards if I can line up directly behind my target after sneaking up. This canvas helps the convergence setting 400m (100m away from the aircraft):

I have no data from minimum values (i never try it), only the factory settings: So yeah, if anyone has source data relating to minimum convergence for any warbird I would like to see it. how much can you really raise or lower that motor kanone? can those cowl MGs really be adjusted much? what about the Emil MGFFs? I would think there is a limit for how close you can converge them. I've seen flight sims allow for all kinds of convergence settings for the centerline guns that just don't seem plausible to me. Ever since I read that I have been looking for minimums for various other aircraft and haven't seen anything. The only data I have ever herd of was for spitfires who's cannon couldn't be converged below iirc 220m. I have a question, does anyone have minimum convergence data? I can see my bullets crossing at conv range each others then still hve a tremendous destructive power in the diverging part of their trajectory !! Yesterday I was able to blew up a poor Stuka with my riffle mounted Hurri with a 1sec burst at 120m conv. Pls use kinetic/Chemic approximation for guns destructive power corrected with ballistic and a rigidity ratio to approximate the hit rate. The direct benefits for them wold be in less intense testing to tweak down gunshot effect each time they introduce a new plane. But CoD is a step further into realism and new players won't bother the change. I know that Aces of old IL2 are attached to their conv parameters. The hit rate shld be corrected accordingly.Ĭld we hve a min realistic value or is that alrdy implemented ? BEcause all that Cheesehawk said for example is out of the loop here with CoD for now. Just like achieving low range convergence in flight with guns mounted on the outboard section of flexible wing. For example talking abt less than 150 m of convergence with engine cowling mounted MG is ridiculous. The less distance you set the more the shotgun effect you get.įAct shld be more balanced and vary with the gun your airplane is equipped. It seems as if the gun convergence effect is bugged just like in old Il2.
