DOG FIGHTING - Laser bullets and a temporary fix
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As everyone who dogfights knows, we currently have over accuracy at range (laser bullets) with the M61 Vulcan in BMS. This I believe is being looked into by the devs, but until they manage to introduce more drag and falloff from the bullet trajectories, Sidewinder and I have been using lower bullet speed of 2560ft/s.
This is our temporary fix to the issue and allows no discrepancy in the hud (pipper) which BMS amazingly just re-adjust the pippers position correctly so bullets are still accurate to the pipper. This also makes the pipper to sit lower or even out of view on large lead turns with speed. We believe this to be more accurate representation than what we currently have.
Please note: The reduced bullet speed has not been scientifically calculated by us and we have gone purely by what we ‘feel’ is a more accurate representation
of bullet speed to emulate drag/falloff, where you will need to pull more lead to make a kill. This also prevents the 1.5 - 2 Nm shot being a likely probability and also more
accurate to the real world.The trade off is minimal in short range engagements where the reduced bullet speed is NOT accurate to the real world, but for medium to long range shots gives a much more accurate representation.
We are encouraging other dogfighters to do the same.
Here is how to make the changes if you so wish to do so….1.Open the Falcon Editor and go to the weapons tab at the top.
2. Go to line 492 (20mm M61) and double click
3. At the bottom right there is a box labelled “Bullet Speed ft/s”
4. Edit this value 2560.
5. Click save.Please note that the above changes have to be done by both parties (host and client) and also for each theatre that you fight in.
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As everyone who dogfights knows, we currently have over accuracy at range (laser bullets) with the M61 Vulcan in BMS.
I do more AG strafing than AA dogfighting… is the code different? I’ve always thought it looked like a reasonable shotgun-like dispersal pattern, at ~2nm range. I can’t say if it’s realistic or not … but in AG mode it doesn’t look artificially laser-like, from software impl pov.
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The laser description isn’t referring to the bullet dispersal but the accuracy over large distances in regard to lack of drag and falloff. The ground strafe will be largely unaffected by the changes and operations will work as normal due to very slow or stagnant targets. So line up your cross and fire….
The topic relates to A-A BFM Dogfighting only. Hope that helps.
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Got it, thanks… “accuracy” not “precision”.
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2560
Does this config value get applied to AI (friendly/enemy planes) or just human?
Does the AI adapt to it properly? (Does this change help us or hurt us, when dogfighting vs AI?)
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Only tested in PVP environment…… pretty sure AI would adapt, also the change of bullet speed would affect AI and player (both read from the editors’ db?). Ask devs for the answer on that…
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If the change applies to instant-action … drop in there, fly around casually and see if the AI can successfully track and shoot you? (Test both F-16 and non-F-16 opponents…)
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If it helps to calibrate … this youtube vid of Greek and Turkish vipers sparring over the Mediterranean, has a lot of good HUD footage… paying attn to airspeed, G, and the FCR distance (“F 040” means 4000 ft). They also vary in altitude a lot, during this scruffle, from angels 30 down to 6 or so… not sure if air density is factored in the BMS calc (or the real plane for that matter)
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I remember older versions of DCS (long time ago) also had bullet-velocity issues. It resulted in “pull pull” all E off and still snipe someone down from +1,5nm, while “AoA hovering” with stable nose. Not the “wisest” BFM expirience hehe.
LITTLE DETAILS and their HUUGE IMPACT on realism.
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just a guts feeling… a little more than 2560 i believe.