Peregrine333 Posted February 17, 2016 Posted February 17, 2016 How can i adjust gun convergence in the aircraft data.ini? Want to converge the 303s on spit1. Quote
Spinners Posted February 17, 2016 Posted February 17, 2016 At a guess, experiment with the aim angles. Give it a go. Quote
Wrench Posted February 17, 2016 Posted February 17, 2016 didn't baffmeitster fix those on one his data inis? maybe the "BoB" versions? edit thought so... [GunL01]SystemType=FIXED_GUNGunTypeName=303CAL_BrowningInputName=FIRE_PRIMARY_GUNMuzzlePosition=-3.826,0.586,-0.359LightPosition=-3.826,0.586,-0.359AimAngles=0.5,0.0,0.0//0.0,0.0,0.0MaxAmmo=300EjectShells=TRUEEjectPosition=-3.8260,-1.02,-0.30EjectVelocity= 0.0,0.0,-2.0 [GunR01]SystemType=FIXED_GUNGunTypeName=303CAL_BrowningInputName=FIRE_PRIMARY_GUNMuzzlePosition=3.826,0.586,-0.359LightPosition=3.826,0.586,-0.359AimAngles=-0.5,0.0,0.0//0.0,0.0,0.0MaxAmmo=300EjectShells=TRUEEjectPosition=3.826,-1.02,-0.301EjectVelocity= 0.0,0.0,-2.0 [GunL02]SystemType=FIXED_GUNGunTypeName=303CAL_BrowningInputName=FIRE_PRIMARY_GUNMuzzlePosition=-2.909,0.664,-0.46LightPosition=-2.909,0.664,-0.46AimAngles=0.5,0.0,0.0//0.0,0.0,0.0MaxAmmo=300EjectShells=TRUEEjectPosition=-3.02,-1.10,-0.350EjectVelocity= 0.0,0.0,-2.0 [GunR02]SystemType=FIXED_GUNGunTypeName=303CAL_BrowningInputName=FIRE_PRIMARY_GUNMuzzlePosition=2.909,0.664,-0.46LightPosition=2.909,0.664,-0.46AimAngles=-0.5,0.0,0.0//0.0,0.0,0.0MaxAmmo=300EjectShells=TRUEEjectPosition=3.02,-1.10,-0.350EjectVelocity= 0.0,0.0,-2.0 [GunL03]SystemType=FIXED_GUNGunTypeName=303CAL_BrowningInputName=FIRE_PRIMARY_GUNMuzzlePosition=-2.695,0.704,-0.484LightPosition=-2.695,0.704,-0.484AimAngles=0.5,0.0,0.0//0.0,0.0,0.0MaxAmmo=300EjectShells=TRUEEjectPosition=-2.695,-1.10,-0.375EjectVelocity= 0.0,0.0,-2.0 [GunR03]SystemType=FIXED_GUNGunTypeName=303CAL_BrowningInputName=FIRE_PRIMARY_GUNMuzzlePosition=2.695,0.704,-0.484LightPosition=2.695,0.704,-0.484AimAngles=-0.5,0.0,0.0//0.0,0.0,0.0MaxAmmo=300EjectShells=TRUEEjectPosition=2.695,-1.10,-0.375EjectVelocity= 0.0,0.0,-2.0 [GunL04]SystemType=FIXED_GUNGunTypeName=303CAL_BrowningInputName=FIRE_PRIMARY_GUNMuzzlePosition=-2.059,0.704,-0.539LightPosition=-2.059,0.704,-0.539AimAngles=0.5,0.0,0.0//0.0,0.0,0.0MaxAmmo=300EjectShells=TRUEEjectPosition=-2.07,-1.20,-0.435EjectVelocity= 0.0,0.0,-2.0 [GunR04]SystemType=FIXED_GUNGunTypeName=303CAL_BrowningInputName=FIRE_PRIMARY_GUNMuzzlePosition=2.059,0.704,-0.539LightPosition=2.059,0.704,-0.539AimAngles=-0.5,0.0,0.0//0.0,0.0,0.0MaxAmmo=300EjectShells=TRUEEjectPosition=2.07,-1.20,-0.435EjectVelocity= 0.0,0.0,-2.0 back up the original data ini FIRST!! before changing these Quote
+Baltika Posted February 18, 2016 Posted February 18, 2016 Thrashed it out back in the day, see this discussion from post #26 onwards:- http://combatace.com/topic/19928-battle-of-britain-campaign-feedback/page-2 Slainthe! Quote
Peregrine333 Posted February 18, 2016 Author Posted February 18, 2016 Thanks guys :) Worked great! Quote
Gatling20 Posted February 18, 2016 Posted February 18, 2016 (edited) It is pretty easy to work this out for each gun, you just need to remember a bit of your trigonometry from school (In a right angled triangle, the tangent of an angle is the length of the opposite side divided by the length of the adjacent side). Fortunately Windows provides us all with a tool to do this, so fire up your Windows Calculator (if you have never used it, it is Windows/System32/Calc.exe). Under View, select Scientific. Now say you want to calculate the convergence angle for a gun 2m out on the left wing, to converge at 300m. With no convergence it will look like this: [LeftGun1]....MuzzlePosition=-2.0,0.0,0.0.....AimAngles= 0.0,0.0,0.0 In the Calculator, enter 2/300 and then hit = . The result is 0.00666666666666666666666666666667 Now hit the Inv button, then the tan-1 button. This gives you the answer, which is a convergence angle of 0.38196620472902543485019437025977 Round this down to (say) 0.382 for the sim. Now if the gun is on the left wing you have to make the angle a positive number, i.e. 0.382, and if it is on the right wing make it a negative number, like this: [LeftGun1]....MuzzlePosition=-2.0,0.0,0.0.....AimAngles= 0.382,0.0,0.0 [RightGun1]....MuzzlePosition=2.0,0.0,0.0.....AimAngles=-0.382,0.0,0.0 You can do this for every gun, it doesn't take long once you get the hang of it. If you want to get really fancy you can also make the same calculation for wing guns which are below the aircraft center line (i.e. make then converge up as well as in, so they converge exactly on the aircraft center line at 300m), or nose guns which will be above the center line (make them converge down to the centreline at 300m). If you do this for a wing gun below the aircraft center line the aim angle will be something like AimAngles= (+ or -) 0.382,0.0,0.060 Edited February 18, 2016 by Gatling20 2 Quote
Do335 Posted February 18, 2016 Posted February 18, 2016 Got an excel table to calculate these things for my korea aircrafts. paste the guns position from the data ini and paste back the result into AimAngles= The damage of having a convergence compared to without are very apparent even for nose gun mounts. Also for ground attack with wing mounted guns if it doesn't have convergence, the AI will never hit anything... here with TracerLoading=1 shows having a convergence of 1200ft (~370m) on the sabre, outta barrel vs at convergence. 1 Quote
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