I dont think the Sims creators get enough credit - they were designing something to run under WIN95/98 & PC hardware around at the time, so some compromises were inevitable.
I don't think the decreasing hitting power by range is one of the significant flaws. After all, which type of round? AP bell, yes, it loses power with time & range, but anything with an explosive component - APHE, etc. will be just as deadly within the 2 sec window that the sim actually tracks it for.
If you think it tracks any bullet for longer, just fly high over a stock JAP destroyer & wait for the flak to reach out to you - it never does.
CFS 2 treats everything using the same ballistics/fire control logic.
If you have something in the DP that uses the cannon trigger, the AI will never use it. Try a QC against the stock George to see what I mean.
AI bomber gunners will track & fire as though they are fighter jocks, able to manoeuvre their own position "at will", & with no restrictions with ammo supply to worry about too.
Actual bomber gunners "sprayed", in relatively short bursts, often outside killing range as much to scare as anything.
Handheld weapons were harder to hold on a target than powered/turretted weapons, & these were less effective than aiming the whole aircraft (fixed guns).
So, flexible guns are less accurate than turretted guns, & these are less accurate than fixed weapons.
All AI guns should use the MG trigger in the DP file (Gunstations).
I double the time between rounds for turretted guns
I quadruple time between rounds for flexible weapons
Usually the tracer %age in the DP is set at 40% for fixed weapons.
I change this to 55% for turrets & 60 or 70% for handheld weapons.
What you see is plenty of tracer, but there are not many rounds that can really hit & hurt you.
I deal with the "deadly" aim of gunners by introducing an "aim-off" error (GUNS section)
Turretted/stabilised weapons have a +/- 0.3 error in EITHER Up/Down OR L/R aim off sections
Handheld weapons get the +/-0.3 error in both axes.
What you see is (wildly) innacurate fire at first. This gets closer as: i) you close the range (angle-off error is smaller), ii) the AI learns to adjust for the Gun aim off error.
Lastly, as RWILLS has noted, the DP value for AI engagement range is often not what you experience in the sim.
So, I calculate some AI engagement ranges (based around the 2 sec flight time) & adjust:
flexible gun ranges are reduced a bit, tail gun ranges are increased a bit
Bomber gunners often reported engaging out to 1400-1500ft (500m), so I'm finding you need to set bomber gunner ranges AT LEAST 500m, & sometimes 700m (or more).
Even so, I often find I'm able to get quite close to an AI bomber formation before they seem to notice me & take me under fire. I think the aircrew quality is obviously an influence here, but as most missions have Veteran crews (for a variety of gameplay reasons), it's obvious to me that the AI range in the DP file has to appear to be far to large a number.
The kicker here is that, once they know you are around, they will continue to engage out to these numbers, & sometimes that can feel ahistorical. It's a compromise. If the gun accuracy has been adjusted as described above, you won't be too concerned about the extra time spent under their fire unless you're silly enough to sit right behind them, close in... LOL
