guns & weapons question

Pat Pattle

SOH-CM-2024
Does anyone know what the measurement unit is in the xdp's please, I presume it's metric?

I'm asking 'cos I've been looking at the Spitfire I guns, it all looks wrong to me. The velocity, feet per second, rate is fast, too much ammo. If you fire a long burst till the ammo runs out it should be about 16 secs, it's not!

Any pointers to correct this please? I have data for the Brownings and various ammo used, DeWilde, ball & incendiary it would be nice to make these aircraft realistic .

Thanks,

Clive :)
 
Hi Clive,

In the MkI spitfires in game you need to half the value for each gun station, ie it says 1400 which equates back to 700 which inturn equals 350 rounds per gun ie each gun station controls two guns on the plane. this is a quirk of the xdp file for these planes.

to get the full amount of ammunition to fire off in a given time I believe you would need to look at the named gun types xdp file and play with the rate value. this would be trial and error to establish the best value to give you the right timeframe in which to expend all your ammo.

the muzzle velocity in the AvHistory_gb_gun_8x303cal.xdp file is set at 745 this I believe is metric and equals m/second which in turn roughly equates to around 2440ft/sec which is pretty close for the .303 British round.

hope this helps,

regards Rob.
 
Plus didn't some of our brave flyin' sharpshooters mix up their own ammo belts: 'ap-round ball-incen-' etc ?
...also, I've already changed the sound for the SpitI's 303's.... way too fast!...:kilroy:...
 
Plus didn't some of our brave flyin' sharpshooters mix up their own ammo belts: 'ap-round ball-incen-' etc ?
...also, I've already changed the sound for the SpitI's 303's.... way too fast!...:kilroy:...

Hi Pop,

yes mate the standard loadout was a mix of the various types, dependant on flight/mission type. but it wasnt up to the individual the RAF had standing orders for various loaouts.

with regards to the sounds of the guns, its very hard to determine rate of fire by the sound. ie your saying it sounds to fast, if we were talking of a single gun then yes the sound does reflect the speed at which its firing but when were listening to 8 individual guns all firing at slightly different times (they were'nt synchronised) it becomes very difficult to determine the sound of an individual gun, rather it becomes a cacophony of noise with only a semblance of individualism as the last round is fired as the finger comes off the trigger.

the sound of the 8 guns has been described as rolling some ball bearings around in a tin can.

I was lucky enough some years ago to attend a range shoot were we were using two WWI vickers and one WWI Maxim machine gun. the noise of just three of these types of weapons all being fired simultaneously was enough to make it impossible to tell which bang belonged to which gun. add five more into the equation and its just a constant noise.

with all that in mind I quite like the new 8 gun sounds for the spits, but it did take some time for me to get used to it.

But thats why this game is so good, we can all have it just the way we think it should be in our own installs.

regards Rob.
 
From the SDK documents, the units used in the .XDP are metric - length in meters, weight in kilogrammes and velocity in metres per second.

Not to be confused with data in other files like aircraft.cfg - damage and limit speeds in KIAS (knots indicated air speed?) and impact damage threshold in feet per minute. Nothing like consistency!

How MS thought we'd have all we possibly needed to know from these documents is beyond me. :isadizzy:
 
In the MkI spitfires in game you need to half the value for each gun station, ie it says 1400 which equates back to 700 which inturn equals 350 rounds per gun ie each gun station controls two guns on the plane. this is a quirk of the xdp file for these planes.

to get the full amount of ammunition to fire off in a given time I believe you would need to look at the named gun types xdp file and play with the rate value. this would be trial and error to establish the best value to give you the right timeframe in which to expend all your ammo.

the muzzle velocity in the AvHistory_gb_gun_8x303cal.xdp file is set at 745 this I believe is metric and equals m/second which in turn roughly equates to around 2440ft/sec which is pretty close for the .303 British round.

Yes, I've been comparing these to the JF Spits which look more like what I'd expect to see. I've experimented with dropping the rate and I can now get a 16 second burst with 350 rpg. The side effect of doing this is that the tracer also now looks more realistic, though it's out of sync with the muzzle flashes. As you said, the beauty of this sim is that if you don't like something you can change it (well, most things, lol) so I'm sure this can be ironed out.






From the SDK documents, the units used in the .XDP are metric - length in meters, weight in kilogrammes and velocity in metres per second.

Thanks, I obviously didn't look very hard! :kilroy:
 
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