Heavy AA performance in game
I decided to do some testing, so I created duplicate missions:
Player F6F trailing 2 x F6F on a strafing attack on Stock Kagero Jap DD. Stock dp file altered to give the 5" fore & aft a trace time of 10 secs (to reflect published ranges)
Player F6F trailing 2 x F6F strafing attack on stock Kagero Jap DD, with Blue Devil's ACM dp
The effect is night vs day
Blue Devils method really makes you feel like Flak is dangerous, whereas the stock dp file is harmless
I think there are two issues
Irrespective of the stated trace time, I think the game stops tracking rounds after 2 seconds.
I noticed most of the stock airbursts where within a 2000mtr radius of the DD, even though a 10 second trace time should have given it a 9000mtr+ radius. It also seems to wait until the previous round has gone before firing the next (not certain, needs more testing)
The Fire Control model is suitable for MG & cannon, but not suitable for airburst barrages. Consequently the game AI does not predict target path, so airbursts are never close enough to worry you until the time of flight is small (ie close in AA ranges, where the MG & cannons take over).
Blue Devil's solution was an elegant way of faking the game AI fire control to emulate realistic Heavy AA barrages.
I think there must be some scatter built into the game fire control for flak, as you don't have to tweak up/down left/right angles to reduce the laser accuracy of bomber gunners at long ranges. Just adjusting time between rounds & speed of round so that the trace is within 2 seconds, & the rate of fire approximates the firing cycle for the barrage works well enough.
Note:
Stated ROF can be misleading, it's the sustained firing cycle time during an engagement that is important.
The ship Fire Control System effectiveness is also an issue - only the US seems to have deployed a fully capable 3-axis High Angle FCS during WW2, so everybody else's real-life engagement performance was less effective than advertised - particularly against Dive Bombers.
As the game AI FCS is fixed, we only have tweaking the dp files as ways of simluating these differences. The main impact seems to have been reduced rates of fire, as the prediction/ correction control loop either slowed everything down, or made everything much less accurate.
This needs more work.
Bloodhawk,
Currently I'm collecting info from:
Naval Weapons of WW2 - John Campbell, 1985
US Naval Weapons - Norman Friedman, 1983
Once I have a table of data that I think is useful I'll ping you a copy - most of the older WW2 guns were useful for WW1 as well
