Although that’s true, you’re still preventing them from climbing and if on the offensive, forcing them to dive away from you because at that altitude the P-38 holds almost all the cards. You don’t HAVE to kill everyone, just make them avoid you and go to lower alts where they’ll be easier targets.
edit: of course, forcing enemies to lower alts only works if you have a team which while playing USA… you won’t.
This is why I asked if you usually play on low graphics
Those puffs are NOT fires. If you are not used to seeing them in your game (because you play on low graphics and its not rendering them for you), I can see how you’d maybe assume that seeing them on my footage (which is with graphics fully maxed out) would be a fire, when they aren’t.
Doesn’t matter if he took a while for the game to consider him “dead”. He was out of the fight and no longer a threat right as my rounds hit. Sure this was GRB and so he could have nosed down and maybe gotten some suicide bombs/strafe off, but in ARB that wouldnt be the case. He was out.
This is the exact same case for every other plane that didnt immediately get “aircraft destroyed” in all of those clips. It doesnt matter what (limited) control they still had. They were out. The only one that was not true for was the Yak9K, which as I said happens just as often to cannon armed aicraft and honestly I think is a glitch with the severe damage system rather than the guns of the plane - I myself have been considered “severely samaged” just an orange wing before.
More bullets? Yes. More time? No. Less options? Also no.
You have 2000 rounds in 6 guns. Who cares if it takes 100 of them to kill, you have 1800 left. You are talking about conserving ammo as if you have 20mms with 120rds each, and applying it to .50s which you are SUPPOSED to spam. Yet again as I have said before, you are supposed to use them differently!
You have to test it properly in-game with somebody to say that for sure it does 0 damage.
Protection analysis cannot be your ultimate source for this.
For example: Enter a custom battle with a friend and tell him to tap fire while turning or going straight or simulate a Air Rb scenario, up to you. There’s no way .50cals do 0 damage.
Protection analysis also show that MG151/20 does nothing when hitting wooden built aircraft which is not true at all. But it’s concerning.
But I will say that if anything deserves a buff its the MG151/20. It still uses the old formula but even if it’s intended by Gaijin, they should atleast buff the values accordingly cuz it’s performing worse than pretty much any other 20mm while having 5x the explosive filler.
Yes cuz it uses realshatter, it has HE so realshatter will make that happen. Idk why they even implemented it in the first place, it’s very messy.
But am with you when it comes to fixing Incendiary rounds, I saw somewhere that they are practically useless. So ofc am down to fixing it.
And they don’t get affected by realshatter at all, they don’t use it. It’s probably the incendiary rounds just being poorly implemented.
I just cannot vouch for making .50cals have the same punch as a 20mm. It would be absurd.
We’ve gone away from the misinformed and reached fantasy land. Of all the US props, only the P-47s are not good climbers within their BR. And the F6F. Though as we discussed that things flight model is borked and has been since beta
Speclist is right about that. They don’t do damage unless you hit the wing spar.
Speclist is right about this again. Unless you get a lucky fuel fire. You don’t have enough incendiary to actually do any sort of meaningful damage to the structure of the wing. You basically have to hit the fuselage or else you’ve achieved nothing. compound this with the fact that API-T is not as much of a firestarter as it used to be, you’re banking on getting your convergence right and hitting the guy where it hurts, or you’re reliant on lucky fuel fires.
The only time wing shots are detrimental is if you hit your opponent with multiple incendiary. You can see this with Stealth as wing snaps are a lot more common and you’ll damage your opponent’s wing a lot more quickly.
Ok I finally found something that could maybe give the .50 cals good damage. Going off of this suggestion for IL-2, flash powder (a similar compound to the Ba(NO_3)_2 used in IM-28) has a RE factor of 0.36±0.12, with the highest actually being 0.56. The TNT equivalence for the US incendiary rounds would be:
M8 API and M30 API-T (0.97g for both):
Worst case: 0.97*0.24 = 0.2328g TNTeq
Mid case: 0.97*0.36 = 0.3492g TNTeq
Best case: 0.97*0.56 = 0.5432g TNTeq
M1 I (2.2g):
Worst case: 2.2*0.24 = 0.528g TNTeq
Mid case: 2.2*0.36 = 0.792g TNTeq
Best case: 2.2*0.56 = 1.232g TNTeq
M23 I (5.8g):
Worst case: 5.8*0.24 = 1.392g TNTeq
Mid case: 5.8*0.36 = 2.088g TNTeq
Best case: 5.8*0.56 = 3.248g TNTeq
Meanwhile for the Japanese 12.7mm round: (PETN’s RE factor is 1.66)
0.6*1.66 = 0.996g TNTeq
In summary, API and API-T in the best case scenario would have a little over 50% the effectiveness of the HEF 12.7mm shell, the M1 I round would have between ~50%-~124% the effectiveness, and M23 I round would have between ~140%-~326% effectiveness
They don’t, the code still uses HitPower (old formula). I can link you the code to them.
There’s just not any sort of fragmentation applied to any of the rounds. What you are showing me is just the hitpower, I think any ball round behaves the same way.
Rounds that use realshatter have a specific line n code to them. So guns that do not use it cannot be affected by it at all is what I mean.
This is not always obvious, especially when they can still control their plane.
More bullets when factoring in fire rate, more time just generally (unless you get lucky with a pilot snipe or engine kill, where the .50 cal only matches the 12.7mm HEs/cannons), and less options because you can’t get structural kills outside of the most optimal scenarios.
I’m using by experiences in AAB (a while ago) and in ARB (the past couple of years).
I forgot that the DTIC website sometimes blocks my VPN’s IP if I don’t appear in the US. I’ll look at it in depth some more now. The main thing I’m looking for is the different types of formulations in comparison to IM-28
That’s fair. But respectfully , give custom battles with a friend a chance. So that you can have more clear results and u are able to clip them too freely. (It’s what I do for when I needed to bug report). Sometimes you can spot things that u didn’t notice before, etc.
It’s just the RE factor (basically a unit conversion by g specific explosive * RE factor = g TNT equivalent). PETN is well-known enough to easily find the RE factor (1.66).
People have already told you that the protection analysis isn’t always accurate. Especially since it only shows one bullet at a time, in a real game you’d be geting mulitple hits in the same location.
In the P-51H video I set every single aircraft I shot at on fire with at most a 2 second burst.
I get fires far more consistently with the M2 API-T belts than I get wing snaps with 20mms. In fact when even starting to play it I was actually suprised at how consistent the fires were.
That sounds like a you problem, its perfectly obvious to me, all 3 of the enemies I left to burn out in both of my videos I was confident were no longer a threat the second I saw the fire.
More bullets, same time from all of my clips, heck probably less time in fact since I spend more time physicslly aiming my cannons before pulling the trigger, compared to just spraying the .50s and adjusting as I see the tracers fall.
To be 100% fair, in AAB .50s are pretty useless, or at least were when I last played it a number of years ago now.
Again. Explain why I can grind someone down with API-T and have them get away scott free but the second I use stealth (Which has a 50/50 spread of incendiary and AP) it’s very consistent to damage a wing that causes sufficient loss in flight performance or full on snap it?
API-T quite literally does very little damage until you get incendiary involved
All the clips I showed except the two with the P-39 were using 100% API-T and as you could see, I was having zero problems whatsoever with it.
What you are claiming your experience with it is, is the complete opposite of what my experience is, and what I have shown here with video evidence that my experience is.
Generally you do normal damage if you can hit all of your shots all in a specific area.
The second you get outta convergence, you’re smacking wings and you wind up with just API smacking not doing much damage. until you have incendiary hits but you don’t have enough incendiary in a belt to obliterate.