Synchronised Aircraft guns

Based on @tester188 post:

I decided to compile all synchronised aircraft guns into a table and give them a RoF based on the delay of the German action to fire the gun, which is roughly 1/60 of a second.

By doing this I created what could possibly be the highest achiveable RoF of guns hoocked up to a synchroniser:

Guns RoF Synchronized Max Synchronized Practical
Trigger delay 1/60s Synchronization delay 1/120s
LMGs
ShKAS 1800 1200 1029
FN-Browning 1600 1108 960
Browning 1200 900 800
Ksp m/22 1200 900 800
MG 17 1200 900 800
Type 89 1100 843 754
Type 97 900 720 655
Vickers E 900 720 655
PV-1 750 621 571
HMGs
LKk/42 1100 843 754
Berezin UBS 1030 801 721
Ho-103 900 720 655
Type 3 800 655 600
AN/M2 750 621 571
Breda-SAFAT 700 586 542
Akan m/40 700 586 542
Trigger delay 1/200s
MG 131 EL 900 837 750
Cannons:
ShVAK 800 655 600
B-20 800 655 600
Ho-5 800 655 600
NS-23 600 514 480
Trigger delay 1/200s
MG 151 EL 700 661 606

Because the gun can only fire when the gun is clear from striking a prop, the actually RoF would be lower and also dependant on the current prop RPM. So the real values would be on average around 5-10% lower. So I added another colum that shows the practical rate based on an average delay of 1/120s.

In case of the MG 131 and MG 151 I decided to change the trigger delay time from 1/60 to 1/200, due them firing electrically primed ammunition, which should result in higher synchronized RoF than mechanically fired guns.
The value is completely made up, so take it with a grain of salt. But I think it’s reasonable.

With this the RoF for the synchronized B-20 would be 600, which is the exact value stated by Christian Koll in his book “Soviet Cannon: A Comprehensive Study of Soviet Guns and Ammunition in Calibres 12.7mm to 57mm”


While the Berezin UBS is supposed to have a synchronized RoF of 700-800 RPM, which falls in between the maximum and practical RoF I composed.

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PLEASE bug report this Community Bug Reporting System

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Ho-5 is an enlarged version of Ho-103, Ho-103 is a copy of the American Browning machinegun, by itself having the worse synchronized fire rate. The number of blades would affect the fire rate further, as they need the “safety margin”. Just because the blade is not in-front doesn’t mean it’s safe to fire, as they use so many mechanical components that are susceptible to lagging. Like the exacerbated friction from G-load, minor things can be deadly. The fire rates listed above are the “best case” fire rates I’d say. Like he mentioned, electrical primer and electrical trigger signals aided the fire-rate loss. Those 2 specific Japanese army guns are definitely affected by the variables.

Though it depends on the synchronization method, whether it tries to take every chance into account, or it simply ignores the number of blades and try to fire in a specific part per rotation. I have no idea what type of synchronization style they use.

Yeah but as long as we don’t know that’s the case and by how much, a general system would be the best approach.

Not necessarely. Props spin much faster than the RoF of the gun and what determines the number of firing delays is how synched up the prop RPM is to the RoF of the gun.

If we consider the maximum RoF of 900 RPM with a two bladed prop spinning at 900 RPM, we can use the full 900 RPM. Slight fluctians would induce a waiting period every now and then but in general the system can fire without interuption.
If we have a four bladed prop, it simply means that our safety zone is smaller and we more often have to wait, if there are fluctuations.

But of course in reality the prop doesn’t care about the RoF of the gun and when you have a three bladed prop spinning at 2000 RPM, you are ending up with a waiting period almost every shot.

Hence why the maximum synchronisation RoF can never be achived and I considered a waiting period for every shot.

So you’re probably right, that more blades means lower RoF but the you can see that with a fast spinning prop, the delay is actually rather small.

In my example we have a delay of 1/120s for every shot, which already slows the RoF from maximum quite significantly.
While it could be worse, by having a slower prop speed and poor synchronisation timings between gun RoF and prop RPM, I think it gives a good general result.

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I see, it makes sense. Compared to the gun fire rate, the props rotate many times more in the same interval. I think it’s fun to dig irl things like these. More about the topic, I think the community can make a suggestion post about the adjusted firing rate. It adds a lot to the game.

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Yeah but according to whom? I read it a few times online but it doesn’t really make a lot of sense to me.

What makes the Browning mechanism have poor synchrosnizer RoF?

I don’t know about the details but I read somewhere that the reason is a long pin? Or was it the long travel of the moving parts. I opened the world of guns ( a disassembly game) but there seems to be no heavy parts moving a long distance before firing the gun.

I don’t know. My conclusion is that I have no idea on that.

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I downloaded a stray image from WW2aircraft.net the image is from 150GCT.It
Macchi_C202_Breda_127mm

The engine-to-prop reduction ratio for Ki-43-I and A6M2 is 11/16, in numbers 0.6875.

It’d be hard to say for sure without seeing disassembled pictures for all of these cannons, but I assume the Browning designs are using a heavier, slower hammer to strike the firing pin, and so there is a larger inherent delay between pulling the trigger and firing starting.

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I created a suggestion, which seems more appropriate then a bug report.

Since it’s a general approach applied to all guns and not something set in stone, like from a weapon manual or similiar.

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The suggestion was already not approved. No idea why.

If I had a dollar for everytime a mod notified me for why my suggestion was not approved, I would have 0 dollars.

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Yeah unfortunately you have to go out of your way to contact them about it. Hope you saved a copy of it for yourself!

Nope :/

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Don’t feel excluded. Everyone here experiences that silent “nope”.
Noted, it’s the mods doing it. Not the Gaijin devs. So long as the draft passes, there is a chance.
My “rejected as draft” topics include

Contents

・Lock on a teammate to access more advanced communications like “behind you/ 6!” only heard by the targeted teammate. Combination of locking one enemy and one teammate to tell " XXX(enemy) behind you". New “lock a team” bind required, “lock an enemy or a teammate but not at the same time” key added.
・Self-sealing fuel tanks that are based on the caliber size. Leakage rate based on the hole size, the hole area based on the entry angle of the AP round. Fuel vapor that can be ignited mid-air with tracer rounds.
Self-sealing tier system, composite rubber rated for certain calibers.
・Reduced rip-speed and max load on damaged aircraft. The new limit indicated right next to the existing top left HUD.
・Variable BR based on a different gun installation like Ki-43-i (7.7mm). Ability to mount M2 (mid) to all aircraft equipped with M2(early), ability to mount M2 (late) to all aircraft equipped with M2 (mid). Practical update would be to add these to some major fighter aircraft, just to mitigate the workload.
Ho-103 (early) and Ho-103 (late) to all aircraft equipped with Ho-103, or else forced reduction in HEI contents in the belts. BR entirely based on the separate statistic profiles.
・Propellers that can be damaged from enemy guns based on a probability to hit one. Damaged propellers have reduced efficiency and keeps taking damage overtime, the propellers eventually fail. The area of the blade around the tips are not gonna get hit so often. But the mid section of the blades are gonna have the highest chance of getting hit.
・Randomized ammunition order in the belt. Asymmetric tracers.

Some other ideas I never bothered to suggest

Fixed presets for wing guns irl
Separate convergence for inward wing guns and outward wing guns. 100m~400m convergence in order, the configuration makes it easier to hit the opponent from the said distances even when the distance changes drastically over the course. Guns had different convergence to increase the probability of hitting targets. The effect got pronounced in x4 20mm guns.
(I will never use them even if they are in the game.)

I’d use this, actually. Set one pair to converge about 100m in front of the other pair. Create a nicely spread out kill zone in the middle.

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I didn’t post the idea as a suggestion. So there is still a chance that they would accept the concept, at least open to the public.

It was not approved because:

Since gun synchronization affecting rate of fire is already present in game as you indicated, it would be a historical report matter on the community reporting site. You would need historical sources as well; applying German documents to American weapons would probably not be feasible.

Also:

If you want to know more about whether a bug report might succeed you should speak to one of our technical moderators.

I just can’t be bothered. Someone can write a mod or create a report but I have this feeling it will basically go down like this:

“Not accepted because you need a source for every synchronizer and every gun that every used that synchronizer, so instead we are keeping the impossible RoF as well as the completely made up synchronized values already in the game”

Basically that only Gaijin has the power to completely make up values or come up with a general approach.

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Out of curiosity, couldnt it already be that for the Mg 151 the fire rate of ~700 is the synconized, conciddering that the fire rate could be as high as 800 and 750 uncynconized. And the MG 131 also as high as 940 rpm (which was also seen in game on the Type 2?
image
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