Synchronised Aircraft guns

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?
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No, it’s just that these US documents always give the most favorable RoF for the guns.

The RoF of guns generally fluctuate depending on the projectile mass and the resulting recoil forces.

The different projectile mass of the MG 151 and 151/20 shells can be substantial.

So while the manual basically gives an average of 700 RPM, the RoF for heavier shells could easily reach 800 RPM.

The MG 151 was generally loaded with more 57g explosive rounds than the 72g AP-T and the MG 151/20 manual has a weight for 20mm Mineshells of merely 86g compared to the shells which were 115g at that time.

The RoF of the MG 151/20 probably slightly increased over time, as the Mineshells got heavier and the other shells slightly as well.

Same story with the Ho-5, which either fired super light 84.5g shells or 123g AP shells, even heavier than the MG 151/20 shells.

So the RoF could be as low as 700 RPM but as high as 950 when firing AP-T.

Of course they only loaded a single AP for every two or three other rounds, so the practical RoF was 800 RPM or lower.

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But you still took the middle average then?

Well, of course.

The RoF has to be one value and the average makes the most sense.

That makes so much sense.

The in-game Ho-5 is 950 rpm.
Ho-103 is at 900 rpm.
There is no synchronization delay in the game.
Anyone touched FMod to mod war thunder audio would know that.
The fire rate of all ww2 guns are constant regardless of the mounting method in this game. The feature is not implemented as of yet.
You can see the obvious difference.
If you are using one of the logitech mouse or a keyboard, you can bind the loop macro with the specific interval per shot.
Doing this in an onlune match might send too much user imput to the server and snail might detect it weird. So it’s better to stick in mission editor sessions.

I’m in-line with using 825RPM for Ho-5 as the practical middle point. Then reducing the fire rate depending on the mounting method but no propeller rpm involvement. Just to familiarize. But it could be better to take the propeller rpm into the account.
It’s definitely better than the current behavior of the guns.

The muzzle velocity must be from confusing 151/20 with 151/15.

Here is data from Japanese sources on the actual RoF of synchronized machine guns used on the A6M. Among these, the Type 3 MG was based on the Browning design and used the 13.2×99 mm Hotchkiss cartridge. Although it is often said that Browning-type guns suffer a significant reduction in RoF when synchronized with a propeller, this does not seem to have been the case with the Type 3 MG.

Gun RoF Synchronized
7.7 mm Type 97 MG 950 650-750
13.2 mm Type 3 MG 800 600-700

When fitted with synchronization gear, the rate of fire becomes 600–700 rounds per minute.
同調装置とするときは発射速度は600~700となる

Spoiler

Source: “零式艦上戦闘機 歴史群像 太平洋戦史シリーズ, Zero Fighter, Rekishi Gunzō: Pacific War History Series Vol. 12.” Published by Gakken, 1996, ISBN-13: 978-4056012620, p. 91.

The Type 3 MG was equipped with the Type 3 synchronization gear.
https://dl.ndl.go.jp/en/pid/4009539/1/14
DATA ON THE TYPE 3 SYNCHRONIZER & SYNCHRONIZER CONTROLLER, YOKOSUKA Naval Air Group, April 1944. Captured on SAIPAN.

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Similar what I got, using an general approach.

Maybe there still some hope.

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That report was prepared by me, but it is the Army’s Type 89, not the Navy’s Type 97. I would like to add this just to be sure.
https://community.gaijin.net/issues/p/warthunder/i/KZosxgmRAoN3

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Oh right. I was thinking about the Army Type 89 😵‍💫

In WT the Type 97 has 900 RPM as far as I remember 🤔

https://community.gaijin.net/issues/p/warthunder/i/jFGsb9oyS2LL

Well, there you have it.

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