This cannot be impossible to implement after 10 years… we have vehicles with 2 or 4 barrels but if they fire at the exact same time, what is the point of it?
I was playing the Zerstorer and that’s 4 barrels, and it’s almost entirely pointless for AA when they fire at the exact same moment, negating the whole advantage and design of having 4 barrels.
We have vehicles on which there is at least a RoF different between barrels like on the ZSU-57, which is still not great as it only offset over time and not when opening fire but only after several reloads of sustained fire, but this isn’t even the case on the Zerstorer.
Just perfect groupings of 4 rounds with massive gaps in between, rather than a sustained trail of bullet from left to right.
The Ostwind 2 also has alternating fire over time, but to not have this from the start just means you’re not getting the best performance out of it and it requires you to keep firing to get them to properly alternate as they have a different firerate that causes them to get out of sync temporarily.
We already have things like the Vulcan with spool up time, why can’t the 2nd barrel have a spool up time of half the fire rate to offset them and then have it maintain it’s realistic RoF rather than give it a made up RoF to eventually offset them?
I think SPAA is in a difficult enough spot that properly alternating fire should just be working and not either missing or jerry rigged in some cases.
Gaijin makes stuff up all the time, I don’t really care as much as some do , but at the very least you can implement it properly, the Wirbelwind also doesn’t fire 4 barrels at once.
Yeah, unless you decide to press both foot pedals. I think that this functionality could be modeled in-game by having the left mouse button fire the upper left/lower right pair of weapons, the right mouse button fire the upper right/lower left pair of weapons, & both left & right mouse buttons simultaneously would fire all four weapons at once
Well either way they didn’t do that, either delay the 2nd set of barrels or bind them separately, instead they just couldn’t bother to do anything and made them 4 perfectly synchronized barrels.
I don’t think the ZSU is a good solution either, that just seems like corner cutting as well as it requires sustain fire to actually offset the barrels so you don’t benefit from it when you initially need it.
To initiate this, trigger depression will result in a .25 second delay before the ammunition begins to fire to allow the barrels to get to proper rotating speed. Once it gets going, 750 rounds of ammunition do not last very long.
There is no noticeable delay on a Vulcan ,it was an aircraft gun for jet fighters ,it needed to be instant and it is.Have you never seen one fire for real?
Oh yeah, my neighbour has a Vulcan he likes to use from time to time…
I don’t care what it does ‘for real’ when I’m talking about what it does in the game, and even if I had seen it, it would not matter because I wouldn’t be able to know when they fired and if there was a delay.
I don’t really intend to spend days talking about a Vulcan mini gun speed up time.May be exciting for you : ) My point is why the hell does a War Thunder mini gun act like it’s in Fallout 4? The spin up misnomer.
I don’t know why, I questioned the same thing 8 months ago.
The point is that if it’s possible to delay the firing, why is that not applied to SPAA to create alternating fire.
You meant chain fire ? where each barrels fired one after the other to minimize the gaps between the bullets. for muti barrel SPAA like M19 , M42 , Zsu-57-2 , etc
basically you convert this bullet path:
I I I I
I I I I
into this:
I
I
I
I
I
Yes Gaijin should make this a things long time ago
M163 use to have this spool up time like 4-5 second which is too long and isn’t realisctic
M163 can select its fire rate between high fire rate/ low fire rate
Yes, it’s the whole point of these SPAA and it sucks that they don’t do it, i was excited to get the Zerstorer but it’s horrible at AA duty when it’s as effective as a single barrel.