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The Aiming Problem.


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#41 Curccu

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Posted 11 January 2018 - 07:47 AM

View PostCara Carcass, on 11 January 2018 - 06:15 AM, said:




Try to get a bit higher ground, when you lead the target. You will then have your weapons converge just a few meters behind the moving mech and you will be able to get both arms of your mech to unload their weapons into the enemy.

Sure, but not an option always, flat'ish maps like polar where shooting often happens from ridge to ridge.

#42 Dee Eight

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Posted 11 January 2018 - 08:19 AM

On tanks, the sensors/optics and guns are bore-sighted before they leave the factory, and there are tools to re-do that process in the field. On WW2 fighter aircraft, wing mounted guns are harmonized to converge at a set point ahead of the aircraft typically. There are historical photos and film of this taking place you can find online.

https://en.wikipedia...n_harmonisation



Warships above corvettes/sloops used to have gun directors for the main weapons, as well as local directors on the turrets themselves. Everything depended on KNOWING where the optics and guns lined up ahead of time though, and having statistics on the guns/projectiles to computer elevation/angle of fire. Also LARGE projectiles usually had a dye bag at the base of the shell, which coloured the water plume put up by shots that missed that the directors could then correct the subsequent shots based off of (which has also led to issues when two friendly ships are engaging the same target, and using the same color bags as each other).

Back to WW2 fighters... because all the historic film was in B&W, there's a trend among warbird owners to do the same test firings of the original wing guns, with modern HD action cameras which can be placed in front of / under / beside the plane as well as close to the target. Such as this P-51 on youtube... please note where the .50BMG rounds are actually going on the target, for each set of three guns per wing. This is a good example of the problem in MWO with widely spaced guns where you're trying to lead a target by aiming to a point in space ahead of it.



#43 Dr Cara Carcass

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Posted 11 January 2018 - 09:47 AM

View PostCurccu, on 11 January 2018 - 07:47 AM, said:

Sure, but not an option always, flat'ish maps like polar where shooting often happens from ridge to ridge.


Sure, just an option pointed out that might help occasionally.

#44 Brizna

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Posted 11 January 2018 - 12:39 PM

I can sympathise with OP and I whole heartedly agree that it would make sense to do as he suggests, but I would like to remind all that usually light queue is under 10% and this would make light even less popular.

For balancing reasons I say NO.

#45 BigScwerl

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Posted 11 January 2018 - 04:34 PM

So you're saying that MWO is obeying the laws of real world physics andconvergence dynamics? Well isn't that an idea. So If you put your Gauss Rifle way out in your arm so you can use a arm/hand actuator to aim, you think the projectiles should come out of the cockpit?

I will admit, I do like the idea of your weapons converging to the actual range of your currently selected target before your crosshairs are actually on the target...but as for the rest of the OP.... Meh. This is why mounts and the location of said mounts plays such an important role in mech builds...

#46 Direwoof

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Posted 11 January 2018 - 04:46 PM

Yeah it can be a little tough to hit with my default AC 20s on my king craff. I just try to lead the target and hope for the best but sometimes I don't even know where the shot goes.

#47 Snazzy Dragon

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Posted 11 January 2018 - 06:01 PM

View Postjustcallme A S H, on 10 January 2018 - 04:34 AM, said:


Convergence is fine though?

If you fire weapons at the same time they WILL go to the same place your crosshair is on.

I have no issue at all landing shots, so it's just a skill / practice item. Either that or ingame mouse sensitivity is way too high. It should be no higher than 0.2 - Most have it far higher, turning it down makes all the difference.


The default setting is literally all the way up lol





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