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Author Topic: AC-47 "Spooky" Gunship v 1.1  (Read 21756 times)

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walter_solito

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #96 on: June 09, 2011, 04:24:11 AM »

Hi mate!

I haven't anything to add at this tread because I'm always looking for an historically correct mod and this is the case!

The plane scope I believe more suited for it is to hit fixed or semi fixed target (and not pursuit running things) where short burns give the best results!

But if long burns was hitorically used what I think about is: "Maybe , in real life , such aircraft have an autopilot option that allow a prefixed left turn and bank angle to make the aim self centered as the pilot got the target hit?"

If this is the case , is possible to add something (like a load that change the trim setting for example) as option that allow such flight path when selected?

All the best!

walter
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Verhängnis

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #97 on: June 09, 2011, 06:51:03 AM »

Maybe a 2 axis Autopilot?
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RooMan296

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #98 on: June 09, 2011, 01:45:46 PM »

I'd be happy if the rounds did more damage than they do and didn't quite rock the plane as much. Realisitc as is? Maybe. I can't say since I've never flown a real Spooky with guns blazing. But I know the original version of this mod didn't toss the plane around quite as hard when you fired longer bursts.

But my main issue with this otherwise great plane is the lack of damage the bullets are making. I can pour it on a train and see a hundred winking flashes from direct hits all along the length and maybe get one car to explode. This is a great mod and fun to fly and shoot but it feels a little weak when it comes to inflicting damage on most targets I've experimented on.
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Mission_bug

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #99 on: June 09, 2011, 04:05:57 PM »

Lovely, thank you very much. 8)



Love the skins also. ;)

Wishing you all the very best, Pete. ;D
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HunterFGA9

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #100 on: June 09, 2011, 06:03:52 PM »

Quote
But I know the original version of this mod didn't toss the plane around quite as hard when you fired longer bursts.

Now, considering that all I have done is change the appearance of this aircraft, and nothing else in the original mod has been altered,  I hope you don't mind if I don't take your comments seriously  ::)

For information, these are only 7.62 mm ( = 303 cal) rounds which are good "people stoppers" but did not pack a huge punch at any significant range. They will turn a railway carriage into a pepper pot - but not de-rail it.  ;) , but you probably knew that  :D
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RooMan296

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #101 on: June 09, 2011, 07:22:36 PM »

Don't get me wrong...I love what you've done with the old bird. I'm just wishin' for a little more punch to the guns to match the awesome spectacle they deliver visually!
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Checkyersix

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #102 on: June 09, 2011, 07:24:53 PM »

It's possible that some of the new weapons code in UP 3.0 might have an effect on the guns on this plane and their recoil. The miniguns for this plane are actually slightly beefed up to let them kill trucks, etc. IRL, they were notoriously ineffective against vehicles, but since there's little else to shoot at in Il-2 I decided to make them a little more powerful. There are stories of crews putting 1000 rounds or more into trucks on the HCMT only to have them drive away afterward. Also, IRL the number of guns to be fired was selectable by the pilot, and usually only one or two were used at a time, in short bursts, with selectable firing speeds to conserve ammo and lessen recoil. I tried using multiple triggers for the guns but found it a big pain to use while trying to aim.

There was no autopilot capable of steering the plane in a circle. The pilot just had to be good enough to bank the plane and aim the guns. I think the problem is that some people imagine this to be like a modern AC-130, with cameras and aimed weapons. It just wasn't so. The AC-47 was the first of the practical gunships, with stationary guns aimed by the pilot while he banked around the target. Even the later AC-119 had fixed guns, though the pilot had the help of a crewman with a starlight scope who could call the fall of his shots.

For more info on aiming with the AC-47, check out: http://www.ac-119gunships.com/ac47/gunshipac47.htm
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RooMan296

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #103 on: June 09, 2011, 08:55:21 PM »

Thanks for the info! And thanks for "Spooky" as well. I feel kinda bad for nitpicking the guns, etc..because it truly is one of my favorite planes to fly. But like you said, there are precious few things to shoot at as it is in IL2 or rather too few things that the AC-47 will destroy. So, while I realize it may be unrealistic to "beef up" the guns, it's almost a necessity to get any playability out of it at all. I went after a truck convoy just before I read your last post and didn't manage to destroy a single one (and yes, I was getting great hits on the convoy!) I like the challenge of aiming the guns and I think I have that down pretty good. It's just that it feels a little futile at times when very little is destroyed for one's efforts.

But it's still a blast to fly! A wee bit more "beef" would really make it great,
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boogabooga

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #104 on: June 10, 2011, 04:24:16 AM »

Guys IIRC, this plane was invented so that if you had 2-3000 "bad guys" hiding in say an ACRE of jungle, you could make them STAY in that acre over the course of a night without them causing too much trouble, and take out a healthy percentage of them to boot. Nothing like that exists in IL-2. Even with great mods like checkyersix infantry ;) you are only going to pack, what, a few dozen onto a map. You will never have 'thousands' of targets. And there are no points just for making them keep their heads down long enough to disperse back into the local populace in the morning. Perhaps expectations should be adjusted to match.     
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Checkyersix

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #105 on: June 10, 2011, 08:36:21 AM »

I actually adjusted my prone infantry specifically to be easier to kill with this bird (5-man squads instead of 1-man squads). I'm not sure what's going on with the guns, I tried the QMB anti-armor run on Okinawa (non-UP 3.0) and managed to take out most of the truck column, as usual, so maybe it's a UP 3.0 issue or maybe it's just practice...
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SAS~Dark Apostle

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #106 on: February 26, 2012, 05:58:55 PM »

Not sure what exaclty is the cause, but with DBW 1.7, using 6000rpm guns causes this thing to go into a flatspin followed by an end over end spin that sends you crashing into the ground. No issue with the 3000rpm setting however. Can someone else test this with a DBW 1.7 setup and see if it affects them as well?
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SAS~Dark Apostle

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #107 on: February 27, 2012, 05:28:27 AM »

Cheers Gerax, and yes the flare pod is in the wrong place for me, was in 1.6 as well IIRC.
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