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Author Topic: About bullet live times  (Read 306 times)

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WxTech

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About bullet live times
« on: April 09, 2025, 09:42:21 AM »

When a tracer disappears upon some prescribed interval after firing, that projectile is removed from the world. For other non-tracer rounds on the belt the live time may or may not be the same. But at least tracers are a good visual indicator as to a projectile's real limit to existence.

Notice how a Bf-110's MG81 magenta tracers cease to exist before reaching you if the gunner is firing from a longer range? You're safe! That's because the stock live time for that gun's bullets is 1.1 seconds. Somewhat worse is the Browning .303, with a live time of just 1.0 second! You can empty your magazines and not get a single hit if the target is just 1 meter past the distance at which your bullets wink out.

Why apply such an unforgiving limitation? The game computes hit power as the projectile velocity, and so deceleration via air resistance (computed, too) is accounted for. And induced dispersion at the moment of firing (randomly applied) further reduces the hit probability. It's not like a short live time is some kind of 'cheat' reduction. Could this be a legacy of the old days, where the resource hit from considering a large number of bullets in flight at the same time was desired to be avoided?

A fairly common live time is around 2.5 seconds. But a wild departure is afforded the Browning .50, with a live time of 6.1 seconds! I think this was done mostly to show distant water splash along the lines of common gun cam clips.

In my own weapon classes I've applied a consistent live time scheme. Now those MG81s and Browning .303s have a longer reach!
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Dimlee

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Re: About bullet live times
« Reply #1 on: April 10, 2025, 07:28:40 AM »

I always learn something new here... Now I understand why some of my "sniper long range" shooting was not successful despite all variants of deflection.
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taly01

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Re: About bullet live times
« Reply #2 on: April 10, 2025, 08:34:40 PM »

I put common .50BMG data into a ballistic calculator and it takes 3.88 seconds to reach 2000yd.

It starts at 2900fps but at 2000yd a .50BMG is only travelling at 973fps, and would have drifted 26 FEET!  from just a 10mph crosswind, and fallen 170 FEET from the initial aim point!

Imagine trying to hit in WW2 planes where relative speeds would often be 400mph apart.
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Dimlee

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Re: About bullet live times
« Reply #3 on: April 11, 2025, 10:55:51 AM »

I put common .50BMG data into a ballistic calculator and it takes 3.88 seconds to reach 2000yd.

It starts at 2900fps but at 2000yd a .50BMG is only travelling at 973fps, and would have drifted 26 FEET!  from just a 10mph crosswind, and fallen 170 FEET from the initial aim point!

Imagine trying to hit in WW2 planes where relative speeds would often be 400mph apart.

Well, at 2000 yd I can hardly identify the aircraft in the game...  :)
But thank you for this data.
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taly01

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Re: About bullet live times
« Reply #4 on: April 12, 2025, 09:30:49 PM »

Quote
A fairly common live time is around 2.5 seconds. But a wild departure is afforded the Browning .50, with a live time of 6.1 seconds!

Maybe 6.1sec life time for .50cal was for US Bomber boxes, so LW player gets scared,  At 6.1 seconds a .50 would have travelled 2700yd and be going at 820fps,  the De Marre penetration is 3mm at this range (but I don't think De Marre naval cannon equation is meant for this usage  ;D ).

It may be possible to pull out the il2 code for bullet ballistics and put it into an Excel sheet....to see what actually the game is doing.   But maybe we shouldn't have that knowledge!
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Dimlee

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Re: About bullet live times
« Reply #5 on: April 13, 2025, 11:08:41 AM »

Because ignorance is bliss.  ;)
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