Aircraft Guns seem less effective in TFM.
hey guys, since i already mentioned it once and at least the "problem" seems to be mentioned before,
i took the time to do some testings on my own.
i am not sure which mod, or combination of mods, is responsible for the described behavior, but
the results shown below indicate that there really is something happening that especially affects
(japanese) 20mm cannons.
tested in a clean TFM the next level installation compared to a clean modact 5.3 installation using
the same QMB mission with the following parameters, only stock planes used:
Pacific Islands, 5000m, Advantage, 500m difference, BlueNoneA00, 11:15am , clear weather
1.) a6m2-21 vs f4f-3:
a6m2-21 (player), 70% fuel, W2 200m convergence (20mm cannon)
F4F-3 (Ace), 80% fuel
ONLY 2x20mm Type99 Cannons:
il-2 4.12.2m + Modact 5.3 = 4,1,6,11T,4T,4T,8W,4W,12X,3 -- ~5.5 Hits/kill
il-2 4.12.2m + TFM TNL = 8,16W,23W,14,17,19,9W,1,7,12 -- ~12.75 Hits/kill
notes: - Ace AI in TFM much harder to hit
- vanilla 4.12.2m Ace AI gives up, makes mistake after taking damage more often
- Tests with 120 shots fired and no kill: 14,3,6,3,7,5,15,11,15 Hits
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2.) a6m2-21 vs a6m2-21:
a6m2-21 (player), 70% fuel, W2 200m convergence (20mm cannon)
a6m2-21 (rookie), 80% fuel
ONLY 2x20mm Type99 Cannons:
il-2 4.12.2m + Modact 5.3 = 1,8W,4X,3T,1T,2X,6T,4T,3W,5 -- ~3.5 Hits/kill
il-2 4.12.2m + TFM TNL = 6,5W,4,7,8,8,10W,7,7,12 -- ~7.25 Hits/kill
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3.) f4f-3 vs a6m2-21:
f4f-3 (player), 70% fuel, W1+2 200m convergence
a6m2-21 (rookie), 80% fuel
4x12.7mm m2 browning guns:
il-2 4.12.2m + Modact 5.3 = 3,14,7,7,6,28W,22,9,6,24W -- ~11.875 Hits/kill
il-2 4.12.2m + TFM TNL = 8,14,12,27,28,8,9,10,17,14 -- ~13.875 Hits/kill
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4.) Hurricane IIc vs a6m2-21:
Hurricane IIc (player), 70X fuel, 200 convergence
a6m2-21 (rookie, 80% fuel
standard 4x20mm Hispanos:
il-2 4.12.2m + Modact 5.3 = 3X,2W,7W,4T,4T,4X,8W,4W,3W,4W -- ~4.125 Hits/kill
il-2 4.12.2m + TFM TNL = 4X,6,8,7W,12W,12X,6W,10X,3X,5W -- ~7.25 Hits/kill
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legend: T - Tail ripped off
W - Wing ripped off
X - Exploded mid air
notes:
- highest and lowest scores removed before calculating average bullet Hits/Kill ratio
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conclusion:
all bullets seem to do less damage in TFM, but the effect is most obvious with
the japanese 20mm cannons. in general it is also worth noticing that hitting
the AI is considerably harder in TFM(due to SAS engine Mod).
This seems partly due to different AI behavior (they tend to "jiggle" more randomly -
vanilla AI is much more like on rails, resulting in easier aiming) but might have other
reasons adding up to it.
Maybe the mass/physical size of bullets, destructive power, velocity, hit detection
for bullets and aircraft, or some other similar variable might have been modified in a mod?
could bullet/smoke/tracer mods effect the efficiency of bullets? does SAS engine mod modify
gun behavior, bullet physics or something else affecting any of these variables?
i would really like to solve this "puzzle" but maybe i am just wasting time on something
that isn't really that important to others...
best regards, deci!