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Author Topic: AC-47 "Spooky" Gunship v 1.1  (Read 56308 times)

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Checkyersix

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #48 on: June 15, 2010, 08:45:31 PM »

Yes it took me a few days' practice as well. There's an interesting article on flying the real AC-47 here:

http://www.ac-119gunships.com/ac47/gunshipac47.htm

An excerpt:

"The AC-47 was an extraordinarily simple aircraft to operate. In all other aspects save the armament, she was just an overloaded DC-3/C-47, with very similar flight characteristics. But when you were "on station" and sighted the target, a pilot had his hands full. Remember, this is an unsophisticated Gooney Bird - no fire control computers or infra-red devices. Not even a Night Observation Sight. The only fire control devices on board were:

(a) A good pair of eyes.
(b) A quick mind to calculate the correct amount of 'Kentucky Windage'.
(c) A steady pair of sweaty palms.

The aircraft would orbit near a suspected trouble spot and wait for a call for help. Once received, the AC-47 would rush to the scene like a police patrol car. After locating the target the pilot would fly parallel to the target until it appeared 100' aft of his position, or roughly when the target passed between the left prop hub and the top of the engine cowl. At this stage the pilot must mentally compute the 'slant range' - the distance between the gun muzzle and the target. This 'slant range' is what determines the amount of bank the aircraft needs to bring the guns 'on target'. Generally the shorter the slant range, the greater the amount of bank needed. Other variables to consider in this version of 'Kentucky Windage' include the following:

Airspeed - each knot of wind will displace the projectile 1.69 feet per second of bullet travel.
Gun Recoil - As the guns are fired it causes the aft fuselage to swing to the right, which cause the bullets to fall short and to the rear of the target.
Saturation Factor - how many bullets in a prescribed target area.
Example - a four second burst from one minigun, at a slant range of 4500 feet, will put 400 bullets in a circle 31.5 feet in diameter.

Once the target has been acquired, and the aircraft moved until the target is at the appropriate 100 degree position in relation to the gunsight, and all the 'Kentucky Windage' variables have been figured out, then the pilot can roll the aircraft into the proper amount of left bank and begin a firing pass. It is incorrect to perceive that a firing run is a perfect circle as each time the guns are fired the pilot must reacquire the target position due to the recoil action. So the actual firing pass will be an arc, then straight, an arc, then straight, and so on. "
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Gneisenau_43

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #49 on: June 15, 2010, 09:38:39 PM »

I actually caught on pretty quickly with accurately shooting the miniguns. It can be simple to train your mind to fire when a certain condition is met, such as against a stationary bridge one kilometer away or a moving truck convoy. My trick with the minigun is to lead the target even if it's stationary, so the recoil of the guns doesn't destroy your aim, and also aim the sight slightly below the target, for the same reason.
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RJC_Igor

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #50 on: June 15, 2010, 09:41:53 PM »

Puff the Magic Dragon
A bird of days long gone
Came to fly the evening sky
In a land called Vietnam...


Awesome mod! Like others have said, it does take a little practice to get the feel for it, but once you do, you can "bring the rain" like a pro.
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Checkyersix

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #51 on: June 16, 2010, 12:52:43 AM »

For those of you who want an extra truck hunting challenge:

https://www.sas1946.com/main/index.php/topic,6380.0.html

You'll need those flares. All of them ;)

CY6.
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boogabooga

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #52 on: June 16, 2010, 01:44:37 AM »

Thanks for this.
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Mission_bug

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #53 on: June 16, 2010, 01:55:36 AM »

Very nice indeed Checkyersix, thank you very much for this superb mod. 8)

No flight problems until the miniguns open up, wow what a kick.



As Kirby said, goes well with my map. ;)



Dammed if I can hit anything though, need lots of practice me thinks. :-[



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

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #54 on: June 16, 2010, 02:44:03 AM »

Thanks CY6 awesome work as always. been wiating on this one for a while can't wait to get it into action on the KTO.
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Full Metal Jacket

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #55 on: June 16, 2010, 05:44:43 AM »

bbury from aaa finaly gave it to us
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SAS~Csocso

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #56 on: June 16, 2010, 06:01:20 AM »

bbury?

Correct me if i'm wrong but i think this mod has nothing do to with bburys work.
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mishapilot

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #57 on: June 16, 2010, 09:10:19 AM »

Here is a piece of my log file with AC-47 installed

[18:02:45]   Found direct pointing to flightmodel file: flightmodels/yak-7uti.fmd:gui/game/yak7v_fm
[18:02:45]   Unable to find a flightmodels/yak-7uti.fmd flightmodel in file gui/game/yak7v_fm
[18:02:45]   Loading external flightModels.
[18:02:45]   Opening new fm file gui\game\buttons_sas
[18:02:45]   Exception cauht while opening fm file gui\game\buttons_sas ,exception description follows: java.io.FileNotFoundException
[18:02:45]   Opening new fm file gui\game\190f
[18:02:45]   Opening new fm file gui\game\pe
[18:02:45]   Opening new fm file gui\game\Su26_FM
[18:02:45]   Opening new fm file gui\game\AviaS199_FM
[18:02:45]   Opening new fm file gui\game\Dh89_FM
[18:02:45]   Opening new fm file gui\game\p40
[18:02:45]   Opening new fm file gui\game\Yak7V_FM
[18:02:45]   Found a flightmodels/yak-7uti.fmd flightmodel in file gui/game/buttons
[18:02:45]   Conducting engine datafile check...
[18:02:45]   Looking for engine data file M-100_Series
[18:02:45]   FM file for loading engine already specified, aborting engine check.
[18:02:45]   Using preloaded file for flightmodel FlightModels/Yak-9.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/Yak-9D.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/Yak-9T.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/A-20C.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/A-20B.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/A-20G.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/A5M4.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/A6M2.fmd
some more planes , then
[18:02:45]   Using preloaded file for flightmodel FlightModels/DC-3.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/C-47A.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/C-47B.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/DC-3.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/Li-2.fmd
[18:02:45]   Using preloaded file for flightmodel FlightModels/DC-3.fmd
....a little more aircrafts
[18:02:49]   Using preloaded file for flightmodel FlightModels/Yak-9T-44.fmd
[18:02:49]   Using preloaded file for flightmodel FlightModels/Yak-9T-45.fmd
[18:02:49]   Using preloaded file for flightmodel FlightModels/Yak-9T.fmd
[18:02:49]   Using preloaded file for flightmodel FlightModels/Yak-9UEarly.fmd
[18:02:49]   Using preloaded file for flightm

And that's all! :'(
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Checkyersix

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #58 on: June 16, 2010, 10:24:44 AM »

bbury from aaa finaly gave it to us

I asked Bbury if he was ever going to release his version and got no response, so I built this one from scratch. Bbury has nothing to do with this mod.

@mishapilot, do you have my Skyraider pack? You shouldn't need it for this to run, but they do share a couple of files that might be conflicting for some reason.

CY6.
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SAS~Malone

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Re: AC-47 "Spooky" Gunship v 1.1
« Reply #59 on: June 16, 2010, 10:31:56 AM »

bbury from aaa finaly gave it to us

epic fail.  8)
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.....taking fun seriously since 1968.....  8)
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