Do you guys see ads on my videos? I've purposefully left my videos un-monetized to avoid that but if youtube puts ads on them regardless, maybe I should just monetize them.
With all of the work you put into these videos, you deserve monetization! I know it wouldn’t be much, but I really like the in depth analysis with real life math involved. Not to mention the work that goes into the testing. I say go for it!
I got an advert before this video. I know that for longer videos setting them to be monetised and dialling down advertisements to the minimum actually reduces the amount of adverts from YT's un-monetised default. I suspect for something like this it would not do that but at least give you a share of the money (that can, of course, be used to buy GE and feed the snail).
I've been using 50m convergence on the A-10 ever since watching your video. It's been very helpful w/ deflection shots since the gunsight is much higher in the HUD now, thanks.
Easiest way of seeing how shit the vulcan is, is by playing an SPAA with it. Since you're usually stuck a KM away from any plane at all times they have years to dodge or slightly change direction before your shots get a wiff of their plane.
Yeah the Shilka is like 5 times better than the M163 even if its the Machbet with IRST. It does no fucking damage i swear to god. I only get hits on A-10s and Su-25s.
The drag for the Russian 30mm seems like it's way lower than it should be. They got better ballistics than the German 30mm HE-T shell for the MK 103, which is a heavier 440g shell, fired at 800m/s, looking at the ballistic table for the round. In the datamine the MK 103 and MK 108 HEI-T also have different drag coefficent, despite being the same round and the 370g Mineshell has more drag than the 330g Mineshell. But you can not make bug reports based on datamining, which sucks.
Yeah it almost feels like bias reading the datamine pages, almost all top tier Russian high caliber ammo have a drag coefficient of 0.25 while nato is stuck with 0.46
@@Bruno-cb5gk It’s true. A lot of data is simply not based on historical accurate data but still a remnant of when the game first came out. Generally the Devs don’t show much interest in changing things that are already in the game. They changed a lot of guns based on firing tables but when they don’t have them they never be like: Oh this round probably shouldn’t be that much different than another. Instead it’s always: Correct until proven false. Which can mean it’s never going to change, even when it’s obviously incorrect.
Gaijin is tasked by the Russian Ministry Duma to make WT into a Russian propaganda machine. Hence why Abrams tosses turrets, T-80 is invincible, and Russian bias is everywhere
My general rule of thumb is that 0.5s is the effective range of the gun were you are most likely to score hits. 1s is the range where you can still hit, if the enemy isn't manuvering a lot while 1.5s is a range for when you're behind someone and they fly straight. But of course it depends on the bullet drop. I don't expect to hit anyone with the Ho-301 at 400m, since they'll drop like 50m at that point, so you're not really going to hit outside of the effective range.
@@CatWerfer just a thought, but i have a feeling that had the opposite result. naturally it depends on what you want to display more clearly, but by lengthening the graph you make the first second of the ballistic table really crammed up and unreadable. i think most people are more interested in comparing gun speeds between 0.5 and 1.5 seconds, which is the typical kill zone as anything closer its easy to hit and anything further is hard to hit regardless of bullet speed. to it'd be interesting to find out which guns have really similar ballistics in that time frame
@@Akhaaelikian well you can already tell what happens within the first second or so based purely off of muzzle velocity. There's not enough time for drag to have had a significant effect on trajectory and close range ballistics are dominated by the effect of just muzzle velocity. If you look at the natural log equation that i derived in the previous video, as x approaches 0, the equation becomes basically x(t) = vi*t and only begins to deviate from that at longer ranges because of drag effects. So if you wanted to compare the close range ballistics of the .50cal and the M3 20mm, you can just compare their muzzle velocities and get a good read on their relative close range performance.
@@CatWerfer well then, to build on the long range stuff what about headon scenario graphs with equal speed planes, or pursuit ones when both are going the same speed? Taking 2 seconds to travel 1.2km doesnt help much if the enemy plane travels 600m away in the mean time. And likewise for headons knowing the practical distance at which your rounds will reach the target would be cool as well
as much as I'd like to be able to make graphs for every possible scenario, whether purusuit, headon, or tail gunner, I don't want to spend another 20 minutes going through every configuration and so i thought adding speed to the airframe only would be the best choice for the video. If you know the enemy is going to be 600m closer then aim as though they were a static target that is located that much closer. If you know the enemy is going to be 600m farther away when the bullets land, aim as though they're already 600m away, that's just how leading your shots work. I know its not that simple, but going thru and coding for this already took like 3 days because I suck at writing code efficiently. If you want you can make a program that rips the numbers directly from the datamines and then test fire the rounds for any configuration and solve for every intersection point, every orientation. I'm just not as interested in doing that because ingame, that has relatively little practical use (you're not gonna look up a table and fire at a preset angle midfight) and I was mainly just interested in finding out which shells had the least drag deceleration. From there, its mostly skill and intuiting how far to lead based off of the muzzle velocity and drag
I think the Vulcan got nerfed like a year or two ago, I remember for a while it was a death beam that shredded everything it touched. It’s still a good gun though
yeah, good fire rate, okay damage, good muzzle velocity. The drag feels very odd tho considering most russian guns have a drag coefficient that's half of the vulcan, and that seems almost like bias...
@CatWerfer yeah or if we are being more fair "balance" Fortunately at top tier missiles are what matter more than guns; but the Vulcan is still good enough, I guess it's like the M2 where it's not the best gun but it's reliable and easy to use.
Larger autocannon shells are generally more aerodynamic than smaller shells, because of the relative size of the fuse. And Western autocannon shells have lower weight and thus length. Look it up, the 20mm shell is actually quite blunt
By the way, I've had a long time suspicion that the lead indicator in AB assumes linear bullet velocity, while the radar gun sights in top tier actually factor in bullet deceleration. Could you test to see if this is true?
The consensus is the AB indicator calculates the trajectory if the target keeps going in the same direction regardless of turn or roll whether this theory is tested I'm not sure
Really impressive and useful research,you deserve monetising it btw. Also,in my opinion the japanese 30mm hei round is the best in game,considering ballistics and damage
@ugarit5404 they're pretty solid. Their fire rate can be pretty low tho so sometimes they fly thru your guns lol. I don't really know how I feel about monetization personally, since I want my primary focus to share interesting stuff with you guys. I don't want ads to get in the way of that. But if youtube puts ads on videos anyways... idk
The HEIT round is slightly worse than the NS37 on the Yak-9T's ballistics, but the difference is pretty small. Kinda sucks that the narwhal doesn't get a full air targets belt anymore, the best you have is stealth :(
@@CatWerfer IMO the bigger issue is how terrible the spread is on both the 50mm and the 37mm. Especially since now they have separate ground BRs, they should undo some of the excessive nerfs to planes with high pen guns like the 50mm 262, the Yak 9T and the Ho 229.
@@Bruno-cb5gk lol the ho229 has been thru enough nerfs to the point where its guns have their own separate cannon file from the normal mk103s. Justice for my poor dorito. (Also i don't remember the spread being that great on the 50mm or 37mms, but it has been a while since I've played them)
@@CatWerfer related to the spread, I'm fairly sure the guns being complained about have a long spread reset, if you fire too quickly it popcorns rapidly. Slower tapped shots are accurate.
As a casual air sim player, some time ago I edited my gunsight, creating a custom skin for every plane I played and using GIMP to align the center of the sight with the bullets :)
hmm was this something well known in the sim community? I don't want to sound in my video like i discovered something that everyone knew about already lol
@@CatWerfer I have no idea is this known in sim community. I saw a video when someone explain how to change the the gunsight in cockpit. And I just discovered I can move the gunsight. I also made my own video about custom gunsights, but it is saddly in Polish :( Also I saw a video where some Polish player explain how the aim works from 3rd person view ;)
And the 15mm MG151 is quite good now since there's no realshatter on it and it will set a LOT of fires due to how its coded (lots of low damage fragments, each with a high fire chance), except you can only find it on one fighter as a main armament. Historically, a LOT of vehicles both air and ground used the 15mm even after the MG151/20 entered service - for example, the 109 F4 used it too, alongside some Ar 196 models and various others. People swear by the API(c) (cermet core, ceramic and metal, basically a form of APCR) but its damage is just too low while the HEF-T is sooo nice with velocity that is barely any worse. I would have included that instead.
i havent done any historical research on this, are you saying the 109f4 could have the 15mm mg151 mounted inside the nose? Because ingame the 109f4 does have gunpods for the 15mm but their dispersion is very wide and spray like crazy... I have tried the APIC rounds on the 15mm and they're okay... the fires can be a bit inconsistent sometimes so I actually personally prefer the HE rounds that are a bit better at killing and still have really good muzzle velocity and ballistics
@@CatWerfer Yes, the F-4 used the 15mm firing through the prop hub as well. There's a suggestion for it on the forum, it's even mentioned in the manual for the 109 F-2 and F-4. And since Eminem's yak3 is one BR step lower for losing just one of the small 12.7mm MGs, this could be added at 3.7. The 15mm HE is really good right now, as I said. The cermet core shell is kinda cool but even against ground targets it lacks damage. My only problem is that this very significant cannon isn't found on more aircraft...
huh yeah that would be pretty neat. I personally think eremin's yak3 should also be at 4.3 since its about as effective as the regular one anyways. I'm not a big fan of "take off few guns and put it at a lower br" cuz then you get things like the sturmvogel at 6.7, when it really should be 7.0 like the rest of the 262 a1s
After realshatter, the bullet that does the most damage is kind of inconsistent... sometimes you want to try and spark a fire, sometimes you want the high explosive, sometimes you want the fragmentation... I can't really make this video objective and it would just end up being me waffling on about my own opinion based mostly on vibes and i don't think that's all that useful considering there are people who do tierlists on missiles without ever having used them themselves before.
I mainly used countries because matplotlib has 10 as the max number of datasets you can plot on one graph before they start reusing colors, making it hard to distinguish. If i could I would plot all of them on one graph but then it would be both really hard to see in a youtube video and also there would be too many repeated colors to make any sense of anything. Maybe there's a way around it but i was too lazy to look for it so for clarity sake I just stuck to country by country
@@CatWerferNo, I run double what I run in the IL-2s in WT so 400 for air targets and 600 for ground targets. (150-200 and 300). Mainly due to the experience with the plane sizes I mentioned in the ballistics video. However your findings explain a lot, especially how you need quite a bit of holdover while strafing and why the lead required feels insanely off. And why shooting with the AT Tempest and Hurricane requires you to be uncomfortably close to the ground. And a2a gunnery is just luck with the 40mm and I have kills with it....funnily mx kill on the TIS MA last night was at extreme range 600m or more... The gunsight being off would also explain the abysmal accuracy off the RP-3 rockets in Sim, which all seem to trend to curve too far downwards. I used to be a pretty good RP-3 Shooter in the IL-2s, generaly I could kill a tank per two shot Salvo, in WT I ripple off 3-4 and hope for the best. And sometimes I need 8 or so to get a kill. Exit: typos
I commented about this phenomena on someone else's vid looking for any help in how to fix this issue. I'm used to playing other sims (IL2, DCS, etc) and typically I prefer to keep convergence around 100-150m. As you can imagine coming to WT sim and finding out about the gun misalignment was a major frustration. Hopefully in the future this is addressed, but for now I've slowly been getting used to aiming higher to account for the lower bullet streams
Yeah i dont know if there's a fix... someone commented in this video that they've been making custom cockpit skins for planes that have their in cockpit crosshairs actually aligned with the bullets, so maybe you could ask them to share those skins with you or post them on war thunder live?
How does the crosshair work at a distance with the 3rd person view? For example, in 3rd person view, 600m convergence, no vertical targeting. Chasing directly after a plane with both in perfectly level flight. Both at same flying speed (500kph or something) at 1km apart. Where should you aim with the crosshair? What about the exact same situation, but the planes are 100m apart, 200m, 300m, etc? Essentially I'm asking where is the 3rd person view camera located relating to the plane?
the position of the crosshair is the same in 3rd person as it is in cockpit/virtual cockpit, at the convergence distance away along the plane's x-axis. To aim with no vt. targeting, you probably want to aim above the enemy since your bullets will drop, and aim higher the farther away they are. Of course it depends on your bullet velocity and drag and so it takes trial and error to try and get long range snipes down. You can try to mathematically solve exactly how much you should aim up, but in most situations the enemy is also different speed and slightly different direction and not perfectly horizontal, so i would recommend just practicing ingame if you're looking to improve long range sniping accuracy
@CatWerfer I play sim and noticed the bullets are often lower than the center of the reflector sights, as seen in your vid when you transition from cockpit to 3rd person. Would you consider this a bug that may be worth reporting? Is there any other ways to remedy this problem?
I'm not sure whether this is a bug or not... it seems like something that's hardcoded into the way that the game works, and I'm not sure if there's a way to fix this beyond changing the way that they do gun convergence from the ground up. You could attempt a bug report, I just dont know how successful it would be. There's someone in the chat for this video who saw this and apparently is making custom cockpit skins such that the gunsight is actually aligned, maybe you could ask him to send you some of those or make a WT LIve page and share it there?
It's because of drag. You throw a paper airplane as hard as you can and it still slows down because air has friction. If there were no drag, then all the lines in my graphs would be straight lines, since distance/time (velocity) would be constant. If you're interested in the derivations, you can go watch my previous video on my process for validation.
Its under options>Air battle settings> Indicated altitude > barometric and radar altitude. It sure would be nice if gaijin communicated how their game worked lol, sometimes they make you dig for stuff that should be straightforward
for me my fav gun is the f16 one cause thats the easiest to get kills with high fire rate combined with dumb air rb players that just fly straight, low and flare thinking that only missiles can kill them get absoulutely demolished by the 20mm brrrrtt, my second fav are the sweedish 13.2mm cannons, they super good at low tier props loads of damage
yeah i felt like i had to include it lol. Also does this video answer the question you had from the comments in the previous video? I did my best to explain how i think the cursor actually works now so hopefully it was pretty clear.
@@CatWerfer yeah that question confused me for a while since I started playing WT, and now its all clear.It's the combination of the virtual X axis and third person camera angle making it looks kinda odd(if Im not wrong). also whats the software youre using that shows you the center of mass?
@わるわる-r9r nice! Glad I could help out. It's called the asset viewer. It's part of the war thunder mission editor package that people use to make custom user missions. There isn't much good documentation on it but you can look up how to install it on the war thunder wiki
@@わるわる-r9r Its called the assetviewer, it comes together in a package with the mission editor, which is what people use to create custom user missions. The documentation on it is pretty sparse but there are some guides on how to install it and some basics on the war thunder wiki page for mission editor.
Lol there are too many, it's been such a long time since I've watched em too. I think I generally like the ones where Tom and Jerry team up cuz they realize that there's some other asshole that needs dealing with, like the triplets in the ep where my pfp is from
yeah... but i have no sources on it so i have no idea. It is very suspect that the vulcan has a drag coeff of 0.46 while most of the soviet top tier 30mms have one thats 0.25 making them considerably better at long ranges
@@CatWerfer Like I know the inertia of a heavier 30mm round is likely higher than a 20mm but there’s plenty more to consider like the shape of the shell, the force strength behind it that shoots it off, the barrel length even… it’s just odd to me
yeah... and even if we do get proper documentation, its not likely gaijin will allow datamine-taken data to be used as evidence that their modelling is broken
so heres a little tip with regards to gun belts . . . there are only 2 belts worth using and this is because shell velocity doesnt matter for any round in the belt other than the first round. the 2 belts with the fastest rounds are Stealth and Air belts Gaijin just copies the velocity of the first round for all other rounds in a ammo belt.
@@pillsnpiegaming Not tracer belts, but tracer rounds in a belt. Stealth may have slightly better velocity but you might want a belt, say Universal on MG151/20s, that has a tracer shell every 4th round so you can actually aim instead of guessing.
@@reinbeers5322 you only have to guess if you dont know how to aim, so its catch 22 i prefer air belts because of the incendiary tracers because of the effect they have. once you spend a couple hours fighting in a vehicle you honestly do get used to the aim regardless air belts have the highest velocity technically stealth is used so the enemy cant dodge as easily due to not seeing tracers. like i said this argument goes both ways and is basically a catch 22. hence me saying for larger calibers air and stealth is best and if you have MGs then tracers are absolutely broken not because you can see but because if they are incind tracers the enemy burns.
yeah, i was wondering why it felt so mediocre and now that i ran the numbers it is close to the bottom in terms of high speed/long range performance lol.
Do you guys see ads on my videos? I've purposefully left my videos un-monetized to avoid that but if youtube puts ads on them regardless, maybe I should just monetize them.
Monetize them, since youtube stuffs ads everywhere anyways. Idk if there were ads for me I'm on ReVanced
With all of the work you put into these videos, you deserve monetization! I know it wouldn’t be much, but I really like the in depth analysis with real life math involved. Not to mention the work that goes into the testing. I say go for it!
I got an advert before this video. I know that for longer videos setting them to be monetised and dialling down advertisements to the minimum actually reduces the amount of adverts from YT's un-monetised default. I suspect for something like this it would not do that but at least give you a share of the money (that can, of course, be used to buy GE and feed the snail).
Monetise your videos, I wouldn't mind watching an ad on your videos because you deserve the revenue.
Cheers.
I don't see any ads on any channel because I use ublock origin and sponsor block
I've been using 50m convergence on the A-10 ever since watching your video. It's been very helpful w/ deflection shots since the gunsight is much higher in the HUD now, thanks.
Uhhh idk if that would've been my first thought but glad it helped lol
Easiest way of seeing how shit the vulcan is, is by playing an SPAA with it. Since you're usually stuck a KM away from any plane at all times they have years to dodge or slightly change direction before your shots get a wiff of their plane.
Oh yeah this is so true, the m163 can't hit anything beyond 2km, not even counting the terrible radar lol
Yeah the Shilka is like 5 times better than the M163 even if its the Machbet with IRST. It does no fucking damage i swear to god. I only get hits on A-10s and Su-25s.
@@niksonrex88 yeah messing with this kind of stuff as a "balancing" feature is kinda dumb
The drag for the Russian 30mm seems like it's way lower than it should be. They got better ballistics than the German 30mm HE-T shell for the MK 103, which is a heavier 440g shell, fired at 800m/s, looking at the ballistic table for the round.
In the datamine the MK 103 and MK 108 HEI-T also have different drag coefficent, despite being the same round and the 370g Mineshell has more drag than the 330g Mineshell.
But you can not make bug reports based on datamining, which sucks.
Yeah it almost feels like bias reading the datamine pages, almost all top tier Russian high caliber ammo have a drag coefficient of 0.25 while nato is stuck with 0.46
Most of these drag stats seem to be pulled straight from someone's ass, because they don't make much sense at all.
@@Bruno-cb5gk It’s true. A lot of data is simply not based on historical accurate data but still a remnant of when the game first came out. Generally the Devs don’t show much interest in changing things that are already in the game.
They changed a lot of guns based on firing tables but when they don’t have them they never be like: Oh this round probably shouldn’t be that much different than another.
Instead it’s always: Correct until proven false.
Which can mean it’s never going to change, even when it’s obviously incorrect.
@@Bruno-cb5gk Players: Nice argument ssenator, why don't you back it up with a source?
Gaijin: My source is that I made it the f up
Gaijin is tasked by the Russian Ministry Duma to make WT into a Russian propaganda machine. Hence why Abrams tosses turrets, T-80 is invincible, and Russian bias is everywhere
Absolutely phenomenal video. Thank you for diving neck deep into the spaghetti code.
oh hi mr the guy that makes super awesome cinematics, glad you liked it!
dont even try understanding gaijins code it barely exists
Well, there's enough for it to get by fir the most part...
I just found your channel, and I love it.
Keep up the great work!
Thanks! Look forward to more soon!
i respect the time and dedication you put into this. very helpful
thanks for the feedback! More like this on the way soon (tm)
My general rule of thumb is that 0.5s is the effective range of the gun were you are most likely to score hits.
1s is the range where you can still hit, if the enemy isn't manuvering a lot while 1.5s is a range for when you're behind someone and they fly straight.
But of course it depends on the bullet drop. I don't expect to hit anyone with the Ho-301 at 400m, since they'll drop like 50m at that point, so you're not really going to hit outside of the effective range.
That sounds like a good rule of thumb. I included up to 2 seconds in the video to make it easier to see the differences between each round
@@CatWerfer just a thought, but i have a feeling that had the opposite result. naturally it depends on what you want to display more clearly, but by lengthening the graph you make the first second of the ballistic table really crammed up and unreadable. i think most people are more interested in comparing gun speeds between 0.5 and 1.5 seconds, which is the typical kill zone as anything closer its easy to hit and anything further is hard to hit regardless of bullet speed. to it'd be interesting to find out which guns have really similar ballistics in that time frame
@@Akhaaelikian well you can already tell what happens within the first second or so based purely off of muzzle velocity.
There's not enough time for drag to have had a significant effect on trajectory and close range ballistics are dominated by the effect of just muzzle velocity. If you look at the natural log equation that i derived in the previous video, as x approaches 0, the equation becomes basically x(t) = vi*t and only begins to deviate from that at longer ranges because of drag effects.
So if you wanted to compare the close range ballistics of the .50cal and the M3 20mm, you can just compare their muzzle velocities and get a good read on their relative close range performance.
@@CatWerfer well then, to build on the long range stuff what about headon scenario graphs with equal speed planes, or pursuit ones when both are going the same speed? Taking 2 seconds to travel 1.2km doesnt help much if the enemy plane travels 600m away in the mean time. And likewise for headons knowing the practical distance at which your rounds will reach the target would be cool as well
as much as I'd like to be able to make graphs for every possible scenario, whether purusuit, headon, or tail gunner, I don't want to spend another 20 minutes going through every configuration and so i thought adding speed to the airframe only would be the best choice for the video. If you know the enemy is going to be 600m closer then aim as though they were a static target that is located that much closer. If you know the enemy is going to be 600m farther away when the bullets land, aim as though they're already 600m away, that's just how leading your shots work. I know its not that simple, but going thru and coding for this already took like 3 days because I suck at writing code efficiently. If you want you can make a program that rips the numbers directly from the datamines and then test fire the rounds for any configuration and solve for every intersection point, every orientation. I'm just not as interested in doing that because ingame, that has relatively little practical use (you're not gonna look up a table and fire at a preset angle midfight) and I was mainly just interested in finding out which shells had the least drag deceleration. From there, its mostly skill and intuiting how far to lead based off of the muzzle velocity and drag
I think the Vulcan got nerfed like a year or two ago, I remember for a while it was a death beam that shredded everything it touched. It’s still a good gun though
yeah, good fire rate, okay damage, good muzzle velocity. The drag feels very odd tho considering most russian guns have a drag coefficient that's half of the vulcan, and that seems almost like bias...
@CatWerfer yeah or if we are being more fair "balance"
Fortunately at top tier missiles are what matter more than guns; but the Vulcan is still good enough, I guess it's like the M2 where it's not the best gun but it's reliable and easy to use.
thats a good comparison
Larger autocannon shells are generally more aerodynamic than smaller shells, because of the relative size of the fuse.
And Western autocannon shells have lower weight and thus length.
Look it up, the 20mm shell is actually quite blunt
By the way, I've had a long time suspicion that the lead indicator in AB assumes linear bullet velocity, while the radar gun sights in top tier actually factor in bullet deceleration. Could you test to see if this is true?
I always felt like you had to aim ahead of the lead indicator in AB other wise it would never hit
The consensus is the AB indicator calculates the trajectory if the target keeps going in the same direction regardless of turn or roll whether this theory is tested I'm not sure
Huh interesting theory...
Probably true. With mk108 we have to lead almost twice as far than the indicator
@@rydersherm2490 Also it has something to do with ping.
Tk youtube for recomending me this vid. New Sub brother, keep the Great work.
Glad you like it! More like this to come soon (tm)
Really impressive and useful research,you deserve monetising it btw. Also,in my opinion the japanese 30mm hei round is the best in game,considering ballistics and damage
@ugarit5404 they're pretty solid. Their fire rate can be pretty low tho so sometimes they fly thru your guns lol.
I don't really know how I feel about monetization personally, since I want my primary focus to share interesting stuff with you guys. I don't want ads to get in the way of that. But if youtube puts ads on videos anyways... idk
Dang I wanted to see the 50 mm narwhal cannon
Oh I overlooked it as an air to air weapon lol sorry. I'll do the math with it and get back to you on that one in a bit
The HEIT round is slightly worse than the NS37 on the Yak-9T's ballistics, but the difference is pretty small.
Kinda sucks that the narwhal doesn't get a full air targets belt anymore, the best you have is stealth :(
@@CatWerfer IMO the bigger issue is how terrible the spread is on both the 50mm and the 37mm. Especially since now they have separate ground BRs, they should undo some of the excessive nerfs to planes with high pen guns like the 50mm 262, the Yak 9T and the Ho 229.
@@Bruno-cb5gk lol the ho229 has been thru enough nerfs to the point where its guns have their own separate cannon file from the normal mk103s. Justice for my poor dorito. (Also i don't remember the spread being that great on the 50mm or 37mms, but it has been a while since I've played them)
@@CatWerfer related to the spread, I'm fairly sure the guns being complained about have a long spread reset, if you fire too quickly it popcorns rapidly. Slower tapped shots are accurate.
Super cool video. Im sure you put a lot of time into this! Thanks for the info🎉
Thanks! More like this coming soon (tm)
As a casual air sim player, some time ago I edited my gunsight, creating a custom skin for every plane I played and using GIMP to align the center of the sight with the bullets :)
haha sounds like a bit more than casual
So were you aware of how vertical targeting and the arcade/realistic mode crosshair worked?
@@CatWerfer Yes, I was aware. I found out few years ago. Maybe I'm not the best player but I observe things ;)
hmm was this something well known in the sim community? I don't want to sound in my video like i discovered something that everyone knew about already lol
@@CatWerfer I have no idea is this known in sim community. I saw a video when someone explain how to change the the gunsight in cockpit. And I just discovered I can move the gunsight. I also made my own video about custom gunsights, but it is saddly in Polish :( Also I saw a video where some Polish player explain how the aim works from 3rd person view ;)
@@viewer54322 search for "własne celowniki w samolotach"
Sees Vulcan
Clicks video
No Avro Vulcan
Very sad
Realization
Leaves
someday brother
And the 15mm MG151 is quite good now since there's no realshatter on it and it will set a LOT of fires due to how its coded (lots of low damage fragments, each with a high fire chance), except you can only find it on one fighter as a main armament. Historically, a LOT of vehicles both air and ground used the 15mm even after the MG151/20 entered service - for example, the 109 F4 used it too, alongside some Ar 196 models and various others.
People swear by the API(c) (cermet core, ceramic and metal, basically a form of APCR) but its damage is just too low while the HEF-T is sooo nice with velocity that is barely any worse. I would have included that instead.
i havent done any historical research on this, are you saying the 109f4 could have the 15mm mg151 mounted inside the nose? Because ingame the 109f4 does have gunpods for the 15mm but their dispersion is very wide and spray like crazy...
I have tried the APIC rounds on the 15mm and they're okay... the fires can be a bit inconsistent sometimes so I actually personally prefer the HE rounds that are a bit better at killing and still have really good muzzle velocity and ballistics
@@CatWerfer Yes, the F-4 used the 15mm firing through the prop hub as well. There's a suggestion for it on the forum, it's even mentioned in the manual for the 109 F-2 and F-4.
And since Eminem's yak3 is one BR step lower for losing just one of the small 12.7mm MGs, this could be added at 3.7.
The 15mm HE is really good right now, as I said. The cermet core shell is kinda cool but even against ground targets it lacks damage. My only problem is that this very significant cannon isn't found on more aircraft...
huh yeah that would be pretty neat. I personally think eremin's yak3 should also be at 4.3 since its about as effective as the regular one anyways. I'm not a big fan of "take off few guns and put it at a lower br" cuz then you get things like the sturmvogel at 6.7, when it really should be 7.0 like the rest of the 262 a1s
maybe make a video on which belt is overall best for specific guns (damage wise, round composition, etc) , it would be interesting
After realshatter, the bullet that does the most damage is kind of inconsistent... sometimes you want to try and spark a fire, sometimes you want the high explosive, sometimes you want the fragmentation... I can't really make this video objective and it would just end up being me waffling on about my own opinion based mostly on vibes and i don't think that's all that useful considering there are people who do tierlists on missiles without ever having used them themselves before.
@@CatWerfer yeah, you’re right. Realshatter makes this stupid, honestly a bad mechanic
It would have been more helpful to group by caliber rather than countries. But still very nice data
I mainly used countries because matplotlib has 10 as the max number of datasets you can plot on one graph before they start reusing colors, making it hard to distinguish. If i could I would plot all of them on one graph but then it would be both really hard to see in a youtube video and also there would be too many repeated colors to make any sense of anything.
Maybe there's a way around it but i was too lazy to look for it so for clarity sake I just stuck to country by country
They can't even align the guns with the gunsight... this is just sad. Sim players get no love
Well at least they know. Do sim players actually use 50m convergence?
@@CatWerferNo, I run double what I run in the IL-2s in WT so 400 for air targets and 600 for ground targets. (150-200 and 300).
Mainly due to the experience with the plane sizes I mentioned in the ballistics video.
However your findings explain a lot, especially how you need quite a bit of holdover while strafing and why the lead required feels insanely off.
And why shooting with the AT Tempest and Hurricane requires you to be uncomfortably close to the ground.
And a2a gunnery is just luck with the 40mm and I have kills with it....funnily mx kill on the TIS MA last night was at extreme range 600m or more...
The gunsight being off would also explain the abysmal accuracy off the RP-3 rockets in Sim, which all seem to trend to curve too far downwards.
I used to be a pretty good RP-3 Shooter in the IL-2s, generaly I could kill a tank per two shot Salvo, in WT I ripple off 3-4 and hope for the best.
And sometimes I need 8 or so to get a kill.
Exit: typos
I commented about this phenomena on someone else's vid looking for any help in how to fix this issue. I'm used to playing other sims (IL2, DCS, etc) and typically I prefer to keep convergence around 100-150m. As you can imagine coming to WT sim and finding out about the gun misalignment was a major frustration. Hopefully in the future this is addressed, but for now I've slowly been getting used to aiming higher to account for the lower bullet streams
Yeah i dont know if there's a fix... someone commented in this video that they've been making custom cockpit skins for planes that have their in cockpit crosshairs actually aligned with the bullets, so maybe you could ask them to share those skins with you or post them on war thunder live?
Not only unaligned german revi sight is 67,5% too small so you cant even use it for rangefinding. I think british sight is over 100% too small.
Gau12 go brrrrt i love that cannon
Brrrt on, brother!
Japanese 20mms on the b7 are the best guns in the game
The Type99M2 guns on the B7A2 and the A6M5s are very nice to use, decent ballistics+very good damage
How does the crosshair work at a distance with the 3rd person view?
For example, in 3rd person view, 600m convergence, no vertical targeting. Chasing directly after a plane with both in perfectly level flight. Both at same flying speed (500kph or something) at 1km apart.
Where should you aim with the crosshair?
What about the exact same situation, but the planes are 100m apart, 200m, 300m, etc?
Essentially I'm asking where is the 3rd person view camera located relating to the plane?
the position of the crosshair is the same in 3rd person as it is in cockpit/virtual cockpit, at the convergence distance away along the plane's x-axis.
To aim with no vt. targeting, you probably want to aim above the enemy since your bullets will drop, and aim higher the farther away they are.
Of course it depends on your bullet velocity and drag and so it takes trial and error to try and get long range snipes down.
You can try to mathematically solve exactly how much you should aim up, but in most situations the enemy is also different speed and slightly different direction and not perfectly horizontal, so i would recommend just practicing ingame if you're looking to improve long range sniping accuracy
9:56 the solution is simple: werf the baby
@CatWerfer I play sim and noticed the bullets are often lower than the center of the reflector sights, as seen in your vid when you transition from cockpit to 3rd person.
Would you consider this a bug that may be worth reporting? Is there any other ways to remedy this problem?
I'm not sure whether this is a bug or not... it seems like something that's hardcoded into the way that the game works, and I'm not sure if there's a way to fix this beyond changing the way that they do gun convergence from the ground up. You could attempt a bug report, I just dont know how successful it would be.
There's someone in the chat for this video who saw this and apparently is making custom cockpit skins such that the gunsight is actually aligned, maybe you could ask him to send you some of those or make a WT LIve page and share it there?
@@CatWerfercheers, will look now
How are you getting 1050m/s on a round when the graph shows that the highest curve at the 1.00 second mark is barely over 800m??
It's because of drag. You throw a paper airplane as hard as you can and it still slows down because air has friction. If there were no drag, then all the lines in my graphs would be straight lines, since distance/time (velocity) would be constant.
If you're interested in the derivations, you can go watch my previous video on my process for validation.
@@CatWerfer oh
how do you have RALT (radar altitude?) I cant find that anywhere in the settings.
Its under options>Air battle settings> Indicated altitude > barometric and radar altitude.
It sure would be nice if gaijin communicated how their game worked lol, sometimes they make you dig for stuff that should be straightforward
@@CatWerfer Thank you! Also I love the amount of effort you put into the videos
Haha I appreciate your complements! More videos like this coming soon (tm)
for me my fav gun is the f16 one cause thats the easiest to get kills with high fire rate combined with dumb air rb players that just fly straight, low and flare thinking that only missiles can kill them get absoulutely demolished by the 20mm brrrrtt, my second fav are the sweedish 13.2mm cannons, they super good at low tier props loads of damage
Okay
You mean the f16s Vulcan?
last time i checked the f16 doesnt get any other gun
@@CatWerfer ye
What's the intro song 😭😭
It's in the description but it's called "Nintendo online's greatest announcement" by starbomb
so what gun is best?
Personally I like the hs825 but ballistics wise probably the gau8
40mm grenade launcher might not be the best, but its definitely the most unique one
yeah i felt like i had to include it lol.
Also does this video answer the question you had from the comments in the previous video? I did my best to explain how i think the cursor actually works now so hopefully it was pretty clear.
@@CatWerfer yeah that question confused me for a while since I started playing WT, and now its all clear.It's the combination of the virtual X axis and third person camera angle making it looks kinda odd(if Im not wrong).
also whats the software youre using that shows you the center of mass?
@わるわる-r9r nice! Glad I could help out. It's called the asset viewer. It's part of the war thunder mission editor package that people use to make custom user missions. There isn't much good documentation on it but you can look up how to install it on the war thunder wiki
@@わるわる-r9r Its called the assetviewer, it comes together in a package with the mission editor, which is what people use to create custom user missions. The documentation on it is pretty sparse but there are some guides on how to install it and some basics on the war thunder wiki page for mission editor.
hey cat, what's you favourite Tom and Jerry episode?
Lol there are too many, it's been such a long time since I've watched em too. I think I generally like the ones where Tom and Jerry team up cuz they realize that there's some other asshole that needs dealing with, like the triplets in the ep where my pfp is from
@@CatWerfer lmao, im always routing for Tom to win XDD
Tom does end up being on the short end of the stick and the butt of the joke too often kinda like squidward, poor lad needs a win once in a while 😭
I feel like the Vulcan’s a bit unfairly nerfed
yeah... but i have no sources on it so i have no idea.
It is very suspect that the vulcan has a drag coeff of 0.46 while most of the soviet top tier 30mms have one thats 0.25 making them considerably better at long ranges
@@CatWerfer Like I know the inertia of a heavier 30mm round is likely higher than a 20mm but there’s plenty more to consider like the shape of the shell, the force strength behind it that shoots it off, the barrel length even… it’s just odd to me
yeah... and even if we do get proper documentation, its not likely gaijin will allow datamine-taken data to be used as evidence that their modelling is broken
so heres a little tip with regards to gun belts . . . there are only 2 belts worth using and this is because shell velocity doesnt matter for any round in the belt other than the first round. the 2 belts with the fastest rounds are Stealth and Air belts Gaijin just copies the velocity of the first round for all other rounds in a ammo belt.
Wow that's stupid
There is still utility in other kinds of belts like having tracers but the bug does limit what belts are part of the pool to be useful
@@CatWerfer yes tracers are useful but not in cannons tracers are basically the air belts of small caliber guns as they cause fires
@@pillsnpiegaming Not tracer belts, but tracer rounds in a belt. Stealth may have slightly better velocity but you might want a belt, say Universal on MG151/20s, that has a tracer shell every 4th round so you can actually aim instead of guessing.
@@reinbeers5322 you only have to guess if you dont know how to aim, so its catch 22 i prefer air belts because of the incendiary tracers because of the effect they have. once you spend a couple hours fighting in a vehicle you honestly do get used to the aim regardless air belts have the highest velocity technically stealth is used so the enemy cant dodge as easily due to not seeing tracers. like i said this argument goes both ways and is basically a catch 22. hence me saying for larger calibers air and stealth is best and if you have MGs then tracers are absolutely broken not because you can see but because if they are incind tracers the enemy burns.
Ngl I hate the Vulcan now you have to lead the target by so much
yeah, i was wondering why it felt so mediocre and now that i ran the numbers it is close to the bottom in terms of high speed/long range performance lol.
@@CatWerfer yeah I remember over the years they slowly nerfed it reducing velocity and dramatically increasing drag on the rounds
the damage too :(
@@CatWerfer yeah snap shots do no damage your only killing someone slow and you get a good 2 second shot on them
@@bruhhhhmoment4848 yeah i remember back when it used to completely shear wings off, now it feels like the .50cal of top tier
mk103 whyyyyyyyyy
I mean the mk103s are pretty good are they not? its the mk108s that are tragically low velocity
@@CatWerfer I don't play much Germany any more clearly mk103s are on the horten right?
@logicmaster756 the Horton has had its mk103s nerfed in the past so they behave differently from all the other mk103s, spraying a lot more
Try the Ho 229 lol.
That things axis are totally messed up
What was that soyslop blackrock world economic forum cartoon in the intro?? Never use it again
i have no idea what those words mean lmao
@@CatWerfer what is that DEI diversity cartoon in the beginning? Pls dont use it. Hurts my eyes
Still waiting on the anime girl integration
Broski are there not enough anime war thunder people for you? Isn't there dita and like all the other tubers? IS YOUR HUNGER NOT SATIATED?
@@CatWerfer we will turn you into the next Adam
....Adam had anime girl integration?
@@CatWerfer you have much to learn
💀
Neeeerd just play ground rb >:)
i have skill issue :((