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For instance, the first MiG you get at BR 1.7 in Realistic Air Battles gets an air spawn, with the awesome USSR's 12.7mm and two 7.62s...both of which are mounted in the nose. I use the 'ground attack' ammo for it's awesome cermet rounds and ap, since I prioritize bombers/attackers which tend to have some armor. I tend to sent convergence out a little, which for me is 400m.
With the British Hurricane with wing mounted .303 cal machine guns, it's a blazing buzzsaw of doom at 200 - 250m convergence, with all tracer ammo --> it's like a Zippo lighter, lights every time! (actually, that was Ronson from WWII which they called the Sherman, because of their tendency to catch fire when hit).
Nose mounted German 20mms? Slow, light Japanese guns? Set the Luftwobble planes out a little, and the Japanese in.
Often the Wiki/Information on the plane will have suggestions.
<S!>
~War~
Thanks, I also use Stealth ammo in AB due to doing more (stupid) head2heads, can often get many rounds into the target and pull away before he even knows you fired.
Think I'm going to go from 500m to 600m and give it a couple of weeks to get a feel for it.
Though I mostly play AB air, just sometimes 10.7 jets in RB and that's more about aam.
convergence is only useful if you have guns mounted in the wings
Good advice...trying different ones with different weapons to suit your play style is always preferred.
Personally, I play mostly Air RB, and avoid HO's like the plague. I like knife-fighting when I can, and when I get into a scissors with someone, I often see wing-mounted weapons pointed at me missing, especially if I roll in close and present a thin side profile for the enemy's snap shot. If I'm going vertical with a spiral to bleed energy the farther convergence may work if there's a shot at my fat bottom
Are you using vertical convergence as well, to adjust for distance? I haven't messed with that yet...
<S!>
~War~
an extreme example imagine a b29 but with 2 fixed forwards 50 cals at the ends of each wing and an enemy flying 100m infront of it. the guns on your place are further apart than the size of the plane infront of you.
therefore convergence is used to angle the gun inwards so that the stream of bullets cross over infront of you.
or imagine holding a laser pointer in each hand with your arms wide apart 10m convergence would be pointing each one directly ahead at a target 10m away
but if you wanted to point at something infront of you at 1m away you would need to angle the beams inwards so that they cross over eachother 1m away from you at your target
the point is setting your guns at 200m convergence will mean at 200m all of the firing arcs
of the guns on your plane will cross meaning if there is an enemy there your shots will be accurate and all land in the same spot, but out at 700m the bullets crossed over eachother long ago and will have spread out into a cone of bullets similar to the spread of a shotgun
now if you set your convergence at 700m you will have the opposite problem, anything at 700m will be getting hit by all of your guns at once accurately but because your guns are angled less inwards you might only be able to get a few guns on target instead of all of them
Personally, I mostly use 500-600m convergence, but I'll change it as-needed. Oh, and I do like using vertical convergence; IMO it's convenient to have your shots land exactly where you are aiming, provided the distance is approximately the same as your convergence value.
600 in RB
None (Or 900/whatever the max is) on certain aircraft.
In sim firing from beyond 500m is typically pretty difficult, historical convergence was around 300-350 as well. Few pilots flew with convergence set around 450-500. (Litteraly all of them were aces as far as I know).
600 in RB works fine for most aircraft but some aircraft need 800/900 or none to be effective (Vautour, MD 450, 452, etc, mainly french aircraft)