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View Full Version : Extra ammunition on the P-47D?



MK2aw
09-05-2004, 06:58 PM
How does this work guys? The P-47 had eight 50 cals. Does this mean only half are firing at one time? If not then why is the extra ammo split up between weapon 1 and 2 and not just a longer ammo belt for weapon one? Confused on how this works in the game....

thanks

MK2aw

MK2aw
09-05-2004, 06:58 PM
How does this work guys? The P-47 had eight 50 cals. Does this mean only half are firing at one time? If not then why is the extra ammo split up between weapon 1 and 2 and not just a longer ammo belt for weapon one? Confused on how this works in the game....

thanks

MK2aw

chris455
09-05-2004, 07:02 PM
If I'm understanding you correctly, you may need to configure your controls to map "weapon 1 + weapon2" to a key.
Otherwise, the Jug will only fire 4 of it's 8 guns.
Enabling extra ammo increases your loadout from 200-odd RPG to 400-odd RPG.
Forgive if I misunderstood-
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MK2aw
09-05-2004, 07:51 PM
Ok so each weapon slot on the JUG only fires 4 guns. Hmmm...does this hold true for other fighters?

First time I run into this.

MK2aw

ZG77_Lignite
09-05-2004, 08:16 PM
Another example might be the FW190, which fires inner wing cannons + cowl machineguns with 'weapon 1' depress, and outter wing cannons with 'weapon 2' depress. However, most aircraft tie the 'machine guns' (non-explosive round weapons) to button 1, and 'cannons' (larger and/or explosive round weapons) to button 2. For example the La5FN has only cannons, and only 'button 2' will fire its weapons, while the P-40 has 6 .50cal machine guns, and only 'button 1' will fire its weapons.

JG7_Rall
09-05-2004, 09:10 PM
Don't make life so hard for yourself. Extra ammo is just that-extra ammunition for each gun. All planes have a MG button and a cannon button. Since the jug only has MG's, oleg decided to split it up so button 1 fires half the fifty cal's and button 2 fires the other half.

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heywooood
09-05-2004, 09:20 PM
"check your guns" has a double meaning in sim-land.

Fighter pilots (and bomber gunners) would always check fire their guns shortly after takeoff or (in the case of bomber gunners) at a designated waypoint. This was to ensure that they did not enter combat zone without a weapon. In this sim - I also take a second on the ground to check which weapons will fire when the trigger (button#1) is pulled. I switch planes alot so I may need to map two weapons to that trigger or I may want the cannon,if any, to fire separately(button#2)..so this is where and how I "check my guns"...since, in FB, they ALWAYS fire.

You may have noticed that in R/L, fighter planes had tape over their gun barrels when they took off...it was placed there by the armorers after the ammunition was loaded and prior to takeoff...this way the pilot could tell if any of his MG's failed to fire.

Standby pilots on the ground during the BoB could always tell if one of the returning pilots had been in a fight because the gun barrels whistled if the tape was blown away.


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Zeus-cat
09-05-2004, 09:47 PM
Regular loadout is 200 rounds per gun. Extra ammo gives you 425 rounds per gun.

Zeus-cat

Cajun76
09-05-2004, 10:08 PM
Actually it's 267rpg and 425rpg. http://ubbxforums.ubi.com/images/smiley/16x16_smiley-happy.gif

The machine guns are the outboard 4 guns, and are mapped to Weapon 1 as default. The 'cannons' are the inboard set and are mapped to Weapon 2. I have them separate, or default, and I have to squeeze two buttons to get all my guns to fire. This gives me the option to fire some or all of them. The Extra Ammo option should be used whenever possible, definately if you're planning on A2A (air to air) mission. Unfortunately, it would be nice to have extra ammo if your not carrying a full load of bombs or rockets, or not carrying max fuel. Btw, I recommend not more than 50% fuel, and 25% for most small maps. It makes a difference in handling and climbing. I hope this helps, good luck and

Good hunting,
Cajun76
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If you have trouble hitting your objective, your secondary targets are here and here,
an accordian factory and a mime school. Good luck, gentlemen. - Admiral Benson Hot Shots

tfu_iain1
09-06-2004, 03:08 AM
true- the range on that beast is so large IL2s maps cant intimidate it... even with a fuel tank emptied from damage it still always gets me home on whats in the Fueselage or undamaged wing

"Voice or no voice, the people can always be brought to the bidding of the leaders. That is easy. All you have to do is tell them they are being attacked, and denounce the pacifists for lack of patriotism and exposing the country to greater danger. It works the same in any country."

WOLFMondo
09-06-2004, 03:30 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Cajun76:
Unfortunately, it would be nice to have extra ammo if your not carrying a full load of bombs or rockets, or not carrying max fuel.<HR></BLOCKQUOTE>

Gotta second that. I'd really like the option of extra ammo+rockets or extra ammo + 2 1000lbs bombs or any combination that brings it under the max take off weight since I rarely take more than 50% fuel (I always get paranoid of running out with 25%).

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Cajun76
09-06-2004, 03:35 AM
Put it this way Mondo. At full power, you'll run out of WEP before you run out of 25% fuel. http://ubbxforums.ubi.com/images/smiley/16x16_smiley-wink.gif That's spending your time above and below 4000m.

Good hunting,
Cajun76
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If you have trouble hitting your objective, your secondary targets are here and here,
an accordian factory and a mime school. Good luck, gentlemen. - Admiral Benson Hot Shots

WOLFMondo
09-06-2004, 04:03 AM
Heh...Im never quite sure as I never try to find out which will go first. I tend to fly the P47 very high, very conservativly and take long routes to targets to avoid fighters. I only really use full power to climb, zoom climb and leave an area in a hurry. I like to keep the engine as cool as possible so I fund myself cruising at 75-80% most of the time.

The P47's fuel gauge is also very misleading to how much fuel is left.

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