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| City: | Bloomington, IN  | | Personal Data: | Male, born: August 12 1962 | | Membership | 22years 54days ago. | | Last Login | 1year 277days ago. | | Last Move | 10years 96days ago. | Just4Fun is currently  | Send a mail to Just4Fun |
| | Message text Tornade wrote:
Just4Fun wrote: HeadMMoid wrote: I just finished a game: http://www.youplay.it/play/bm_GameEnded.asp?GameID=263349For once I actually looked at the ending page, and began to wonder how the Damage % came to be what it was. My Triplane took 5 Engine boxes of damage. The plane was listed with 20.8% damage. An opponent's Albatros D.III took 4 Wing and 3 Fuselage boxes of damage for a Damage % of 7.6%. Obviously these Damage % values are not simple divisions of the total lost boxes by the total boxes on the aircraft. So, what is the formula for calculating Damage %? Figure the percent damage for each area (engine, tail, wing, fuselage) separately, then take the average of the percent damage for the four areas. take the total amount of damage the aircraft can sustain in all areas...factor in the effect of air density at the altitude which the aircraft recieved damage allowing for wind speed and direction as well as the calibre and number of bullets striking the target and the angle through which such fire is recieved...as well the amount of wing loading the target aircraft is experiencing at the moment of impact and then factor in a randomizing number to account for intangibles such as pilot luck, possibility of catastrophic damage, etc...express this as a ration against damage actually recieved or...just make it up
Ah, yes. I'd forgotten about the Quebecoise Iteration Algorithm. This now obscure approach was somewhat popular for a brief pariod in the late 1920's, but largely fell out of favor when a great majority of its supporters, who were attempting to derive a proof of this theorem, all went insane for no apparent reason! |
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