RE: Santa came early ... (Full Version)

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mdiehl -> RE: Santa came early ... (4/1/2004 7:36:29 PM)

quote:

Who says the BB's happened to be tied up in that order? Who says that the order of the air strikes is exactly the same and not shuffled around allowing torpedo strikes to go where there was a ship previously?


OK, I'll lead you through the logic since you seem to have missed it. You've got, IIRC, 5 BB berths (sans the target ship Utah at a different berth). One of these has a minelayer inboard (iirc Oglala) and no ship outboard. The PH scenario begins with the assumption that the BBs are "in Pearl Harbor" and docked when the attack arrives. There are, therefore, at least three BBs that are screened of torpedoes, unless in your alternate universe Pearl Harbor has subsantially MORE BB berths than the real Pearl Harbor had.

Now, for simplicity of code, rather than requiring an autocad drawing of PH and a Cray driven AI selecting targets from the autocad drawing (which seems to be the only way you can imagine handling the problem), assume that "It does not matter which BBs are stationed where because if they're all in port and docked then at least 3 of them are screened from torpedoes." So, all you have to do each time a torpedo launch is conducted is to randomly select a BB. After 4 BBs have been targeted by torpedoes, the rest become immune to torpedo attack. Or, alternatively, you can allow that BB to be targeted and if hit, apply the hit to one of the (ranomly selected) previousy torpedoed BBs. It's a bunch of if-then statements (maybe six) and a special array (perhaps) that gets used only if Pearl Harbor is attacked. It isn't complex at all.

quote:

Who says any torpedoes hit at all? Who says that instead of torpedoes, more 800 kg shells were available and only they were dropped due to fear of netting?


Torpedo hits are generated the same way they are the rest of the game. As to "more 800 kg shells" ... the PH attack begins with a set of "historical load outs." If you want something different, that's separate from how torpedoes are targeted in an attack on PH. The phenomena of whether torpedoes hit anything at all or whether more 800kg rather than torpedoes have no logical connection to the problem of how you apply a torpedo hit to a BB in the BB berths.

Someone else brought up moving ships. The game does not allow any function for BBs changing from "in port" to underway during the resolution of the attack subroutine. Moreover, this is not terribly important, since the only BBs at PH that were capable of moving were the ones that were outboard anyhow.




Mr.Frag -> RE: Santa came early ... (4/1/2004 8:09:11 PM)

quote:

Torpedo hits are generated the same way they are the rest of the game. As to "more 800 kg shells" ... the PH attack begins with a set of "historical load outs." If you want something different, that's separate from how torpedoes are targeted in an attack on PH. The phenomena of whether torpedoes hit anything at all or whether more 800kg rather than torpedoes have no logical connection to the problem of how you apply a torpedo hit to a BB in the BB berths.


No they are not and it is not a simple matter of a few if else statements.

Aircraft are flipping already between multiple states when attacking a port.

General aircraft rolls to see if it attacks a ship or the port itself AND if attacking a ships then it randomizes which ship gets targeted based on various factors which tend to allow bigger ships to get more attention.

Torpedo aircraft rolls to see if it attacks a ship or the port itself AND if attacking a ships then it randomizes which ship gets targeted based on various factors which tend to allow bigger ships to get more attention AND if attacking a ship then it randomizes it's loadout.

Now you want to add another nesting in the code that keeps track of a state that is currently not tracked ... has a ship already been hit and was the hit a torpedo type of weapon.

This is not a simple if ... then ... else as you might want to lead the world on with.

You are talking about a far more complex model where the port entity now has berths (ships) that tracks if the berth has been a target already and potentially disallows the use of certain types of weapons (that themselves are currently not tracked as to type of use allowed). This in turn means the attack function has to be completely rewritten to shift aircraft selection for the target to be aircraft that can properly attack the target based on weapon load that at this point is randomly determined which would no longer be possible. You can't go down the path you suggested as where does the hit get relocated to? an already sunk ship? another ship that might not be an allowed target? a ship that has already had it's fill of torpedoes?

Now to be fair to you, it would be great to have much more complex modelling within the game to be able to deal with the many differing factors that present themselves, but as you will be forced to admit, not at the price this game is going to sell at, and certainly not in a timeframe that will make anyone happy.

It sounds like you want Harpoon III level of detail with real time vector based calculation in a turn based game that has 24 hour turns instead of sub second turns.




Becket -> RE: Santa came early ... (4/1/2004 8:15:29 PM)

Not to take the thread off its current course, but I just noticed the ship type selector thingys at the top of Mr. Frag's initial screenshot. Looks to me like, in a crowded port (or, hopefully, the ship availability screen? Please?) you can click an option to only show a certain type of ship.

Grooooooovy.




mdiehl -> RE: Santa came early ... (4/1/2004 8:17:37 PM)

Look. The strike occurs at a hex number. The attack subroutine directs you to special subroutine for attacking PH. In it the BBs in port are dropped in a 2xn array where n is the number of BBs. One column of the array has the BB name. The other a bit. When a torpedo is launched and hits a BB:

If counter <4 then
randomly select a target from the array
apply the torpedo hit
mark the hit BB in the array
counter = counter+1

Else
randomly select a marked BB from the array
apply the torpedo hit

At the end of the attack don't forget to reset the counter to zero and clear the array.

quote:

You are talking about a far more complex model where the port entity now has berths (ships) that tracks if the berth has been a target already and potentially disallows the use of certain types of weapons (that themselves are currently not tracked as to type of use allowed).


That's doing it the hard way. I'm suggesting that you don't track berths and you don't "disallow" weapons. My suggestion is exceedingly simple. You just (temporarily) track BBs and selectively apply torpedo hits to some of the BBs if a torpedo hits any BB. Piece of cake.

Any further questions?[8|]




Mr.Frag -> RE: Santa came early ... (4/1/2004 8:21:19 PM)

quote:

ORIGINAL: Becket

Not to take the thread off its current course, but I just noticed the ship type selector thingys at the top of Mr. Frag's initial screenshot. Looks to me like, in a crowded port (or, hopefully, the ship availability screen? Please?) you can click an option to only show a certain type of ship.

Grooooooovy.


Yep, helpful for busy ports.




rogueusmc -> RE: Santa came early ... (4/1/2004 8:23:40 PM)

Also......the California had the band on deck when the attack started.......the bands finished Colors prior to turning to general quarters...(two or three strafing passes and not a soul hit prior to turning to general quarters.......cool)......that means Cali could havebeen underway sooner that it did Historically.
One little thing like that can alter the sequence of movement for any other ship that she may, or may not have been an obstacle for.




tiredoftryingnames -> RE: Santa came early ... (4/1/2004 8:25:07 PM)

quote:

ORIGINAL: mdiehl

quote:

Besides who wants to play a game that plays out exactly as history did.


This non-sequitur gets deployed so often it deserves a name. How about "The Logical Fallacy Involving the Crate of Raw Eggs, the Fourth Floor Roof, and the Blind Experimentalist."

For simplicity we'll refer to it as: "Why Does It Always Go Splat? Fallacy" or the WDIAGS Fallacy.

Mike Scholl, Pasternakski, what do you think?

Tired... do you really need to be led through an explanation of the difference between deterministic vs. central tendency models?


I almost typed an answer. But I realized there was no need. You wouldn't get it and since everyone in this thread is happy the way it is and you're the only one worried about BBs being tied up next to one another on one day of combat it really doesn't matter.




mdiehl -> RE: Santa came early ... (4/1/2004 8:27:52 PM)

Since it does not really matter then Matrix is free to conclude that you withdraw any objections to implementing the change that I described above. Thank you for that.

quote:

You wouldn't get it


No doubt about that.[sm=crazy.gif]




Mr.Frag -> RE: Santa came early ... (4/1/2004 8:34:43 PM)

So the AA gunfire from your wonderful solution comes from the wonderfully undamaged unhittable ships but the damage gets applied to others.

(Your solution) All the Japan folks will love the fact they get to fly the attack against a BB that is out of ammo and have their hits applied against ships that have tons of ammo but no targets. Great, works for me [8|]

You can't relocate the damage ... you have to adjust the target prior to resolution of the attack to have anything remotely resembling something that make sense.




TIMJOT -> RE: Santa came early ... (4/1/2004 9:05:15 PM)

quote:

ORIGINAL: mdiehl

You've got, IIRC, 5 BB berths (sans the target ship Utah at a different berth). One of these has a minelayer inboard (iirc Oglala) and no ship outboard. The PH scenario begins with the assumption that the BBs are "in Pearl Harbor" and docked when the attack arrives. There are, therefore, at least three BBs that are screened of torpedoes, unless in your alternate universe Pearl Harbor has subsantially MORE BB berths than the real Pearl Harbor had.


What if one of the BBs where berthed outboard of the Oglala?


quote:

Someone else brought up moving ships. The game does not allow any function for BBs changing from "in port" to underway during the resolution of the attack subroutine. Moreover, this is not terribly important, since the only BBs at PH that were capable of moving were the ones that were outboard anyhow.


What if the outboard BBs did get underway, wouldnt that now open the inboard BBs to torpedo attacked?




tiredoftryingnames -> RE: Santa came early ... (4/1/2004 9:20:57 PM)

quote:

ORIGINAL: rogueusmc

Also......the California had the band on deck when the attack started.......the bands finished Colors prior to turning to general quarters...(two or three strafing passes and not a soul hit prior to turning to general quarters.......cool)......that means Cali could havebeen underway sooner that it did Historically.
One little thing like that can alter the sequence of movement for any other ship that she may, or may not have been an obstacle for.


I think the band should be modeled for Dec 7th turns only. If a bomb hits the ship there should be more deaths among the Drum Squads and Tuba Squads. But only if playingcolors is set to Y.




tiredoftryingnames -> RE: Santa came early ... (4/1/2004 9:23:26 PM)

quote:

ORIGINAL: mdiehl

Since it does not really matter then Matrix is free to conclude that you withdraw any objections to implementing the change that I described above. Thank you for that.

quote:

You wouldn't get it


No doubt about that.[sm=crazy.gif]


It doesn't matter to the game because it's not needed. You like to argue just to argue don't you? Are you the same guy that use to beat the horse to death of B17s in the UV forum?




sven6345789 -> RE: Santa came early ... (4/1/2004 9:25:14 PM)

What about delaying the game another 15+ years. During this time, 2by3 can start to model every single port in the pacific theater so that you can actually see the layout of the harbor and the ships in it. Would be much better than a simple list. This way, you can put the ships exactly where you want them to have. Imagine being able to position 300+ ships in the harbor of truk as you please, whow what a goodie (ok, it will take a while...)
[sm=00000939.gif]




mdiehl -> RE: Santa came early ... (4/1/2004 9:27:21 PM)

quote:

So the AA gunfire from your wonderful solution comes from the wonderfully undamaged unhittable ships but the damage gets applied to others.


Is it at all possible, having participated in this discussion to this point, that you aren't aware of the fact that I have been talking about torpedo hits? Did anyone say anything about limiting bomb targets? [8|]

quote:

What if one of the BBs where berthed outboard of the Oglala?


Is this or is this not a simulation of 7 Dec. 1941? If it is, then it is presumed that Oglala occupies the "berth" which, being a non-entity as far as the code is concerned, limits the array to four places. Of course, another way to do this is to decide randomly which BBs are considered to be "inboard" and therefore not targetable by torpedoes (in which event the array is an array of BBs not hittable by torps). That way if in some magical wonderland someone wants to account for the possibility that, say, ten BBs are in PH, then you can have two anchored "somewhere" and therefore still hittable. My point all along is that the code for such a routine ("inboard BBs immune to torpedo attack") would be extremely easy to implement should it be deemed desirable.

So rather than objecting to such code on technical grounds, which is a demonstrably invalid objection, all Matrix has to do is decide whether or not code that results in a somewhat more realistic set of combat results for a PH strike is desirable. Losing 5 BBs or whatever is unrealistic as hell unless there is some routine that randomly allows some BBs to not even be in port when the PH raid occurs. Since only 2 USN BBs were permanently removed from the service, and only 1 solely because of battle damage, the present subroutine assumes that the IJN attack is going to equal or exceed the historical results, and never accomplish less than the historical results.

quote:

What if the outboard BBs did get underway, wouldnt that now open the inboard BBs to torpedo attacked?


It depends on the level of detail you feel must be included in the code. There is as yet no procedure in the combat routines for changing the locations of BBs (or anything else) in port while an attack is in progress, as far as I know. The results as they are currently work seem to assume that ALL BBs change locations during the attack and hence all are equally vulnerable to torpedoes. I think that is a less realistic assumption than assuming that NONE move during the attack, because NONE is closer to ONE (USS California's historic attempt to sortie) than is EIGHT.

There are a variety of other solutions. The reason why it matters is that I as the Allied player should be allowed to raise from the bottom whatever ships I want unless they are so blown to pieces (for example Arizona) that they are worth more as parts than as entities.

Another approach is to leave the code simple, so that torpedoes can hit any or all BBs, but implement a PH rule that no capitol ship can be "sunk." Limit damage to 99% flot and 99%sys.

I also think that torpedoes should not be capable of inflicting critical hits, but that is a different kettle of fish. There's not one instance of that happening (with a single torpedo) in the entire war. All torpedoes did their deed via cumulative flotation damage, and not one BB was ever sunk by one torpedo.




mdiehl -> RE: Santa came early ... (4/1/2004 9:34:22 PM)

quote:

It doesn't matter to the game because it's not needed.


You are mistaken. It is needed if you want a simulation in which the historic outcome occupies something like the "middle" of the possible range of outcomes generated by a simulation given identical starting conditions.

If you feel that "reasonable accuracy" in a combat simulation is not a desirable goal then of course you can argue that it is not needed. But, as the current simulation generates results that equal or exceed historical results obtained by the Japanese, that'd be a bias that I do not support.

quote:

Are you the same guy that use to beat the horse to death of B17s in the UV forum?


Not me.

quote:

What about delaying the game another 15+ years.


Why not ship it now with a highly simplified code. You start the game. You select Japanese side. The game responds with "You lost" and rolls the credits. All kidding aside, that sort of pointless objection is non sequitur. Either "reasonable accuracy in simulation" is desirable or it is not. If not, why wait? GGPW is already available to you. And in Pacific General you can invade San Francisco.

I'm certain that were I demanding a subroutine that simulates the personal contribution of every punji stake to the repulsion of an American invasion of Honshu you'd be demanding that Matrix include the change.




Rendova -> RE: Santa came early ... (4/1/2004 9:38:43 PM)

quote:

ORIGINAL: tiredoftryingnames

I think the band should be modeled for Dec 7th turns only. If a bomb hits the ship there should be more deaths among the Drum Squads and Tuba Squads. But only if playingcolors is set to Y.


As a former Tuba player in high school I object to this strongly![:-]




sven6345789 -> RE: Santa came early ... (4/1/2004 9:50:18 PM)

Kid already said that japanese militia units appear when japan gets invaded. for me, that is enough accuracy.
like the game, buy the game, don't like the game, don't buy the game, i don't care!

I certainly like it.




mbatch729 -> RE: Santa came early ... (4/1/2004 9:50:21 PM)

quote:

ORIGINAL: mdiehl

Look. The strike occurs at a hex number. The attack subroutine directs you to special subroutine for attacking PH. In it the BBs in port are dropped in a 2xn array where n is the number of BBs. One column of the array has the BB name. The other a bit. When a torpedo is launched and hits a BB:

If counter <4 then
randomly select a target from the array
apply the torpedo hit
mark the hit BB in the array
counter = counter+1

Else
randomly select a marked BB from the array
apply the torpedo hit

At the end of the attack don't forget to reset the counter to zero and clear the array.

My suggestion is exceedingly simple. You just (temporarily) track BBs and selectively apply torpedo hits to some of the BBs if a torpedo hits any BB. Piece of cake.

Any further questions?[8|]


Mdiehl, you sound like a lot of people I know, you think you know how to code. But you obviously never have had to do so for a living. Per Mr. Frag's post, this is already a complicated targeting algorithm. You're talking about adding what is commonly referred to as "exception programming" to it. Doing so exponentially increases the possibility of introducing errors. [:-]

PH is one attack on one day in a system that has to model may attacks over a four to five year period. Simply put, what you're proposing, while a nice idea, is not cost-effective. So, my best advice is either drop it, and live w/it, or don't buy the game.




mdiehl -> RE: Santa came early ... (4/1/2004 9:58:13 PM)

quote:

Mdiehl, you sound like a lot of people I know, you think you know how to code. But you obviously never have had to do so for a living. Per Mr. Frag's post, this is already a complicated targeting algorithm. You're talking about adding what is commonly referred to as "exception programming" to it. Doing so exponentially increases the possibility of introducing errors.


I wrote fixed asset depreciation software for three years for an IBM var back in the '80s. Some problems, are so simple that only a fool could make an error in implementing the code. I once worked with a team that devised a subroutine that would allow an end user to enter an incorrect, unformatted account code, error check the code and format it properly, even if the account number was padded with blanks or gobbledygook. Now THAT was, admittedly, a somewhat complex bit of logic... at least at the time. My suggestion above is child's play in its simplicity and elegance.

As to "exponentially" if you assume that every byte of code is the source of a possible error then of course the complexity of the code is a factorial (not exponential) increase in error. Of course, most people with basic programming knowledge eliminate most of the errors in this factorial equation by successfully compiling the code. After that, it's a matter of getting the elementray logic correct or not. Perhaps you're not adept at that yet.

In a word. Up yours. You don't know sh1t about me and you apparently are such a slow learner that you haven't yet discovered modular code.




tiredoftryingnames -> RE: Santa came early ... (4/1/2004 9:59:01 PM)

quote:

ORIGINAL: Rendova

quote:

ORIGINAL: tiredoftryingnames

I think the band should be modeled for Dec 7th turns only. If a bomb hits the ship there should be more deaths among the Drum Squads and Tuba Squads. But only if playingcolors is set to Y.


As a former Tuba player in high school I object to this strongly![:-]


Well since we're modeling every berth in a harbor we can let you position each band memeber and you can swap out tuba players with say someone on bells.




mdiehl -> RE: Santa came early ... (4/1/2004 10:02:04 PM)

Shouldn't be hard to model the position of each bandmember, since the code already models the position of each foxhole. [:D]




Mike Scholl -> RE: Santa came early ... (4/1/2004 10:05:50 PM)

quote:

ORIGINAL: mbatch729


PH is one attack on one day in a system that has to model may attacks over a four to five year period. Simply put, what you're proposing, while a nice idea, is not cost-effective. So, my best advice is either drop it, and live w/it, or don't buy the game.

I for one, have resigned myself to playing the game with the "random" PH results.
It will be a bit less "flavorful" with some of the sillyness that results, but certainly
not unplayable. But given the "Opening Act of the Drama" nature of PH, I am a bit
dissappointed that 2by3 couldn't have put a little time into making it more believable.
Very few ships in PH were vulnerable to even the "specially modified" torpedoes simply because there wasn't enough open water to launch except towards "Battleship Row".
Seems as if something could have been done to limit torpedo hits to those ships that
were historically vulnerable to them. It is annoying to see their damage spread out
all over the harbor on impossible targets. But living with the irritation is a better op-
tion than living without the game.




mdiehl -> RE: Santa came early ... (4/1/2004 10:12:57 PM)

You know an reasonable alternative is to simply allow the Allied player to relocate a selection of ships from PH prior to the historic start. That way if you have no facility for following "if... then..." logic to fix the inflated IJN success at PH in a historic game you can simply relegate the whole PH attack success variation to a data file rather than having to add a few lines of code.

Say for example the US player gets 24 "ship relocation points." BBs cost 5 to move, CAs 4, CLs 3, DDs 2, WAGs, WHECs, subs, APs and and other auxiliaries 1.




Mike Scholl -> RE: Santa came early ... (4/1/2004 10:31:49 PM)

Actually, the simpliest "fix" would have been to hardcode this attack which begins
most games as two attacks. One with the Torpedo A/C against those ships on
"Battleship Row" that were vulnerable to their efforts, and one with the rest of
the strike hitting everything. That should be relatively simple and not require
any changes to the basic programming at all.




rogueusmc -> RE: Santa came early ... (4/1/2004 10:56:14 PM)

quote:

ORIGINAL: tiredoftryingnames

quote:

ORIGINAL: rogueusmc

Also......the California had the band on deck when the attack started.......the bands finished Colors prior to turning to general quarters...(two or three strafing passes and not a soul hit prior to turning to general quarters.......cool)......that means Cali could havebeen underway sooner that it did Historically.
One little thing like that can alter the sequence of movement for any other ship that she may, or may not have been an obstacle for.


I think the band should be modeled for Dec 7th turns only. If a bomb hits the ship there should be more deaths among the Drum Squads and Tuba Squads. But only if playingcolors is set to Y.


I think.....imagine that.....the guy who started this thread wanted a serious forum for his topic.......he's gonna throw a tantrum if ya keep making jokes......BEWARE HIS WRATH!!!!!....lol




madflava13 -> RE: Santa came early ... (4/1/2004 11:19:59 PM)

LOL [:D][:D]




Mr.Frag -> RE: Santa came early ... (4/1/2004 11:33:17 PM)

Feel free to remove the BB's you don't want to be part of the attack ... there is another base 1 hex below PH that players can simply agree to move a certain selection of ships to. The Allied player would simply issue orders to a TF they form on turn 1. If you want to go beyond that, you can even forgo the attack on PH and start the game on the 8th (kill off what you want in the editor.)

Problem solved with not a single line of code being changed and no delays added to when the game ships.

I guess PH code is more important to some then the code that runs for the other 1100 turns of the game. I tend to prefer getting the other 1100 turns of code working personally, but I guess thats just me. [8|]




neuromancer -> RE: Santa came early ... (4/1/2004 11:52:43 PM)

quote:

ORIGINAL: Mr.Frag
Now you want to add another nesting in the code that keeps track of a state that is currently not tracked ... has a ship already been hit and was the hit a torpedo type of weapon.


Don't forget that this piece of code would also have to be setup so that it only runs at Pearl Harbour and doesn't accidentally come into play at any other time. Oh look, only four battleships can ever be hit by torpedoes during ANY aerial attack.

And the point of the moving ships is still valid. The first four start to move, and thus they no longer screen the others, thus making them valid targets. And saying the game doesn't deal with movement is B.S. There is nothing to say that it isn't already part of the code, and as it seems that in UV damaged ships are easier targets than undamaged ones (as they aren't manuevering as much or as quickly), it would seem that it is part of the code.

ANd what if the planes come in multiple waves (in UV you usually get two a day)? In the first wave West Virginia, Arizona, Maryland, and California get pounded, and the others don't - using the sample code that MDIHL's idea of the screening code. But in the second wave, a completely different set of ships get hit. Because the same code would probably generate four completely different battleships for a different strike.

The point is that the the logic to have the first four battleships screen the others isn't as easy to add as MDIEHL seems to think it is (especially with a program this complex, and this late in the dev process), isn't necessarily historically any more valid than the other way, and generally is a detail that is of so little actual meaning in the game that I cannot believe there is a veritable flame war over it!

- - - - -

quote:


The game does not allow any function for BBs changing from "in port" to underway during the resolution of the attack subroutine.


So not having this function is okay, but not having the first four BBs screen the others from torpedoes is an unacceptable abstraction?

Interesting....


quote:


Look. The strike occurs at a hex number. The attack subroutine directs you to special subroutine for attacking PH. In it the BBs in port are dropped in a 2xn array where n is the number of BBs. One column of the array has the BB name. The other a bit. When a torpedo is launched and hits a BB:


Ah, so any attack at Pearl Harbour will have this happen. Gotcha.
And that is a good thing?


quote:


Since it does not really matter then Matrix is free to conclude that you withdraw any objections to implementing the change that I described above. Thank you for that.


[:D][:D][:D][:D]

You have obviously become confused. No one 'objects' to Matrix doing it. If they really want to, and can do it in some manner that doesn't make things work out in an idiotic manner, then more power to them.
But the simple fact of the matter is, we know they won't. And we can accept this. The only one that seems to have a problem with this, is you.

quote:


Is this or is this not a simulation of 7 Dec. 1941?


No, not that I'm aware of. It is called 'War in the Pacific', not 'Pearl Harbor'. Thus I can assume the game is about the entire war in the Pacific, not just the first day of it, let alone the first few hours.


quote:


Losing 5 BBs or whatever is unrealistic as hell


Actually I've read that it was five BBs sunk. Although I suppose the Nevada may have been counted in that, and she wasn't really sunk.


quote:


the present subroutine assumes that the IJN attack is going to equal or exceed the historical results, and never accomplish less than the historical results.


No.... I think it has been stated several times that the subroutine can result in a very good showing, or a quite pathetic showing on the part of the IJN. I was just reading an AAR that had a very poor result actually.

quote:


It depends on the level of detail you feel must be included in the code.


Again, the detail you want to add is extremely important, and yet other details aren't?
A line has to be drawn somewhere. As stated, the torpedo screen isn't quite as realistic as you seem to think it is in the larger scheme of things, but is more work - and if you think that they can just slap in a tiny piece of code to handle it, let me assure you that you are completely and utterly wrong - for very debatable benefit.

quote:


I'm certain that were I demanding a subroutine that simulates the personal contribution of every punji stake to the repulsion of an American invasion of Honshu you'd be demanding that Matrix include the change.


Interesting assumption. So you seem to believe that only people that want the IJN to win the game are arguing against you.

Funny, I always play the allies in UV.

quote:


I wrote fixed asset depreciation software for three years for an IBM var back in the '80s


And that is relevant to this... how?
Seriously, that is completely irrelevant. As you like to say, a complete non sequitor.

What were you using, an S/390? One of the primitive AIX systems?

The size and complexity of code has increased exponetionally in the past years. I write code in the real world, the modern world, and I can guarentee that your idea is no where near as simple as you think it is.

quote:


I once worked with a team that devised a subroutine that would allow an end user to enter an incorrect, unformatted account code, error check the code and format it properly, even if the account number was padded with blanks or gobbledygook. Now THAT was, admittedly, a somewhat complex bit of logic... at least at the time.


Are we supposed to be impressed?
[>:]

If that is your idea of complex, then you really are not up on modern coding. The basic logic to the routine is actually rather simple. But If I wanted to drop that into the middle of our HIS right now, that wouldn't be quite so simple. I could insert it, but would it be called properly, would it conflict with anything, would anything call it that shouldn't, would it pass on to the rest of the account number routine properly, etc.

It is not a simple case of slap together a little sub routine an dump it in. It sounds simple, but the thing that people cannot seem to grasp is that it isn't.

quote:


In a word. Up yours. You don't know sh1t about me and you apparently are such a slow learner that you haven't yet discovered modular code.


Oh I'd love to actually see you code modern software. It would be such a laugh.

And I've worked on an AS/400 built in 1991, running OS/400 3.1, so I do know what the code in those days looked like then, and I know what it looks like now.

Nice try, but obviously you don't know sh1t about us either.


quote:


Actually, the simpliest "fix" would have been to hardcode this attack which begins
most games as two attacks. One with the Torpedo A/C against those ships on
"Battleship Row" that were vulnerable to their efforts, and one with the rest of
the strike hitting everything. That should be relatively simple and not require
any changes to the basic programming at all.


Yes but people have been less than enthusiastic about the idea of PH always turning out the same way. Some games do assume that PH goes off historically, and then the game starts from there. But WitP seem to desire to make even that more variable, there was certainly many times when it could have gone completely differently.

<<<>>>

And now, the absurd.

quote:


I think the band should be modeled for Dec 7th turns only. If a bomb hits the ship there should be more deaths among the Drum Squads and Tuba Squads. But only if playingcolors is set to Y.


Good idea. Should the "Japanese Clerk is a Poor Typist" variable (which affects whether the Japanese DoW does arrive before the attack) be random, or is it a start up option?

What about the USS Ward sinking a mini-sub? There should be a variable about whether this happens, and whether the report is dismissed by the senior officers.

And the radar crews that pick up the first attack wave. They assumed it was some incoming B17s, turned off the radar, and went for lunch. should be a variable for that too.

Marshall attempted to warn Pearl, but for some reason the message wasn't marked Urgent. Need a variable there that adjusts the readiness rating at Pearl.

There should also be a variable for the Honolulu. It had some big hand crafted thing on it that the crew had to ditch before she could get under way.


In other words, there are a lot of little variables that are abstracted out.
But who cares?




TIMJOT -> RE: Santa came early ... (4/2/2004 12:05:41 AM)

Mdiehl, Personally I wouldnt mind some sort of code that limits the number of BBs that can be hit with torps as long it didnt delay the game a single day. If the decision is made to code the inboard BBs to be imune to torp attacks. Then for sure the Pennslyvania should be as well. Then most of the Cruisers and DDs and all the subs. As Mike points out, due to the layout, most the harbor should be immune from torp attacks. Failing a simple answer though, wouldnt a simple Dec 7th "after attack" start option surffice?

As far as I understand the present system the issue could be immaterial as long as testing gets close to historical results the majority of the time. Frag has stated the posted result is not normal results.

Have the tester found that the majority of time at least some BBs revcieve no floatation damage at all?




rogueusmc -> RE: Santa came early ... (4/2/2004 12:13:50 AM)

The whole point of this game will be to do better with the resourses given, than the guys did originally.......giving any part of it a hardcoded result is throwing this out the window. The OPTION for a start after the Historical PH results MIGHT satisfy him.....and might be an option I might choose....never know.




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