@The_Good_Captain The rule applies in all sea battles where there are sea units allied to the attacker present, regardless of the type(s) of defending German sea units. The rule mentions only German subs because the author failed to take into account the possibility that the situation could also exist with German surface units if they were mobilized in a hostile sea zone. This oversight was corrected in the Axis & Allies Pacific Rulebook.
New odds calculator..
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note: it is in reverse order, i– this is important due to the nature of the algorithm
for(int i=u;i>=0;i–) //changed it to i=u, u is the counter for the outer loop this increases efficiancy
{
ahits[i+1]+=ahits_(attackvalue/6); //attackvalue is 3 for a tank
ahits_=(attackvalue/6); //if it misses
}for 2 tanks
for tanks attackvalue=3 so (attackvalue/6) is always .5
when i enter a tank, and i=0 (u=0) then
ahits[1]+=ahits[0].5
which is:
ahits[1]+=.5 (ahits[1]=.5)
then
ahits[0]=.5 (ahits[0]=.5)ahits={.5,.5};
for the second tank, i=1;
ahits[2]+=ahits[1].5
which is:
ahits[2]+=.5.5=.25 (ahits[2]=.5)
then
ahits[1]=.5 (ahits_=.25)
now ahits={.5,.25,.25} but we have to do when i=0 also
ahits[1]+=ahits[0].5
which is:
ahits[1]+=.5*.5
ahits[1]=ahits[1]+.25 (ahits[1]=.5)
then
ahits[0]=.5
ahits[0]=.5.5=.25 (ahits[0]=.25)so after 2 tanks ahits={.25,.5,.25} 25% miss, 50% 1 hit, 25% 2 hits
i might code this up for a special purope, in the meantime, you could try to get it to work. I’ll work on the 2d array so i can get say 25% attack hits once, defence hits twice, or whatever, then to do multiple rounds…___ -
oops… my bad…
Forgott the outer for loop :oops:It works fine now… I’m working with another theory that might work
better when removing casualites… but i’m not sure how it’ll work out…
I’ll let you now…//Samael
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Do you have an updated version out yet?
Maybe you could include rules for some variations.
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do you mean his calculator, or my theory? I haven’t actually compiled mine yet, but I know a good use for it…
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I haven’t done any work on the calculator since version 1.1b, there just has’nt been time… I’ll post a non .NET version shortly though…
Lots of projects in the making though… :DInxduk: How are your calculations going along?
If you wish I could send you the GUI and you can just implement your calculatoins to test them… Just have them in Visual C++ C or Visual C# 7 though…//Samael
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I have the full version of VC++ 6.0 which is old, but works. I’m mainly to lazy to program it in due to my other projects
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Hey Sam,
I downloaded your version 1.1b.
Lookin’ great! :wink:
nice icon/piccys, looks very professional.
works perfect too -
My opponent in a game sent me a calculator that does europe pacific regular etc, and is quite advanced. Don’t know how i can post it…
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I don’t wish to hurt anyone’s pride – and I do think the formulas, logarithms, and constructions are a testament to imagination, persistence, resourcefulness and yes even FUN – but reading through these posts makes me realize how much I LIKE ROLLING DICE!!! YEEEHOOO!!
Anyone think that’s strange??
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of course the dice are fun, you never know, you might get lucky! but calculators are important. Without a calculator, for large battles, the odds can be 90%+ or <10% and it’s really hard to tell which it is usually.
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Ah, yes: the famous “fog of war” in its manifestation on the diceboard!