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dNorwood

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Everything posted by dNorwood

  1. I read the "speech impediment" as simply referring to his inability to understand the Texas drawl (particularly when accentuated) although I guess any good Texan WOULD see that as an impediment. As far as slow advancement in peacetime, granted - but those in service (particularly with over 10 years) at the time of mobilization advanced rapidly (I am told).
  2. Hmm. Class of 28 means he's got 13-ish years in when the US enters the war, plus two years of wartime service, and he's still at a rank low enough that: A) a SSgt has even seen him, and feels comfortable in ridiculing him (however warmly). Interesting if true. How certain are you that the letter actually says 28 and not maybe 38... In that case, I'd buy it.
  3. You always have to agree beforehand whether it's gamey to hug the edge of the map.....
  4. Holy moley [sp?] I remember that one! I think I even played it!! You had to be careful how you put the giants feet so he wouldn't trip. Wow!
  5. <BLOCKQUOTE>quote:</font><HR>Originally posted by hansfritz: yes thanks,I know you can use HQ's but dont you find it anoying if another leader unit without line of sight comes close to your morters and they switch "team" to them.<HR></BLOCKQUOTE> MadMatt addressed this issue in a similar thread - unfortunately, Idon't know how to include URL's in a message, except like this: http://www.battlefront.com/cgi-bin/bbs/ultimatebb.cgi?ubb=get_topic&f=1&t=010209 sorry,.....
  6. First, my apologies for bringing this all back up... <BLOCKQUOTE>quote:</font><HR>Originally posted by Slapdragon: I can say with a great confidence that the answer to the question: If a tank is hit, will one at the same range be easier to hit? My theory here is the answer is no, because I do not believe the AI has, and my testing has shown that this to be the case in other tests, a memory once it switches targets. <HR></BLOCKQUOTE> I think I can confirm this answer(even though I suspect nobody doubts it...). I used Scipio's experiment (see above) except that I buttoned the Shermans and pointed them away from the 88. I did 12 runs added to Scipio's 5 (that get's me ahead of Steve's "magic 14"). The median of number of shots to get a hit was: 5-4-6-4-4-5-5-3 (first is first tank, second is next tank, etc.). I think you'd be hard pressed to argue any benefit. So, the next order of business would be to argue (in the scientific sense - as described by Slapdragon) that this is wrong and should be (eventually) fixed. I did a large number of experiments with the second point (do hit's enhance follow on hits more than misses), and got results that look pretty much like Scipio's. But I'm still thinking about the analysis. It seems that this is a conditional probability question (is Prob. of hit GIVEN a previous hit -greater- than Probability of hit GIVEN no previous hit) and I need to find some way to automate the data grinding to answer it.
  7. <BLOCKQUOTE>quote:</font><HR>Originally posted by dNorwood: I agree with your call for real evidence of this <HR></BLOCKQUOTE> as in - evidence that in real life a hit greatly increases the chance of a follow on hit.
  8. <BLOCKQUOTE>quote:</font><HR>Originally posted by Slapdragon: I can say with a great confidence that the answer to the question: A) If a tank is hit is it easier to hit again? Is yes, for the same reason that it becomes progressively easier to hit a tank that you miss. <HR></BLOCKQUOTE> Scipio can confirm or deny, but I think his claim (one that I've heard before) is that a hit should DRAMATICALLY enhance follow on hits - more so than a simple near miss. I agree with your call for real evidence of this (no matter how reasonable an idea may be, the bottom line is "can you prove it"), but I think it's a different claim than that to which you attest ... to.
  9. <BLOCKQUOTE>quote:</font><HR>Originally posted by Slapdragon: As for your tests, I also need to think about how to look at your data objectively. <HR></BLOCKQUOTE> This is pretty much where I am - thinking about how to think about this. Your reduction of data addresses the issue of eventually getting a hit, but I think the two important questions here are: A) IF I hit a tank, is it easier to hit one next to it; and 2) IF I hit a tank, is it easier to hit it again. Re A): Irregardless of whether or not it works that way in real life (or not), I suspect that it DOESN'T work that way in the engine - simply because there doesn't seem to be that level of "memory" in the units. It seems that a simple Mean Time Between Hits or Average/Standard deviation of raw data would be a sufficient means of data reduction on this score. re 2): This to me is the more interesting issue. (I remember that it's been discussed before - no really! - but the search times out - if anybody can point to the threats[sic] I'd appreciate it.) And it seems that the data reduction is also more involved. This is what really got me interested - how do we make Scipio's data talk to us? (And I think it's the right experiment to do). <BLOCKQUOTE>quote:</font><HR> I have sent my instrument to dNorwood to use as a cross check on my data, and I am going to try and devise a test to see if I can look at your data. <HR></BLOCKQUOTE> Got it - thanks (incidentally, I'm at work so it'll be this weekend before I can do any experiments). Also, any ideas about data reduction would be helpful. Scipio: Did you save your experiment? I'd enjoy a look. You can email to dnorwood@intrigueweb.com if you care to. [ 07-20-2001: Message edited by: dNorwood ]
  10. <BLOCKQUOTE>quote:</font><HR>Originally posted by rvalle: I do have my moments. 2nd best! Who beat me?? rv<HR></BLOCKQUOTE> Sorry to leave you hanging - I just got back from work. The "second best" is a gag from the old series "Get Smart". The leading character would always describe things as the "the second biggest/fastest/longest/whatever I ever saw!"
  11. <BLOCKQUOTE>quote:</font><HR>Originally posted by Scipio: Okay, here are the first testresults. The numbers are the numbers of shoots that were necessary to hit the target. <HR></BLOCKQUOTE> This looks cool - indulge me a bit and help me understand what's up... <BLOCKQUOTE>quote:</font><HR> Test 1: Target 8 x M4 Sherman, a) 3-4-2-2-3-9-1-15-4 6-5-4-3-1-7-5-3 c) 20-5-6-5-2-7-5 <HR></BLOCKQUOTE> OK. First, each letter equals one run? Looking at , it took 6 shots to hit (and kill?) the first tank, 5 shots to hit and(and kill?) the second, etc. Eight numbers means each tank killed with the first hit. Nine numbers in a) means one of them lived through one hit? Only 7 numbers in c)? Twenty shots!? (There'd be a "do somefink" thread after that!!). <BLOCKQUOTE>quote:</font><HR> Test 2: When a target were hit, do the gunners have a higher chance to hit the same target again? Gun 88mm AA, Target 1 x Churchill VII, Distance to target 2000m, chance for a hit 10% (No lethal hit on target) a)6-4-4-8-1-1-8-1-1-2-1-2-3-8 b)2-1-3-1-8-6-1-1-1-1-1-3-3-1-4-13 c)13-2-4-3-2-2-4-1-3-4-1-1-8-1 <HR></BLOCKQUOTE> OK, this really gets to it. Number is number of shots until a hit, with a final kill at the end of the run? I'd like to think about how to analyze this, (especially test two) so I'm not just wasting your time...(although I guess I'm being a bit dim - I want to make sure I understand before I spend any time on it..)
  12. <BLOCKQUOTE>quote:</font><HR>Originally posted by rvalle: Wow.. that is a lot of anti-personnel mines.<HR></BLOCKQUOTE> I just gotta chime in here that this is the second best thread title I ever saw!!
  13. <BLOCKQUOTE>quote:</font><HR>Originally posted by Gremlin: alt + print screen (on a Windows machine), <HR></BLOCKQUOTE> No need for alt on my machine (and you should be able to paste it wherever you want - I paste mine in word processor.
  14. <BLOCKQUOTE>quote:</font><HR>Originally posted by tiborhead: Heh heh... Yeah, the reverse statement echo. frustration, joy again, bliss, social alienation, etcetra, etcetra.. [ 07-13-2001: Message edited by: tiborhead ]<HR></BLOCKQUOTE> Yeah, joy, bliss, et cetera, et cetera...
  15. <BLOCKQUOTE>quote:</font><HR>Originally posted by Jeff Duquette: The over emphasis Westerners like to attribute to lend-lease beavers and their impact on Soviet Combat Performance during the war has in fact been disproved by extensive archival research conducted by David Glantz and John Erickson.<HR></BLOCKQUOTE> Now the Finnish beavers, on the other hand...
  16. <BLOCKQUOTE>quote:</font><HR>Originally posted by Jeff Duquette: Are beavers indigenous to Russia…I think not! <HR></BLOCKQUOTE> They were presumably lend-lease beavers....
  17. <BLOCKQUOTE>quote:</font><HR>Originally posted by Germanboy: No it isn't - it is Michael, like my brother. <HR></BLOCKQUOTE> And mine - named after my uncle.
  18. <BLOCKQUOTE>quote:</font><HR>Originally posted by David Aitken: It seems to have been quite common in the Second World War for officers to get themselves a submachinegun for self defence.<HR></BLOCKQUOTE> So THAT's where they went.....
  19. <BLOCKQUOTE>quote:</font><HR>Originally posted by JasonC: {excellent stuff you should all read} <HR></BLOCKQUOTE> Wow. Where's all your other stuff so I can read it cover to cover...
  20. <BLOCKQUOTE>quote:</font><HR>Originally posted by Vanir Ausf B: Seriously, I think these are very good suggestions, especially the option to assign units to a HQ.<HR></BLOCKQUOTE> On the surface, it seems reasonable - i.e., a squad remnant that stumbles upon a lonely First Sgt. WILL obey his orders (probably) but will they do it with all the conviction and esprit de corps as the guy they trained and lived with? Minutes after seeing the guy they trained and lived with get shot? In other words, there's no problem with the system as is in having a leaderless squad "hang around" with any HQ you want. But you really want the concrete benefits that come from experience gained as team. I'm not sure that's so easy to come by.
  21. <BLOCKQUOTE>quote:</font><HR>Originally posted by Barticus: Nothin' like seeing Political corruption first hand.<HR></BLOCKQUOTE> New Orleans, Louisiana - where we INVENTED political corruption....
  22. <BLOCKQUOTE>quote:</font><HR>Originally posted by CMplayer: but then I'd rather see a 'road with deep ditch tile' which doesn't block LOS. Location:in ditch) <HR></BLOCKQUOTE> I've got the perfect sound file - "You're in the Army now - "You're in the Army now - "Get out of the ditch, you son of a #$%$#^ "You're in the Army now -
  23. <BLOCKQUOTE>quote:</font><HR>Originally posted by Stef: No problemo, I have a Hungarian name and a bunch of other hungarian name to propose.<HR></BLOCKQUOTE> Ooh!! Good call. At first, I was thinking about my grandfather who drove landing craft in the Pacific and was dissappointed since they're not doing the Pacific (easy, Gyrene!). But I forgot about my Mom's whole side of the family (who stayed clear of the war as much as possible). Gangl, anyone?
  24. <BLOCKQUOTE>quote:</font><HR>Originally posted by Hellzapoppin: ...was wondering how long I should wait to expect it at my door. <HR></BLOCKQUOTE> Got mine in about three days (but that was the second run - many moons ago...) <BLOCKQUOTE>quote:</font><HR> Also, how does the multiplayer work? Thanks in advance.<HR></BLOCKQUOTE> Note - "multi" in this context means "two"...
  25. <BLOCKQUOTE>quote:</font><HR>Originally posted by Chupacabra: Er, I'm praying this is a joke.<HR></BLOCKQUOTE> No, I've seen it too. At first, I thought it was some kind of European thing, but that would be: 44 Jun 45 Aug etc.
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