ORIGINAL: Marshall
Well we can settle the air combat thing very quickly
If the combat calculations model can be revealed, we can discuss it in detail and with open visor based on actual factual algoryrhms that are used in the game.
Of course we need to consider all the side values the calculation takes into affect as well.
So i will be happy to state my ignorance and wrong saying after we have the model on the table and discussed it in depth.
Perhaps a dev can help us out here by giving is the model only, no need for the code, just the model.
That would be a great thing, and a great learning experience
So is this possible? 🙈
ORIGINAL: obvert
You're asking in the wrong place. No one on the forum owns the game code. You need to contact the developers or possibly Matrix Games.
You also could benefit from supplying any evidence to support your claims. Combat reports, tests, whatever. most players here do the work themselves rather than asking for the code, or the air model. One of the developers of the air model has appeared in this thread, The Elf. So give him a PM if you're serious and want to discover more through some tests or something. He might point you in the right direction at least.
One suggestion I could give you would be to try tests in 42 and another set in 45 of a grand campaign with the same airframes, same settings and conditions, same pilot skills, same situation in game and the same group leaders. That might show you whether your conjecture actually has some merit. Without evidence you're just pissing in the wind ...
The Elf established the original air combat algorithms, but he doesn't have the code. Michael worked closely with him back in the day, so the current code is probably pretty close to his ideas. I recall one of the problems with all the combat algorithms was the game was too abstract to include all the variables for a great simulation. Air combat simulators can be much more accurate because they include many, many more performance details than AE can. We were limited by computer memory, any data on aircraft has to be stored for every plane in the database, same things for land combat and ship combat. Say it requires another 10000 bytes per aircraft to make a really good combat sim. Not much for a modern computer, but multiply that by all the aircraft slots and you are taking up a pretty good sized chunk of memory. When that data is included, then someone has to go through the effort to characterize every single aircraft, which is a lot of work.
Now do the same for every LCU and every ship class. Not only are you eating up a lot of RAM many users don't have and possibly hitting the memory limits for 32 bit Windows, somebody has to dig up and enter in all that data.
The algorithm we have is imperfect, but it's better than the original WitP which is what we were aiming for.
Bill