To LUGNET HomepageTo LUGNET News HomepageTo LUGNET Guide Homepage
 Help on Searching
 
Post new message to lugnet.build.mechaOpen lugnet.build.mecha in your NNTP NewsreaderTo LUGNET News Traffic PageSign In (Members)
 Building / Mecha / 12328
12327  |  12329
Subject: 
Re: Quarterback Passing Efficiency?? -- Hear me out!!
Newsgroups: 
lugnet.build.mecha
Date: 
Mon, 21 Feb 2005 04:33:33 GMT
Viewed: 
835 times
  
In lugnet.build.mecha, Brian Pilati wrote:
   In lugnet.build.mecha, Brian Pilati wrote:
   snip



   The arbitraty number I have chosen is 50. It real life it would be found by taking the sum of all Mech styles, the number of joints multiplied by each joint type and then taking the average. I don’t want to figure that out right now since we are just talking. The ideal Mech has a combined speed and strength score of 100%


Okay, so maybe, I am a little interested in this project and Sundays are great relaxing days for me.

So I wrote a perl script to calculate the ideal speed and strength variable for each mech type: Humanoid, Reverse Knee and Quad.

Here are the results:

Humanoid: 123

Reverse Knee: 134

Quad: 139

I decided the drop the high and the low.

Here is the Perl Script. I have added a lot of comments, so if you don’t program, you will be able to figure out what is going. Basically you just add up all the joints types and take the average

#!/usr/bin/perl -w

#Turn off Perl buffering
$| = 1;

######################
# To view all of the results for accuracy, set this to 1, if not 0
######################
my $PrintAllResults = 0;

######################
#Initialize the variables
######################
my ( $i , $j , $nSubTotal , $nGrandTotal );

######################
#This array is for all the Mech styles
######################

my @arMechTypes = ( "Humanoid" , "ReverseKnee" , "Quad" );

######################
#This array is for the ideal joints per each Mech
#Need to be in the same order as the Mechs Styles
######################
my @arIdealJoints = ( 23 , 25 , 26 );

######################
#This array is for all of the strengths and speeds for each known joint
#This array needs to be in sequential order from lowest to highest, since
#we are going to drop the high and low
######################
my @arJointStrengths = ( 1 , 2 , 2 , 3 , 4 , 5 , 6 , 6 , 7 , 8 , 8 , 8 , 9 );

######################
#The Testing Process
######################

#Loop through the styles
for ( $i = 0; $i < $#arMechTypes + 1; $i++ ) {

#print the Mech Style
print $arMechTypes[$i] . "\n";

#Reset the total variables
$nSubTotal = $nGrandTotal = 0;

#Loop through the joint strengths and speeds
for ( $j = 1; $j < $#arJointStrengths; $j++ ) {

    #Find the ideal strength and speed for each joint
    $nSubTotal = $arIdealJoints[ $i ] * $arJointStrengths[ $j ];

    #This prints all of the results, if desired
    if ( $PrintAllResults ) {
            print "\t $arIdealJoints[ $i] :: $arJointStrengths[ $j ] ::              $nSubTotal\n";
        }

        #Total all of the individual joint types
        $nGrandTotal += $nSubTotal;
    }

        #Since we started $j at one, now minusing 1 from j basically (In          perl) drops the high and the low
        $j--;

        #Print the total and number of joint types after dropping the first          and last, if desired
        if ( $PrintAllResults ) {
                print "\n" . $nGrandTotal . "\n";
                print $j . "\n";
        }

        #print the ideal strength and speed of each mech style
        print $nGrandTotal / $j . "\n\n";

Brian



Message is in Reply To:
  Re: Quarterback Passing Efficiency?? -- Hear me out!!
 
(...) Okay, I am back with more information. Speed and Strength ===...=== IMO these two are really inverses of each other. A speedy mech is not strong becuase it lacks the ability to carry enough armor. Now on the other hand a strong mech, because (...) (20 years ago, 21-Feb-05, to lugnet.build.mecha, FTX)

7 Messages in This Thread:



Entire Thread on One Page:
Nested:  All | Brief | Compact | Dots
Linear:  All | Brief | Compact
    

Custom Search

©2005 LUGNET. All rights reserved. - hosted by steinbruch.info GbR