About The Ratings
The ratings used on this site are designed to roughly compare
a plane's performance with the other planes
in AH across multiple categories (rather
than against real-life or projected benchmarks), and without
having to to do tedious comparisons involving only a few planes
at once.
To
make this work, several tests were run against all planes in
the game and "best" and "worst" numbers
were established.
Once test data for all planes was collected, the data was scaled
to a common range between 1 and 10 in each category, while maintaining
the relative relationship to the best and worst numbers. This
allows
composite
ratings and a "weighted" analysis to be performed, which allows
you to place emphasis on different attributes if you wish.
DISCLAIMER:
While organizing data in this way
does provide some crucial information and makes for some fun
analysis of the planes in
AH, it in no way means that any given plane will perform a certain
way at any given time. There are COUNTLESS variables
involved in the outcome of a dogfight, with the most important
being the pilot's skill and how he applies it. With that said,
you should be able to gain some very useful and interesting insight
into the various planes and their performance.
Filters And Weighted Sorts
There are several ways you can view and filter the information
presented here, including:
- Filter the planes based on their usage (bomber, attacker,
fighter)
- Filter the planes based on nationality
- Filter the planes based on their optimal operational altitude
- Show or hide "perked" planes
- Use a pre-defined weighted sort order, or create your own
to emphasize certain attributes
- Sort plane attributes based on priority
- Sort the results in ascending or descending order
- Round the rating values to create a more generalized view
of the data.
Filters
Click
on the "Plane Filters" button to show only certain
types of planes. Multiple filters can be applied at
once.
Priority Sort
The priority sort function allows you to sort planes based on
multiple attributes, in their order of importance. It first
rounds the ratings to the nearest whole number (thus grouping
similar values and treating them as equivalent). The planes are
then sorted from best to worst on the highest priority column,
then the second, and so on. This function would
answer a question such as "Which planes are the fastest
at low alt,
and out of these which
have the
best cockpit visibility, and which of these then have the best
range?"
Weighted Sort
The weighted sort function allows you to emphasize certain attributes
that you feel are more important than others by applying a multiplier
to each rating. These weight values
change
the way
the planes are sorted depending on the value assigned to each
field. Unlike the priorty sort described above, the weighted
sort arranges planes based on the total value of all weighted
ratings, but without any priority. This function would
answer a question such as "Which planes are a good
combination of low alt speed,
cockpit visibility, and fuel range?".
When a weighted
sort is being displayed, you will see "CMw" (Composite Weighted") in the far right column.
Clicking any other column header will clear the weighted sort
and the planes
will then sort on the clicked column, and you will see "CMu"
(Composite Unweighted") at the far right. The CMu value
is simply the sum of all of the plane's unweighted ratings;
which could loosely be interpreted as an overall rating.
The "Presets" list box contains weight values for some
common plane usages. You can select and apply these as they are,
or
modify them if you choose.
Note: Although you can use different values
for the category weights, you will get the most consistent results
by using a "1.0" for
attributes that are very important, a "0.5" for those that are
somewhat important, and a "0" for
those that are not important at all. More specific values can
be used to fine tune the
results, but this should
be done in moderation as
it can sometimes cause skewed results.
About The Tests
Without getting into too much detail, here is a general explanation
of how the ratings were established. Please note that there are
many ways to test things. These were chosen based on most likely
use in the game, time constraints, advice from experts, and best
guesses :-)
- Top Speed - Low Alt - Data was taken directly
from the speed charts generated by AH, averaged for low and
high alt, and converted to a rating value.
- Top Speed - High Alt - Same as above
- Rate Of Climb - Low Alt - Same as above
- Rate Of Climb - High Alt - Same as above
- Cockpit Visibility - Black and white masks
of cockpit views (default front and optimized rear) were created
for each plane. The white pixels (non-plane) were then counted
in each view, summed, and converted to a rating value.
- Deceleration - Basically the opposite
of energy retention (see below)
- Energy Retention - This was done in conjunction
with the dive acceleration test below. Planes were first stabilized
in level flight at 5k, 200mph, lightest load possible. The
plane was then pushed into a full power dive (WEP if available),
leveling off at 1k. Dive acceleration was recorded, and the
engines
cut.
The energy rating is based on how much speed was bled off in
30 seconds at a smooth level glide.
- Dive Acceleration - See "Energy Retention" above.
- Fuel Range - Calculated with full load
(most likely usage) using ECB.
- Fuel Efficiency - Same as above, but also
considers fuel capacity and speed.
- Minimum Turn Radius - Compiled from turn
data from various sources (and my own tests), and
converted to rating values.
- Maximum Turn Rate - Same as above... based
on DPS (degrees per second)
- Roll Rate - Planes were stabilized
in level flight at 5k, 250mph with lightest load possible.
Smoothest roll with fastest time was recorded and converted
to rating number. (planes were rolled in direction of prop
torque for fastest RoR).
- Gun Power - This rating is based on the
power and quantity of each gun.
It evaluates the maximimum fire power that can be thrown
at an enemy plane at any one time (firing all weapons simulataneously).
Please note that it does not incorporate the rate of
fire for each gun(yet).
- Killing Potential - Same as above,
but also considers ammo count for each gun. Basically a function
of gun power times ammo.
- Ordinance - The maximum
amount of ordinance that can be carried for ground attack.
This
is normally bombs only, but where a mix of rockets and bombs
are loaded, the rocket's equivalent ordinance power is used.
This rating also considers the large cannons of
the
Hurri
IId
and the
Yak-9T
as equivalent
ordinance.
Thanks to everyone who contributed ideas and help on this project!
(be sure to check the links at the bottom of the ratings page
for more info).
Feel free to email me here with
any comments or questions.
<S>!
Calan
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