bomer1 wrote: O yea, how'd u do that. I have gotton 4 before. Its just luck, usually if ur a bad bomber, u get 4 more often, because bad bombers usually get the middle 2 and if u hit right in the middle u get 4, thats not always the case though, good bombers do that too
At the beginning, I often (and sadly) dropped the bomb between the 2nd and 3rd hangars, what almost always blew both of them but left intact the other hangars (1 and 4)... So now I aim the head of the second or third hangars, to blow 3 of them - what I always accomplish when there is no red on my tail...
So I deduced that there was no way to blow 4 hangars with one blow dropping the bomb in a normal "up-down" approach, and imagined that the only possibility of blowing down 4 hangars on one drop would be through the use of the bomb's inertia - in other words, I imagined that, flying horizontally at a high velocity, a plane could drop the bomb in such a way that the bomb would fall in a "less-vertical-and-more-horizontal" trajectory, beginning its blowing work, lets say, in a point between the first two hangars (at the top of them), going on a diagonal to hit the ground level in a point between the third and fourth hangars. But its only a guess; the only one that can clarify this is Z himself, because it has to do with how the colision is treated ingame (in most of the games, the "game objects" are destroyed at the very first colision, therefore, no inertia).
But now, Bomer, your post brought back the first possibility; I think that you meant the VERY CENTER of the row of hangars, and not only a point between the central hangars, huh? It may sound strange, but these are diferent things! We are talking about 2 axis here!
In other words: If your theory is right, to blow the 4 hangars, the bomb needs to land not only exactly between the 2nd and 3rd hangars (on an imaginary transversal hangar-row axis), but also exactly over the longitudinal axis of the hangar row.
In game development, it is common to assign to every object a single point (lets call it "center point", normaly located inside the object, of course, but not necessarily on the center of it) to be used on distance calculations for colision and other purposes. The bomb obviously have a predeterminated area of impact, that is defined by a single measure that is the "radius" of a virtual circle (in this case, a 3D sphere, so we are talking about a "region", not only "area"). So, in the moment of the impact, obviously the hangar goes down only if the distance between the bomb-landing point and the hangar's "center point" (or whatever point used) is less than or equal the bomb's radius of impact. And as it is so rare to see someone blowing 4 hangars in a single shot, it is obvious that Z designed the game in such a way that the bomb's radius of destruction is only a very little bit longer than the distance from the "center point" of the 1st and 4th hangars to the middle point of the hangars row's longitudinal axis. It looks like Z did it purposedly, to see if (and when and how often) the players could manage to do the trick (I know, I should have made a sketch instead of writing all this mess...).
But to know for sure wich one of these two methods (the "inertia" theory one or the distance-axis theory one) is used in game, you should ask Z. I wont dare.
Sorry for the long, boring and somewhat confuse post (maybe with a better English it would be less boring), but I thought this is an interessant matter (at least for math lovers, huh, Manfred?)