Actually it doesn't, can you make your thoughts clearer, and please use spell checker? e.g. Revaluations (revolutions?), weather (whether?) and don't forget you're vs. your.
So let's see, so I start to climb and the slimmer hand turns which means I'm gaining altitude, and after it goes around 4 times (in the game) the thicker hand is pointing at the 4, right? But what altitude am I at? In your example, you said if the slimmer hand turns 3 revolutions you'd be at 10,000 feet, but in the game that would put the slimmer hand at the 0 and the thicker hand at the 3. Therefore, when the thicker hand is at the three you're at 10,000 feet, not 3,000? Also, you changed the scale and then say that four revolutions would be 4,000 feet. How can four revolutions be 4,000 feet, but three revolutions be 10,000 feet?
Also, I have seen some of the WWI altimeters, there were many styles, and yes some look more like a clock than an altimeter, so I can understand those being based on time, but others that look more like modern altimeters.
As I have stated before, with modern altimeters, and how the in game altimeter appears to work, is that one full revolution of the slimmer hand moves the thicker hand up to the next number on the altimeter. Thus if you start at ground level (agl) both hands are at 0. As you climb the slimmer hand turns fast through the numbers and when it reaches 0 again, the thicker hand is pointing at the 1, if you make another full revolution with the slimmer hand, then the thicker hand would be pointing at the 2. Thus there's a direct ratio involved. Typically this would be in hundreds or thousands of feet/meters, so when the thicker hand is pointing at the 1 it would be 1,000 feet/meters (I don't know exactly what system Zup is using here). If the slimmer hand was at the 6, and the thicker hand between the 2 and 3, then it would appear that you were at 2,600 feet/meters.
With all that said, does anyone know what is the basis on how Zup programmed the altimeter to work in this game, do you know Deli?