(https://i.imgur.com/5GyrqKjl.png) (https://imgur.com/5GyrqKj.png) |
(http://i.imgur.com/subgjKbl.png) (https://imgur.com/subgjKb.png) |
123629 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.o0oO.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.T.dismiss(Unknown Source)
at com.fs.starfarer.ui.M.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.T.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
There's a crash to desktop bug whenever you exit the combat analytics menu, which after some testing enabling/disabling mods from my modlist seems to be caused by an interaction with Nexerelin.
The stack trace from the Starsector log:Code123629 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.o0oO.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.T.dismiss(Unknown Source)
at com.fs.starfarer.ui.M.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.T.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Minimal set of mods to replicate the crash:
- Combat Analytics .1
- LazyLib 2.1
- Nexerelin 0.7.6d
There's a crash to desktop bug whenever you exit the combat analytics menu, which after some testing enabling/disabling mods from my modlist seems to be caused by an interaction with Nexerelin.
The stack trace from the Starsector log:Code123629 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CampaignState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.o0oO.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.T.dismiss(Unknown Source)
at com.fs.starfarer.ui.M.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.T.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Minimal set of mods to replicate the crash:
- Combat Analytics .1
- LazyLib 2.1
- Nexerelin 0.7.6d
Got it fixed, new DL link is up. Thanks for the easy repro steps with the mod list.
Root problem was, the dialogue init was looking for a sector entity token that doesn't exist in non vanilla games (Jangala system)
Disabling mod will render your save broken (but it can be fixed with a text editor)
Got a fatal null error involving this mod after my third fleet encounter.Spoiler1039936 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.combatanalytics.data.WeaponDamage.compareTo(WeaponDamage.java:110)
at data.scripts.combatanalytics.data.WeaponDamage.compareTo(WeaponDamage.java:9)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.legacyMergeSort(Unknown Source)
at java.util.Arrays.sort(Unknown Source)
at data.scripts.combatanalytics.data.CombatResult.buildShipCombatResults(CombatResult.java:132)
at data.scripts.combatanalytics.data.CombatResult.<init>(CombatResult.java:70)
at data.scripts.combatanalytics.CombatAnalyticsManager.completeCombat(CombatAnalyticsManager.java:29)
at data.scripts.combatanalytics.CombatAnalyticsModPlugin$1.reportPlayerEngagement(CombatAnalyticsModPlugin.java:43)
at com.fs.starfarer.campaign.CampaignEngine.reportPlayerEngagement(Unknown Source)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:235)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:426)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:65)
at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I went through a bunch of fights and didn't crash, so it seems like whatever you did worked.
The only other thing I noticed is that Tritach Corporation is spelled as "Torporation," but otherwise thanks for the quick fix.
Thanks for updating! This is always a fun mod. Any way to expand functionality to damage done by type and/or with reductions? Or is it just not supported by the API at present?
Excellet mod. It helped me learn the game.
Thanks for this great mod!!Great!
I love being able to try new weapons on ships and see how well they perform!
Just curious though, how do I go about using an analytics tool with Combat Analytics? I downloaded Tableau Public but can't find the files I need to load?You'll have to enable detailed logging first, it will cause the save file size to balloon up to be huge. Once you fight a combat, save, then edit your save file and track down the entry for the raw data. You'll then have to copy out the data into separate files manually. This workflow sucks, but it's the best that can be done as I can't write the data to other files (since you wouldn't want any old random mod writing data all over your drive). I think the readme in the mod folder describes how to do this? (can't check now)
Also, I would be interested to know if it's possible to purge all the data and start fresh?Good idea! Working on that now for a new release!
A patch file would be best as I'm not too familiar with bitbucket's PR system. If you could PM me the patch file that would be great.
You'll have to enable detailed logging first, it will cause the save file size to balloon up to be huge. Once you fight a combat, save, then edit your save file and track down the entry for the raw data. You'll then have to copy out the data into separate files manually. This workflow sucks, but it's the best that can be done as I can't write the data to other files
void writeTextFileToCommon(java.lang.String filename, java.lang.String data) throws java.io.IOException
There is an API function (http://fractalsoftworks.com/starfarer.api/com/fs/starfarer/api/SettingsAPI.html#writeTextFileToCommon(java.lang.String,%20java.lang.String)) to write files now,Code: javavoid writeTextFileToCommon(java.lang.String filename, java.lang.String data) throws java.io.IOException
From patch notes:
- Load/save text data from the <installdir>/saves/common/ folder
- Limited to 1MB per file, 50MB total files per session
The size limit stated in patch notes conflicts with the API docs, but whatever the limitations it seems like a command to dumping the data tables from a save using that (whether saveDetailedData or not) in the interaction dialog would be quite useful.
Validating the 4.0 version now, here is a preview of the new intel report (Thanks to Sundog's Starship Legends (http://fractalsoftworks.com/forum/index.php?topic=15321.0) for making me realize we have tables now)Will v4.0 be backwards-compatible with saves made with v3.3, or require a new start?
Will v4.0 be backwards-compatible with saves made with v3.3, or require a new start?Yes! It's backwards compatible. It uses an internal save format that is disassociated from the code itself (which is why the mod can also be disabled without breaking anything)
Either way, I'm starting a new campaign once 0.91 RC9 shows up (bug reports are still coming in, after all).
Found a small bug. Not sure how it's matching HullClass with HullImage but..Spoiler(https://i.imgur.com/lFa1sEy.png)[close]
The Wolf [P][D] is the correct ship, it's just using the wrong graphic. I do have a Paragon in my fleet if that helps the troubleshooting.
Let me know if u need any other info!
Thanks for the GREAT mod!!
Edit:
Interestingly enough, that is the only occurrence. I have another wolf in my fleet that was deployed as well and it showed up fine.
If you still have the save, or you see it again, would you PM me the save?
Also let me know if you try the raw data analytics :)
Just saw your edit! Do u still need the save file?
Edit:
I sent it anyway just in case! ;D
Not sure what's up but new version of Combat Analytics saved the files in \saves\common\combatanalytics the first 2 times I saved after the mod update but hasn't since.
I've tried re-downloading and re-installing the mod, disable / enable the mod and renaming the folder but not sure why it won't save anymore?
After re-installing the mod I did make sure to set \CombatAnalytics\data\config\settings.json > "SaveDetailedCombatData":true
Its not a big deal because it's still saving the raw data to the save file, it's just not writing the files to the save folder anymore.
Here's the list of files that it wrote after my first 2 saves before it quit working.Spoiler(https://i.imgur.com/7bUDIfR.png)[close]
Hi, first of all thanks for the great mod!
Just one thing I've noticed:
Your .zip uses backslashes as path separators when it should not, and this causes problems for many unarchivers.
This is known to happen when you use archivers that depend on certain old Windows frameworks or some other independently-made engines that don't precisely follow the standard.
What program did you use to create this zip? Can you use another program?
Are there any exceptions in the log?
Are there any exceptions in the log?
Not sure if this is what you are looking for but I did find this in the log. (Scroll to the bottom.)
Does this look like the issue you're running into: https://github.com/PowerShell/Microsoft.PowerShell.Archive/issues/11 ?Yes exactly, and your new archive just works. Thanks!
If anyone has any idea how to get a ships sprite image from hull type or something like that, let me know!
ShipVariantAPI variant = Global.getSettings().getVariant("someVariantId");
String spriteName = variant.getHullSpec().getSpriteName();
variant.getHullSpec().getHullName()
If anyone has any idea how to get a ships sprite image from hull type or something like that, let me know!Code: javaShipVariantAPI variant = Global.getSettings().getVariant("someVariantId");
String spriteName = variant.getHullSpec().getSpriteName();
EDIT:
Also, a better way to get ship names without "-class" or " class" without needing to get substrings:Code: javavariant.getHullSpec().getHullName()
Hi,
The damages done by the Tactical Laser are definitively under-reported. This is systematic.
Hi,
The damages done by the Tactical Laser are definitively under-reported. This is systematic.
As mentioned in the OP, damage is raw damage, doesn't take reductions from armour/shield efficiency into account, which is why some weapon types report what seems to be much higher amounts of damage done compared to other weapons (very high dps, very low damage per shot frag is most conspicuous, although comparing how much similar KE and HE weapons have done to armour+hull/shield is also pretty noticeable).
Would that account for what you've seen?
BeamAPI.didDamageThisFrame()
{"enabledMods": [
"custom_test",
"example2",
"automatic-orders",
"blackrock_driveyards",
"CombatAnalytics",
"chatter",
"lw_radar",
"lw_console",
"istl_dam",
"diableavionics",
"gs",
"Imperium",
"junk_pirates_release",
"lw_lazylib",
"leadingPip",
"MagicLib",
"Neutrino",
"nexerelin",
"sun_ruthless_sector",
"SEEKER",
"shadow_ships",
"swp",
"speedUp",
"sun_starship_legends",
"underworld",
"vesperon",
"shaderLib"
]}
Got a downright bizarre issue with a Paragon mounting two Plasma Cannon in any of the large energy mounts; they display 0 damage dealt in the AAR, even though in-battle they did a metric ****-ton of the total DPS.
One possible culprit is that I am using an older 0.9 RC10 save (Nexerelin) loaded into 0.9.1 RC8; spawning in another Paragon via Console Commands and giving that one the Plasma Cannon(s) had the same result.
EDIT: Then again, my mod list, while not exactly small, is a tad more so than average, AND I have two personal use-only mods that may be messing around with the results:
I was able to repro the issue with my unmodded testing version. I *think* the issue is the damage delivered is an AoE effect which we can't determine which weapon originated it and then properly attribute damage.Huh. So that's why I also got surprisingly low numbers for Single/Dual Flak setups on my Conquest(s) and Onslaught(s)...
All of this will be fixed in the next release of SS by piggy backing off of some work Alex is doing. Other weapons like flak cannons also suffer from this.
v4.3Rather delayed bug report (took a break from StarSector to play through stuff from the Steam Summer Sale):
Fully compatible with prior version
MIRV warheads should now calculate their damage properly (Thanks MesoTroniK)
Defend against NULL in a place it shouldn't be possible but apparently is.
Is it not possible to track the damage of Doom's mine? I think there are a few other ship mechanics that this mod doesn't track.
Even though this mod is amazing. Thank you for developing it. It changed the game for me.
EDIT: it seems the mod does track mine damage. Just noticed my overall damage on the summary is different from the sum of the damage dealt by all my weapons. It just doesn't show the mine damage separately.
My Paragon's plasma cannons are showing 0 damage in the analytics no matter what. I usually fly it myself so I know they are getting use/doing damage.Both probably related to to general issue of not being able to track explosion damage, I'll make a note to double check that both of these work when we get the new damage event model in the next release!
Hey Nick, I hope Im not being a bother, but I've registered here just to ask if your mod can also do something. I was searching for a mod that allow me to see how much of the dead crew after a battle were pilots. In fact there was some discussion on reddit and other people seemed excited for something like this. For me just a flat division of dead crew between pilots and normal crew would be enough, but I think it could be even better if we could see how many crew died each way, by hull damange, piloting, explosion of ship, etc
Hello. Love the mod. Question: What is "Pro Rata DP"? Is it a measure of how much damage the ship did relative to it's own deployment cost?
Thanks.
The question is, what is the "flux" damage in the battle report? Is that supposed to be soft flux dealt from beams? EMP damage?
Can you please add a few additional stats: Flux overflow count, Damage when zapped, Damage when venting, Damage while shields are up (to know if the ship is flanked a lot), Mean time between ventings.
Very helpful mod, thanx.
Can you please add a few additional stats: Flux overflow count, Damage when zapped, Damage when venting, Damage while shields are up (to know if the ship is flanked a lot), Mean time between ventings.I think your request probably getting a bit too far into the weeds for what the mods main goal is, which is to help you determine if a ship & weapon load-out is performing as you would expect. The things you mention would certainly be interesting, personally I'd like to know what % of damage is caused when a ship is overloaded. But knowing those things probably wouldn't help me make any better decisions about the things I can change (captain/ship/mods/weapons).
Very helpful mod, thanx.
I noticed a curious bug - damage dealt by the heavy pulsar cannon weapon from Interstellar Imperium is not kept track of, reading as zero even though I quite specifically watched my ship blaze away at the enemy station with it.Thanks for the report! Unfortunately I can't fix this until the next version of starsector because of how onhit things work in this version.
I noticed that Invocation from ORA shows up much more damage than it has actually done.
That may be due to the main projectile splitting into several lighter ones.
I think same happens with Vindicator's siege cannon from SWP.
I've noticed that damage done by the plasma cannons on my odyssey is not being counted. Is this a known bug?
Hey, 4.5 version of Combat Analytics somehow doubles damage dealt by weapons - it affect all weapons from quick testing.Spoiler(https://i.imgur.com/NsEf4cz.png)[close]
Left shot is from Hypervelocity Driver.
It should deal... 275 base x 2.0 x 1.4 (target's shield) = 770 on shield, while it deals 1540 on screenshot.
Right shot is from Heavy Mauler.
It should deal... 200 base x 0.5 x 1.4 = 140 on shield, while it deals 280 on screenshot.
ret.setMultiplier(1); // default multiple is 0 :shrug:
It's this call, line 338 of EveryFrameDamageDetector.java in version 4.5 and later:Code: javaret.setMultiplier(1); // default multiple is 0 :shrug:
For some reason, that multiplier is additive I guess. Tested by confirming 4.3 and 4.4 do not double damage while 4.5 does, pulling the 4.5 source, and rebuilding with that line commented out - which resolves the issue.
Is there a way for me to get rid of old combat reports cluttering up the pirates section of the intelligence UI?
I get an error message every time I click either of your download links
"An error occurred during a connection to bbuseruploads.s3.amazonaws.com. SSL received a record that exceeded the maximum permissible length.
Error code: SSL_ERROR_RX_RECORD_TOO_LONG"
Hello Nick,
Any idea why my post battle screen looks different to the screenshot from your OP? By different I mean very simplistic, for example I don't have the lower part with ship's details and weapon damage data even thou I've set it in the settings file :/
Also, I've noticed that after battles my starts to slow down and stutter slightly. This is especially noticeable after big battles. Anyway I can reduce that effect other then restarting the game?
Best regards
I'm getting a failed to load combat summary report but I do not know where in the log its posted
199943 [Thread-4] INFO data.scripts.combatanalytics.CombatAnalyticsModPlugin - Keyboard key 'L' will open combat analysis dialogue
199943 [Thread-4] INFO data.scripts.combatanalytics.CombatAnalyticsModPlugin - SaveDetailedCombatData: false
200016 [Thread-4] ERROR data.scripts.combatanalytics.data.CombatResult - Error deserializing line (Column Count: 6): '0e96da03' 'Hegemony' 'Bounty Hunter' '1590205252830' '32.880146' 'BATTLE'
java.lang.NullPointerException
at data.scripts.combatanalytics.data.CombatResult.<init>(CombatResult.java:41)
at data.scripts.combatanalytics.SerializationManager.getSavedCombatResults(SerializationManager.java:130)
at data.scripts.combatanalytics.CombatAnalyticsModPlugin.onGameLoad(CombatAnalyticsModPlugin.java:83)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
200016 [Thread-4] ERROR data.scripts.combatanalytics.SerializationManager - Unable to load SavedCombatResults
java.lang.NullPointerException
at data.scripts.combatanalytics.data.CombatResult.<init>(CombatResult.java:41)
at data.scripts.combatanalytics.SerializationManager.getSavedCombatResults(SerializationManager.java:130)
at data.scripts.combatanalytics.CombatAnalyticsModPlugin.onGameLoad(CombatAnalyticsModPlugin.java:83)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.Object.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.?00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
200017 [Thread-4] INFO data.scripts.combatanalytics.CombatAnalyticsModPlugin - Found 0 prior battle results
200017 [Thread-4] INFO data.scripts.combatanalytics.CombatAnalyticsModPlugin - MaxCombatResultCount: 50
Taking a shot in the dark, is there logic that's looping over combat results every tick after the first battle happens for the session? Like a report in intel that's being calculated every tick or something?
Over on the Discord, we just had a case where an user with a LOT of mods was getting a reduced framerate that started after a battle ended and persisted until the game was restarted.
Over on the Discord, we just had a case where an user with a LOT of mods was getting a reduced framerate that started after a battle ended and persisted until the game was restarted.
They fixed it by removing only Combat Analytics.
Here's the direct link to the resolution: https://discordapp.com/channels/187635036525166592/619635013201428481/722710987571986543
Taking a shot in the dark, is there logic that's looping over combat results every tick after the first battle happens for the session? Like a report in intel that's being calculated every tick or something?
reportPlayerEngagement()
Hi! Your mod is fantastic and useful! May I translate it into Chinese and post it on a Chinese Starsector forum? Of course with the credit.
Waiting for your reply, thanks!
Here is the address: https://www.fossic.org/forum.php (https://www.fossic.org/forum.php)
If you can wait a week or two, I'll modify the code to support multiple languages. I18N was already on my list of "todo" items. Since there's interest I'll move it to the top. Fortunately as far as mods go there's not much text so it should be easy to translate.
If you can wait a week or two, I'll modify the code to support multiple languages. I18N was already on my list of "todo" items. Since there's interest I'll move it to the top. Fortunately as far as mods go there's not much text so it should be easy to translate.As you said, it's easy to translate and didn't spend much time. I'll put this translated version on the Chinese forum first, and replace when you finish the I18N one. So don't worry about me and no need to mess up your plans :)
Nice work getting it translated! Could you make a pull request against the code base? I'll use the the PR to generate a language file.
very nice mod, would be nice if we can see how much damage enemy ships took. Like hostile enforcer took 20.000 damage to armor and 10.000 damage to shield. something like that.
First off, I love this mod! I was going to put something like this in suggestions (after playing "Airships: Conquer the Skies" which has something similar integrated) but then I found this.
Bug report: Sometimes some of the weapons on a ship don't show up. I have not been able to figure out when or why. But for example I have an Astral with 6 different types of fighters, and Spark routinely (literally, every single time) gets left off the damage report, even if I move it to a different slot. All other fighters are there, and all normal weapons (including the ones which did 0 damage). It's not just fighters, I've seen it with normal weapons too, though I can't remember the specifics. It's rare though.
Glad you like it (And I'm even more glad you played "Airships: Conquer the Skies", that game is a treasure)!Good to know, that may explain some of the missing weapons. But Spark fighters specifically are just armed with Burst PD Lasers, so there should be no blast radius.
The missing weapons has to do with weapons that deal damage via a blast radius. In that case it's not possible (within reason), to determine where the damage came from. This will however be a solvable problem in the next release of StarSector.
Do you have the option: `FighterWeaponBreakout` set to `true` by chance?Nope. I had not touched the .ini file, but I opened it just to check and it's set at false.
Do you have the option: `FighterWeaponBreakout` set to `true` by chance?Nope. I had not touched the .ini file, but I opened it just to check and it's set at false.
Question about an issue I'm running into:
- Enemy ship A retreats from battle after being reduced to half health by player ship B
- Player fleet pursues; new battle starts
- Enemy ship A is finished off by player ship C
Is this handled properly (B and C both credited with an assist, instead of C getting the solo kill for dealing 100% of damage in the last reported player engagement)?
Does that mean I can splash/slaughter allies with plasma/flak without getting any reputation losses?
I think I saw the system properly give credit when I killed 2 ships with one Reaper in the past.
Oh my! Super looking forward to this mod getting updated :D Always love all the stats and I'm eager to dig into all the juicy details on my ships performaces :D
I did see some instances where the mod recorded flak damage. On another note, does Combat Analytics take into account the boosted damage from skills and abilities (like the Tempest's high energy focus, or energy weapon mastery (+0.5% damage to energy per 1% flux)?
Heck yeah! More accurate numbers are even more fun!Oh my! Super looking forward to this mod getting updated :D Always love all the stats and I'm eager to dig into all the juicy details on my ships performaces :D
As am I!I did see some instances where the mod recorded flak damage. On another note, does Combat Analytics take into account the boosted damage from skills and abilities (like the Tempest's high energy focus, or energy weapon mastery (+0.5% damage to energy per 1% flux)?
Occasionally a projectile like Flak or Plasma will identify that it has in fact done damage, 99% of the time they don't and I have no idea why. Flak doesn't identify that it has done damage like any of the other projectiles in that it doesn't track its target.
Regarding skills affecting damage numbers for beams, not currently. But I'm going to try and see if I can get beams to work.
On the good news front, I've gotten plasma cannons to work finally (!!!!). The code to figure all of this out is a frightening amount of procedural whack-a-mole but its pretty robust for most stuff, so damage accuracy will be much better this version.
Set this to zero in CombatAnalyticsSettings.ini:It worked, thanks!
"MaxCombatResultCount":0, #max number to allow in our save
Go in game, wait a day, save, and then exit the game. This should clear out any saved data and it should run without the mod enabled after that.
v5.0
SAVE COMPATIBLE. Probably, but not tested.
Updated to support StarSector .95
Can now be localized, current localization is English
Uses StarSector .95 damage listener system to give much more accurate values for damage.
Now properly tracks (didn't before):Beam weapons that use multiple beams (like Seeker's kaleidoscope) now have damage computed correctly
- plasma cannons
- Flak weapons
- Doom Mines
- Mines generally
- storyline "things"
- collision damage
- on-hit effects
Removed SaveDetailedCombatData
Renamed mod to show scope and goal (not general analytics, just detailed combat results)
2024:o
Nice! I'm just finishing off dinner so I'll be able to install the mod without having to break my session!
P.S: Have you also added tracking for damage caused by the Breach SRM? I'm actually curious on how hard it was (or is gonna be) for you to correctly implement the damage values it deals due to its effect upon hitting armor!
Hah, thanks. :PQuote2024:o
\o/ Time to find out just how OP my Doom is ;D
v5.0
SAVE COMPATIBLE. Probably, but not tested.
Updated to support StarSector .95
Can now be localized, current localization is English
Uses StarSector .95 damage listener system to give much more accurate values for damage.
Now properly tracks (didn't before):Beam weapons that use multiple beams (like Seeker's kaleidoscope) now have damage computed correctly
- plasma cannons
- Flak weapons
- Doom Mines
- Mines generally
- storyline "things"
- collision damage
- on-hit effects
Removed SaveDetailedCombatData
Renamed mod to show scope and goal (not general analytics, just detailed combat results)
Yeah, it should. I haven't tried it but the save/load code is unchanged from the prior versions. If it doesn't let me know and I'll get it fixed ASAP.
Is there a growing log file(s) somewhere that could potentially get extremely large if unchecked? Just wondering, don't know much about this, thanks for the mod!
It is! Though something a bit funky must be going on because one of my ships apparently did negative shield damage... not sure whats up there. Does it count friendly fire as negative? I have some screenshots and a save copy a few days after if it helps.
When using the Outer Rim Alliance mod (https://fractalsoftworks.com/forum/index.php?topic=11646.0), specifically the Invocation Launcher (large Energy weapon), there is something funky going on in my reports. The weapon is supposed to do EMP damage, however it is always listed as doing zero EMP.
Its description lists EMP damage, and from my admittedly likely amateurish testing, it seems to actually do the EMP damage as well. So I am assuming the bug lies somewhere here. But I dont know where exactly the problem is.
My first assumption was that, due to the way the weapon deals damage (two stage projectile, with the second stage doing the damage, and doing so in a cone, not sure on the exact mechanics), there would lay the issue. However, the other damage to shields, armor and hull are listed, so I kinda doubt that.
The other possibility would be that it actually doesnt do any EMP damage, and my testing was only the actual Energy damage disabling the weapons. I dont know if there is a way to tell the difference between an EMP disabled weapon and one disabled by other damage, to me they look the same. That is the reason why I left a comment over on the ORA mod as well.
Of course, there are a million other things that could be going wrong as well, especially considering my large mod list, but this is as much as I know how to do. (If you want my mod list, I can post it as well.)
I hope this helps fix something, and sorry if this wasnt the mod causing issues.
-snip-
Thanks for the report, I'll check it out. It should at least report it as "Unknown Energy" and be in the EMP column.
Edit:
Just put it in the debugger, there is no EMP damage being reported at all to the damage listeners via the in game Combat Engine. So one of two possibilities:
* Invocation Launcher doesn't actually do EMP
* Game Engine doesn't report the EMP damage that the IL is doing.
Getting this error in logs (not a crash):Spoilerjava.lang.NoSuchMethodError: com.fs.starfarer.combat.entities.DamagingExplosion.getDamage()Lcom/fs/starfarer/combat/E/return;
at data.scripts.combatanalytics.damagedetection.FrameProcessorUnclaimed.processExp losions(FrameProcessorUnclaimed.java:186)
at data.scripts.combatanalytics.damagedetection.FrameProcessorUnclaimed.getWeaponN ame(FrameProcessorUnclaimed.java:144)
at data.scripts.combatanalytics.damagedetection.FrameProcessorUnclaimed.processFra me(FrameProcessorUnclaimed.java:73)
at data.scripts.combatanalytics.damagedetection.EveryFrameDamageDetector.handleFra me(EveryFrameDamageDetector.java:108)
at data.scripts.combatanalytics.damagedetection.EveryFrameDamageDetector.detectDam age(EveryFrameDamageDetector.java:32)
at data.scripts.plugins.DamageDetectionEveryFrameCombatPlugin.advance(DamageDetectionEveryFrameCombatPlugin.java:20)[close]
Error occurred 1556 times over 90 minutes, so it may cause a fair portion of damage to be untracked.
Game version 0.95a-RC15, mod version 5.1.1.
Edit: Recompiling without any further modification fixes the error.
Are you running any mods or do you have any idea which weapon might be causing this? I can certainly defend against it, but looking at the starfarer DLLs I don't see how this is happening even though the stack trace is clearly inside of the DLL :/I have many mods installed but I don't think this error relates to any other mods directly.
Thanks for the report!
I'm not sure I follow, what do you mean/did you recompile?I recompiled this mod against 0.95a-RC15.
float baseDamage = ((DamagingProjectileAPI) explosion).getDamage().getBaseDamage();
I recompiled this mod against 0.95a-RC15.
The return type of the method changed. https://i.imgur.com/7p77SfY.png
If you cast the explosion to DamagingProjectileAPI like this:Codethen the resulting bytecode doesn't depend on the implementation class and won't need to be recompiled after each update.float baseDamage = ((DamagingProjectileAPI) explosion).getDamage().getBaseDamage();
I was wondering, is there an easy way to have this show both the pre and post armor mitigated damage that a ship receives? IE an incoming round is rated at X damage, but does Y, and records the sum of all X's and Y's as their own categories. Probably also X1 and Y1 for hull as well. I've been doing quite a bit of low tech testing recently, but its hard to do good comparisons between armor and shields... shields are easy as they have constant reduction, but how much damage was actually stopped by "6000 armor damage" or similar is a very open question.
Out of curiosity does the Detailed Combat Result log only count damage VS ships? Or does it also count damage VS fighter into the damage pile?
As I'm trying to judge between different fighter load outs. And some of them shoot down a lot more fighters and their damage numbers are also higher. But I don't know if their damage numbers are so high because they killed a ton of fighters or if the fighters damage result is only vs the enemy warships
Perfect! That's exactly what I wanted to hear! Just wanted to get it clarifiedOut of curiosity does the Detailed Combat Result log only count damage VS ships? Or does it also count damage VS fighter into the damage pile?
As I'm trying to judge between different fighter load outs. And some of them shoot down a lot more fighters and their damage numbers are also higher. But I don't know if their damage numbers are so high because they killed a ton of fighters or if the fighters damage result is only vs the enemy warships
Damage to fighters and missiles is ignored (basically only ships/stations) for calculations involving raw damage numbers. Damage to fighters is only ever looked at when calculating number of kills against. This is because generally the fighter kills count is good enough to tell what's going on, and if you include the fighter damage totals in the ship damage totals it's hard to tell how well weapons are actually performing.
Or that's the thought behind it anyway...
I was wondering, is there an easy way to have this show both the pre and post armor mitigated damage that a ship receives? IE an incoming round is rated at X damage, but does Y, and records the sum of all X's and Y's as their own categories. Probably also X1 and Y1 for hull as well. I've been doing quite a bit of low tech testing recently, but its hard to do good comparisons between armor and shields... shields are easy as they have constant reduction, but how much damage was actually stopped by "6000 armor damage" or similar is a very open question.
Maybe? I agree, the "damage mitigated by armor" is a pretty interesting stat to know as it clues you into how effective your armor actually is. From the damage listeners we have the amount of damage actually done, and we usually can figure out which weapon did it, so we could compute the delta between the two values. It might get tricky when the damage is done partially to the hull also, but it could probably be done. Beam weapons in general are harder because they're actually pretty difficult to figure out which weapon is actually doing damage :/
I'm taking a bit of a break for a while from new functionality, but I'll add this to the list and get to it at some point :)
Cool, glad to hear its mostly possible, and no rush at all. I suppose the code would also need to be able to compute the damage bonuses on the ship at the moment of firing and multiply by the weapon's base damage.
I noticed that with this mod certain weapons (like the [redacted] rift laser and doom's mines) sometimes show ridiculously high damage values listed in "mines" section. i'm assuming it can be due to the fact that damage dealt against multiple blocks is added together?Yeah, that's how much damage that weapon has reported as doing. And we report the sum of all damages done to all real ships (not fighters). The explosion part identifies itself internally as a 'mine', hence the name.
is that intended behaviour?
also sometimes damage of certain ships or weapons is listed as exactly 0 (even though it should not be the case), but I have a heavily modded game so this aspect is going to be hard to track because it does not repro every time.
as i was "browsing" my latest battle report i thought that one thing might help as a QoL improvement.
that is, if it is possible to add though...
would it be possible to (lightly) highligt a row in the table showing what weapon did what in the fight once you hover with the mouse over it?
as i was "browsing" my latest battle report i thought that one thing might help as a QoL improvement.That's a good idea! But I don't think it's possible with the built-in UX controls.
that is, if it is possible to add though...
would it be possible to (lightly) highligt a row in the table showing what weapon did what in the fight once you hover with the mouse over it?
I might be able to alternate the row colors slightly. Maybe. I'll add it to the list of things to investigate. Thanks!
as i was "browsing" my latest battle report i thought that one thing might help as a QoL improvement.That's a good idea! But I don't think it's possible with the built-in UX controls.
that is, if it is possible to add though...
would it be possible to (lightly) highligt a row in the table showing what weapon did what in the fight once you hover with the mouse over it?
I might be able to alternate the row colors slightly. Maybe. I'll add it to the list of things to investigate. Thanks!
You can place an area checkbox (TooltipMakerAPI.addAreaCheckbox()) under each row so that it lights up when moused over.
Not sure if it will work with built-in tables, but here's how it looks in mine (https://i.imgur.com/xLwgQ4B.png)
It's not working for me.
More specifically, pressing L on the campaign map gives me the option of all battles, or back. Selecting all battles just kicks me back to the campaign map.
Happy to report that Flash damage is being reported with the new patch. Kudos!Oh good! It was on my list of stuff to look at.
I noticed that Reality Disruptor's missile tallies are reported but not its actual damage. Are there plans to include this in a future update?Hmmm, I'll take a look at it. Weapons that do exotic things are hard to track, but for vanilla ones I can hard code it (that's how Motes work) :shudder:
A must-have mod for all the stat nerds out there.
That said, there are two weird things:
- In the "enemy fleet" section at the top it says "damage sustained" but when I correlate the numbers it's clearly not the damage sustained by the enemy fleet (which of course would be pointless do display because it's stated in the player's section) but delivered to my fleet. The wording should just be changed to look like the summary from the player's section.
- What are those "ship units" (referred to as "ships"), that everyone apparently has over a hundred of? Also the deployment points reported don't match anything displayed on the fleet screen. Not a huge difference but still.
A feature suggestion: for weapons that are mounted more than once on a ship have a (x<number>) next to their names so one can easily identify how many units of a weapon produced those numbers.Good idea.
Hey Nick XR, thanks for making the mod! It's an invaluable resource for people looking to combat and combat mechanics.
Is there a way for the results to display more than 15 ships? I tried doing a gimptastic hack of changing "SHIP_COUNT_LIMIT" in IntelCombatReport.class to another value but that didn't seem to work so...I have no idea how I could get it to display the damage of all 30 ships in my fleet.
I have an issue/bug with the Lightning Gun from Ship/Weapon Pack by Dark.Revenant (https://fractalsoftworks.com/forum/index.php?topic=11018.0). Namely, its damage, at least in simulations, is always shown as 0 or doesnt even appear, even though it definitely does damage when I tested it. Its not even listed as 'Unknown Energy'. I really like the weapon in theory, but I'd like to know the performance either way, so this kinda throws a wrench in my plans.
Looking at the code, I see nothing that would cause it to not show up, but it has been a while since I played Starsector and messed around with its code, so I am not too well versed to begin with.
Unless you know of a way to fix this, at the very least this is a bug report.
Hey Nick,
My Realistic Combat mod is not compatible with Detailed Combat Results, but I want it to be. Could they become compatible; if so, how, and would you like them to be? Realistic Combat overrides almost the entire Starsector damage model by giving every ship a DamageListener that triggers custom damage code and then zeroes the damage of whatever projectile, missile, or beam called it.
I 100% want them to be compatible! Quality data to make good decisions is a human right, no matter what mods you use :)
I'm working on Ed Shipyard stuff right now, but when I finish with that I'll switch back over to DCR to think about this (and check out your mod!). When I get to that I'll hit you up and we can brain storm.
In the few minutes I've spent thinking about this in the past, ideally we pass the info as simple objects over a common bus (Global.getCombatEngine().getCustomData()) so players don't have to have each other mods installed for our mods to work individually (no hard dependencies).
/**
* Contains the {@code float} armor damage and {@code float} hull damage a
* {@link DamagingProjectileAPI}, {@link MissileAPI}, or {@link BeamAPI} has inflicted.
* <p></p>
* Create a DamageReport after calculating the armor and hull damage and pass it to
* Global.getCombatEngine as custom data for DetailedCombatResults to record and consume.
*/
class DamageReport {
private final float armorDamage, hullDamage;
private final Object source;
private DamageReport(float armorDamage, float hullDamage, DamagingProjectileAPI projectile) {
this.armorDamage = armorDamage; this.hullDamage = hullDamage;
source = projectile;
}
private DamageReport(float armorDamage, float hullDamage, MissileAPI missile) {
this.armorDamage = armorDamage; this.hullDamage = hullDamage;
source = missile;
}
private DamageReport(float armorDamage, float hullDamage, BeamAPI beam) {
this.armorDamage = armorDamage; this.hullDamage = hullDamage;
source = beam;
}
/**
* Returns the {@code float} armor damage a {@link DamagingProjectileAPI},
* {@link MissileAPI}, or {@link BeamAPI} has inflicted.
*/
public float getArmorDamage() { return armorDamage; }
/**
* Returns the {@code float} hull damage a {@link DamagingProjectileAPI},
* {@link MissileAPI}, or {@link BeamAPI} has inflicted.
*/
public float getHullDamage() { return hullDamage; }
/**
* Returns the {@link DamagingProjectileAPI}, {@link MissileAPI}, or {@link BeamAPI}
* that inflicted the {@code float} armor damage and {@code float} hull damage of
* this {@link DamageReport}.
*/
public Object getSource() { return source; }
}
Detailed Combat Results v5.2.2 released (DL Link in main post)
Bugfix release, thanks for the reports everyone! (save compatible):
- Ship count limit now configurable via JSON (for intel display)
- Updated wording for enemy fleet damage dealt
- Lightning gun from SWP now has its damage recorded correctly
- Don't process missile damages 2x (was caused by processing explosion damage and then missile damage)
- Don't count launched missiles as a part of a fleet
Detailed Combat Results v5.2.2 released (DL Link in main post)
Bugfix release, thanks for the reports everyone! (save compatible):
- Ship count limit now configurable via JSON (for intel display)
- Updated wording for enemy fleet damage dealt
- Lightning gun from SWP now has its damage recorded correctly
- Don't process missile damages 2x (was caused by processing explosion damage and then missile damage)
- Don't count launched missiles as a part of a fleet
Thanks for the great job. This is my must have mod. But version 5.2.2 seems break save when I upgrade from version 5.2.1. Need to start a new game?
Detailed Combat Results v5.2.2 released (DL Link in main post)
Bugfix release, thanks for the reports everyone! (save compatible):
- Ship count limit now configurable via JSON (for intel display)
- Updated wording for enemy fleet damage dealt
- Lightning gun from SWP now has its damage recorded correctly
- Don't process missile damages 2x (was caused by processing explosion damage and then missile damage)
- Don't count launched missiles as a part of a fleet
Thanks for the great job. This is my must have mod. But version 5.2.2 seems break save when I upgrade from version 5.2.1. Need to start a new game?
No, there shouldn't have been any save format changes. :/
Do you have a stack trace I could look at?
This mod is absolutely fantastic and really encourages evaluating things differently. Great Work!
Question: Does this mod attribute wings damage dealt to the carrier? I fought a few battles, haven't seen any of my carriers show up, they were remnant scintillas. I did get a report for this Tempest though.
Are my scintilla's really this bad? :(
Detailed Combat Results v5.2.3 released (DL Link in main post)
Minor feature release (save compatible):
- Supports having damage values supplied by mods (specifically Realistic Combat)
Hi, I love your mod and have used it on multiple playthroughs. Really helps one break down fleet strengths and weaknesses. Regarding your last update to support mods like Realistic Combat, I have been using these two together and seemingly ran into a bug. My carriers don't seem to track the stats of deployed wings. I.e., in the detailed combat results, the only damage displayed by carriers is any onboard weapons, no e.g., fighters/bombers. See screenshot: https://imgur.com/a/mAc4dIg
This occurs in combats where I know for certain the wings are dealing damage. Do you know if this is a problem on this mod's side, or should I report this bug on the Realistic Combat thread? Thanks!
I'd talk to Liral about it, for Realistic Combat, DCR is simply rendering the damages reported to it. So if something is missing, it's probably not reported.
Thanks for the update! This mod is invaluable for trying to understand what's going on in combat.
Is it possible to change it to account for scripted damage? I'm thinking in particular of the additional armor damage from Breach, which is via script found in com.fs.starfarer.api.impl.combat.BreachOnHitEffect. I don't think it counts those damages currently.
Two real dumb questions:
Where/how does this mod export results to an external text file? There's toTsv methods so I assume that's done somewhere, but I'm smallbraining on where the results actually are.
Second, I'm trying to compile this mod on its own to modify it to autoprint the results of sims, but am having some trouble with the dependencies. Specifically I'm baffled by the following:
https://imgur.com/a/bIbCxTf
Damaging explosions is in starsectorobf and I dunno how to access it. I'm pretty sure I'm making an embarrassingly simple mistake. Same with my failure to import Pair. Everything else is importing fine. *** around with it in a public project here. https://github.com/CandyJanus/DetailedCombatResults_printout
Thanks!
hi liral, i wrote this in starship legends as well, but i suspect this mod conflicts with that mod since it's the only mod that overhauls damage percentages and the like
this is what i wrote in the last paragraph in the post: "none of the battles register, they happen but when i see the battle log it shows as if none of my ships did any damage or receive any, it only logs when a ship is destroyed and this is extremely annoying as i will quickly get insubordinate crews and negative buffs."
i may be completely wrong on this mod conflicting, but i mean it's my only suspect at the moment
Hey, Liral. I'm trying to resolve the issue turtlebacons recently brought to my attention (as described above). I was hoping your DamageReportManagerV1 class would be a good solution, but I'm having trouble getting getDamageReports to return anything other than an empty list. I suspect that I'm not using the class as intended. Would you be kind enough to explain the correct usage to me? Feel free to PM me here or on Discord (Sundog#3161) if you'd prefer to keep this thread clean.
This is probably a dumb question but I'm curious how this mod interacts with Fleet Combat History. Are they compatible? Do they do the same thing? From reading the description, it seems this one is more for the individual battle and the other is for history or multiple battles. Is this correct?
Seems can't be removed safely mow? I can't find 'MaxCombatResultCount' in the json. The most similar stuff is 'Max combat results to keep' in lunalib's setting. But the value can't be lower than 10.That is definitely an oversight by @Nick XR. To resolve:
Seems can't be removed safely mow? I can't find 'MaxCombatResultCount' in the json. The most similar stuff is 'Max combat results to keep' in lunalib's setting. But the value can't be lower than 10.That is definitely an oversight by @Nick XR. To resolve:
1. Open up the LunaSettings.csv file in the '\mods\DetailedCombatResults\data\config' folder in Notepad++ or equivalent.
2. Find the line that reads as:
DetailedCombatResults,dcr_MaxCombatResultCount,Max combat results to keep,Int,50,The maximum number of combat results to store (oldest are removed first),false,200,10,
3. Change the last part of the line from ',false,200,10,' to ',false,200,0,' and the line will now be:
DetailedCombatResults,dcr_MaxCombatResultCount,Max combat results to keep,Int,50,The maximum number of combat results to store (oldest are removed first),false,200,0,
4. Don't forget to save the changes and restart Starsector (changes won't be recognized until full re-load of the game).
That should allow you to change that value in the LunaLib in-game menu to 0.
Seems can't be removed safely mow? I can't find 'MaxCombatResultCount' in the json. The most similar stuff is 'Max combat results to keep' in lunalib's setting. But the value can't be lower than 10.
9141989 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.combatanalytics.override.DCRIonCannonOnHitEffect.onHit(DCRIonCannonOnHitEffect.java:37)
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.A.oOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.A.super(Unknown Source)
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.A.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
There seems to be a CTD issue with this mod.Quote9141989 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.combatanalytics.override.DCRIonCannonOnHitEffect.onHit(DCRIonCannonOnHitEffect.java:37)
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.A.oOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.A.super(Unknown Source)
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.A.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
If necessary I can upload the entire starsector.log
There seems to be a CTD issue with this mod.Quote9141989 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.combatanalytics.override.DCRIonCannonOnHitEffect.onHit(DCRIonCannonOnHitEffect.java:37)
at com.fs.starfarer.combat.entities.MovingRay.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.A.oOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.A.super(Unknown Source)
at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.A.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
If necessary I can upload the entire starsector.log
Oooo, nice. I'll fix it now.
I seem to never be able to find the previous version of the mods in here, I need this for 1.95.1a, someone can help?
I am wondering if it's possible to make a feature to dump current details to a csv or similar file? I love this mod so much and the detailed stats it provides, it gives the game more meaning; so much so that I'd like to keep track of growth/changes in statistics and performance for my ships over time. Problem is I can only see the data in game, but I'd like to parse it with python and make a function to record time series data in charts and graphs, and make some other cool analytics.
I know this might be a big ask, but it would be so great to get this data in a format readable out of the game.
Hmm, is the PCL in the base game? I haven't used it before but I'll take a look at it.
Hmm, is the PCL in the base game? I haven't used it before but I'll take a look at it.
Yeah, it is in the base game, and an excellent weapon!
I want to thank you again for making this mod, having used it more I've really come to appreciate it. If you want to see how I used it to improve my build, here's a showcase: https://fractalsoftworks.com/forum/index.php?topic=26913.msg399595#msg399595
I've been getting an error code every time I try to use bitbucket for some reason. Is there a non bitbucket link?Hit me up on Discord and I'll send it to you direct. I don't want to have to maintain another place to DL from, a release is complex enough as it is.
DCR used to do that, but I think only one person ever used the functionality and it was a pain to maintain. If you're feeling bold you can look at the code and build your own save version and have it write to a file.
Hmm, is the PCL in the base game? I haven't used it before but I'll take a look at it.
Hmm, is the PCL in the base game? I haven't used it before but I'll take a look at it.I've noticed the same thing happening with (presumably)
Can I somehow turn off the "DCL loaded, press 'L' for aggregation options" message that pops up in the lower left on every game load ?
Can I somehow turn off the "DCL loaded, press 'L' for aggregation options" message that pops up in the lower left on every game load ?
I too want to know how to do this.
Hi I've got a question about version 5.4.0
I'm still using 0.96a and haven't upgraded yet and I was wondering if it's safe to run 5.4.0 on my current build?
Right now I'm getting an error message when I try to activate the mod, if it's safe to do so, what do I need to do in order to use it?
Thank you