(https://i.imgur.com/5GyrqKj.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.