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Author Topic: [0.9.1a] Combat Analytics & Detailed Combat Results v4.4 (2019-08-18)  (Read 60475 times)

Nick XR

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Combat Analytics & Detailed Combat Results v4.4
-=Download=-

Ever wonder how many ships you've killed?  Or how a new ship load-out you've created is performing in combat?  Or how useless a cautious officer is in an Onslaught?
No more guessing, now you can know for sure!

Features:

  • Detailed post combat report on the Intel screen
  • Various reports summarizing ship performance over time or per battle
  • Kill count of various hull sizes
  • Individual weapon performance
  • Combat raw data dump for those that want to be data analysts! (Works for main menu missions too!)
  • Easy to use, just add the mod and you're good to go.
  • Works with just about any mod (Tested with nexerlin, SS+, lots of ships & factions)
  • Disabling the mod is possible, set MaxCombatResultCount=0, load your save, advance one day, save, quit and then disable the mod.


In Game Images:

Analytics!!

To enabled saving detailed data for external analysis, set 'SaveDetailedCombatData' to true, then look for your data after combats in: /saves/common/combatanalytics/

-=Download=-

How to use:

 1. Download & install this mod
 2. Make sure this mod is enabled
 3. Fight at least one battle (simulation doesn't count)
 4. View the generated intel event using the 'e' key OR
 5. Press the 'L' key (configurable in mod's settings.json) when in the campaign UI


Mod compatibility:
  • Requires no extra mods/libs to function
  • Tested with nexerlin, SS+, lots of ships & factions
  • Compatible with all prior versions of this mod

Known Issues/Limitations:
  • Occasionally the killing blow calculation will be incorrect
  • Damage done by ramming and blast radius is not tracked
  • Wont work for simulation battles (requires on combat end events to be fired that aren't fired in sim)
  • Only tracks raw damage before mitigation and armor


Using this mod in other mods:
This mod is covered by the MIT license, you can do what ever you want with this, no need to ask.  Just be nice and mention that this mod exists and where you got it from :)


Change Log:
Spoiler
v4.4
 Try again to get MIRVs to calculate damage correctly without breaking anything else

v4.3
 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.

v4.2
 New save data format to enable new functionality
  • This won't break anything.
  • But your old combat data will be automatically deleted.
  • Your save game is fine.
No longer displaying kills based on killing blows, we now display Solo Kills (> 80% of hull damage) and Assists (> 20% hull dmg)
 DP destroyed based on pro-rated armor/hull damage
 Much more accurate damage calculations.  Not perfect, but much better.
 More accurate tracking of what ships were killed.
 Fighters are now treated as a singular weapon system, since that is often the most useful way of thinking about them
 Ships details "kill" grid removed, replaced with sprites:
  • now render sprites for ships that were solo-killed
  • render ship sprites that were kill-assisted (along with a damage overlay)
New enemy fleet status summary area
 Player ships are shown as Disabled/Destroyed/Retreated in ship list
 Added % hull remaining after combat, color coded
 Can now aggregate data based on history and generate a "Merged combat result"

v4.1
 Proper fighter kill count for TOTAL rows
 Denser data format for detailed combat data (to try and avoid 1MB limit)
 No longer using "ship list" functionality, now using rendered sprite images in list
 If SaveDetailedCombatData is set to true, save detailed results when main menu missions are played (saved on completion)
 Images scaled slightly by hull class
 Use 7 zip command line to build archive to hopefully work around archive slash issues

v4.0
 Added new intel window for post combat detailed results (press 'e')
 Weapons can now properly compute how many fighters they've killed (rewrote aggregation)
 Various bug fixes around things done in mods that aren't done in Vanilla (big thanks stormbringer951)
 If SaveDetailedCombatData is on, files will be written after each battle in the folder /saves/common/combatanalytics/

3.3
 Defend against key not being specified in JSON

3.2
 Handle possible exception (should only happen on some mods)
 Sort results by damage dealt desc

3.1
 Updated to starsector .9a
 
3.0
 Updated to Starsector .8.1a
 Fighters are tracked as weapon systems

2.0
 Data is persisted as strings so disabling the mod wont break saves
 Better exception trapping in case something unexpected happens

1.0 - Released
[close]

Forum: http://fractalsoftworks.com/forum/index.php?topic=11551.0
Source: https://bitbucket.org/NickWWest/starsectorcombatanalytics
License: MIT License (Do what ever you want, creators not liable)
« Last Edit: August 19, 2019, 04:03:29 PM by Nick XR »
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Midnight Kitsune

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Re: [0.7.2a] Combat Analytics (2017-01-10)
« Reply #1 on: January 10, 2017, 10:58:41 PM »

One issue I think I can already see is that the K key is used by Common Radar to turn the radar on and off
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Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Spoiler
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
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Nick XR

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Re: [0.7.2a] Combat Analytics (2017-01-10)
« Reply #2 on: January 10, 2017, 11:06:54 PM »

OhSnap.gif


There will probably be a few other issues I'll solve at the same time before issuing a new version. 

Thanks!

nomadic_leader

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Re: [0.7.2a] Combat Analytics (2017-01-10)
« Reply #3 on: January 22, 2017, 05:42:06 AM »

Nice. Really like the mods experimenting with new features.

Any possibility of adding a running and per battle tally of friendly/enemy crew kills/losses?
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JohnDoe

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Re: [0.7.2a] Combat Analytics (2017-01-10)
« Reply #4 on: January 22, 2017, 07:39:26 AM »

I really want something like raid dps meter
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Nick XR

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Re: [0.7.2a] Combat Analytics (2017-01-10)
« Reply #5 on: January 22, 2017, 09:26:34 PM »

What sort of functionality does raid dps meter have that you would want?

for SS v.8  I'll see about having optional totals that display during combat.

stormbringer951

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Re: [0.7.2a] Combat Analytics v.1 (2017-01-10)
« Reply #6 on: February 09, 2017, 09:25:02 AM »

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:

Code
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)

Minimal set of mods to replicate the crash:
  • Combat Analytics .1
  • LazyLib 2.1
  • Nexerelin 0.7.6d
« Last Edit: February 09, 2017, 09:28:23 AM by stormbringer951 »
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Nick XR

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Re: [0.7.2a] Combat Analytics v.1 (2017-01-10)
« Reply #7 on: February 09, 2017, 09:57:43 AM »

Thanks, I'll check it out today.

Nick XR

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Re: [0.7.2a] Combat Analytics v.1 (2017-01-10)
« Reply #8 on: February 09, 2017, 10:36:52 PM »

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:

Code
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)

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)

stormbringer951

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Re: [0.7.2a] Combat Analytics v.1 (2017-01-10)
« Reply #9 on: February 10, 2017, 02:21:43 AM »

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:

Code
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)

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)

No problem. Thanks for the blazing fast turnaround time on the hotfix :)
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Weltall

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Re: [0.7.2a] Combat Analytics v.1.1 (2017-02-09)
« Reply #10 on: February 10, 2017, 06:58:32 PM »

A cautious officer in an onslaught  :o I definitely do not need a mod to know ow useless they will be! 100%  ::)

Holy.. I remember talks about a mod like this, but I never thought I would see it. Thanks a lot Nick XR. How many times I would feel someone in team is doing nothing but flying around. This is great =)
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Pegart

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Re: [0.7.2a] Combat Analytics v.1.1 (2017-02-09)
« Reply #11 on: February 13, 2017, 06:45:32 AM »

Quote
Disabling mod will render your save broken (but it can be fixed with a text editor)

What needs to be edited in the save file when turning the mod off to fix it?
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Nick XR

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Re: [0.7.2a] Combat Analytics v.1.1 (2017-02-09)
« Reply #12 on: February 13, 2017, 09:44:20 AM »

I'm not sure off the top of my head, I'll let you know inside the day.  The core issues is CombatAnalytics classes are serialized with the persisted data.  The gist is to fix your save, you just need to safely remove all the elements where CombatAnalytics is referenced.

There shouldn't be any issues with leaving the mod enabled to keep it from breaking your save (if you are having issues, please let me know). 

In the next release disabling the mod won't break your saves, but I'm waiting for SS.8 to release it.

Pegart

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Re: [0.7.2a] Combat Analytics v.1.1 (2017-02-09)
« Reply #13 on: February 13, 2017, 10:42:36 AM »

OK, sure will if I'll have any problems. Was just postponing using it because I didn't want to risk breaking my game and potentially not being able to revert back but if you say it's pretty simple if it needs to be done I'll use it.
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stormbringer951

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Re: [0.7.2a] Combat Analytics v.1.1 (2017-02-09)
« Reply #14 on: April 03, 2018, 02:55:27 PM »

Any chance this mod will see an update for 0.8.1?
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