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Author Topic: [0.97a] Detailed Combat Results v5.4.1 (2024-07-15)  (Read 294030 times)

Nick XR

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[0.97a] Detailed Combat Results v5.4.1 (2024-07-15)
« on: January 10, 2017, 10:50:29 PM »

Detailed Combat Results


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
  • Reports summarizing ship performance over time or per battle
  • Individual weapon performance
  • Kill count of various hull sizes
  • 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, see instructions below


In Game Images:

How to use:

 1. If you haven't already, ensure you've increased your max memory (if you haven't, your game will be slooooow with mods): https://fractalsoftworks.com/forum/index.php?topic=8726.0   
 2. Download & install this mod
 3. Make sure this mod is enabled
 4. Fight at least one battle
 5. View the generated intel event using the 'e' key OR
 6. 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:
  • Doesn't work for missions from the main menu

To remove this mod
Spoiler
  • Set Misc->Uninstall to true via the LunaLib config UI
  • Ensure a non DCR intel event is being viewed
  • Save Game
  • Exit Starsector
  • Deselect DCR Mod
  • Start Starsector
[close]


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
v5.4.1
 Fixed bug with beam damage calculation relating to pauses & slowdowns
 Don't calculate damage while paused (thanks bug reporter!)
 Grid rows now highlight on mouseover
 Weapons grid rows now have mouse over tooltips with extra info
 Weapon data rows are highlighted based on weapon performance (% OP vs % Dmg) So you can see more easily which weapons are doing well
 Performance
  - New save file format for performance (New data save format, old combats won't load but this won't brick your save or anything)
  - New in-memory damage tracking

v5.4.0
 Updated to SS .97a

v5.3.3
 Fix for rare null pointer when tracking emp arc damage

v5.3.2
 All settings now done through Luna (still a soft dependency)
 Results UI now tracks damage repaired (requires mods to report damage repaired)
 New uninstall LunaLib setting

v5.3.1
 Upgrade to Starsector .96a
 Changes to support DEM missiles (Thanks DR)
 Improvements to ignoring exploding ship damage logic

v5.3.0
  Configuration values can now be configured via Luna (Thanks Lukas04)
  Additional support for mods specifying damage or clarifying unknown damages
  Modification of vanilla on-hit effects to specify and clarify their damages
  Mod Authors, please look at the file: https://bitbucket.org/NickWWest/starsectorcombatanalytics/src/master/CombatAnalyticsMod/src/data/scripts/DCRIntegration.java

v5.2.3
  Supports having damage values supplied by mods (specifically Realistic Combat)

v5.2.2
 Bugfix Release:
  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 damge)
  Don't count launched missiles as a part of a fleet

v5.2.1
 Bugfixes

v5.2.0
 Updated to .95.1a
 Now tracks missiles intercepted
 Now tracks explosion damage in a more robust manner (greatly improved accuracy)
 General improvements to damage detection accuracy

 v5.1.2
 Fixed issue with explosions and looking too deeply inside core objects. Thanks Photonsynthesis
 Better explosion damage detection

v5.1.1
 Add caching layer to prevent perf issues if IntelCombatReport.isValid() is called repeatedly (by mods)
 Data is now stored in a compressed format
 Now includes Chinese (locale=zh) translation (thanks saya39!): https://www.fossic.org/forum.php?mod=viewthread&tid=1667

v5.1
 Campaign Simulation Battles now create "simulation" combat results that last for a day
 Changed Flux Dmg -> EMP Dmg
 Localization fixes (some strings were omitted)
 Issue with Motes not always being properly identified

v5.0
 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):
  • plasma cannons
  • Flak weapons
  • Doom Mines
  • Mines generally
  • storyline "things"
  • collision damage
  • on-hit effects
Beam weapons that use multiple beams (like Seeker's kaleidoscope) now have damage computed correctly
 Removed SaveDetailedCombatData
 Renamed mod to show scope and goal (not general analytics, just detailed combat results)

v4.6.1
 Fix issue with failing to parse a saved combat for which there was no damage dealt
 Minor perf improvements relating to loading saved data

v4.6
 Fix all projectile weapons dealing double damage

v4.5
 Another attempt at getting submunition damage correct
 Fancy new Icon thanks to Nia Tahl! 

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: July 15, 2024, 01:02:57 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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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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Weapons Group Controls mod - deselect all weapon groups, hold-down hold-fire mode, toggle alternating/linked fire
Captain's Log - throw away your notepad: custom notes, ruins and salvageable reminders
Old Hyperion - for your dose of nostalgia
Adjustable Skill Thresholds - set fleet DP and fighter bay thresholds

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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Weapons Group Controls mod - deselect all weapon groups, hold-down hold-fire mode, toggle alternating/linked fire
Captain's Log - throw away your notepad: custom notes, ruins and salvageable reminders
Old Hyperion - for your dose of nostalgia
Adjustable Skill Thresholds - set fleet DP and fighter bay thresholds
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