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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Author Topic: [0.95a] Detailed Combat Results v5.1.2 (2021-05-26)  (Read 135122 times)

Nick XR

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Re: [0.9.1a] Combat Analytics & Detailed Combat Results v4.6.1 (2020-05-25)
« Reply #150 on: April 22, 2021, 11:00:33 AM »

Kaleidoscope is pretty powerful though! I'll look into that specifically and see how we dealing with damage in that case (particularly how we fetch the damage that a single beam is doing), vs how much damage the whole thing is doing.

Weapons that have on-hit effects like causing extra damage on hits is difficult to take into account and not really possible to capture with the current available APIs, but I'll look and see if there might be another way.

Thanks for the report!

Luck0318

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Re: [0.9.1a] Combat Analytics & Detailed Combat Results v4.6.1 (2020-05-25)
« Reply #151 on: April 22, 2021, 11:27:47 AM »

Is it safe to used with the 9.5a? I'm a sucker for statistics :p
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WeiTuLo

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Re: [0.9.1a] Combat Analytics & Detailed Combat Results v4.6.1 (2020-05-25)
« Reply #152 on: April 22, 2021, 04:50:02 PM »

I've been using it in 0.95a since RC9, it works. No new issues so far. Nick might have plasma cannon improvements in the next one.
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oooh_senpai

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Re: [0.9.1a] Combat Analytics & Detailed Combat Results v4.6.1 (2020-05-25)
« Reply #153 on: April 22, 2021, 05:38:49 PM »

So, is there a way to remove mod from save without breaking it? I tried it on 0.95 rc14
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WeiTuLo

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Re: [0.9.1a] Combat Analytics & Detailed Combat Results v4.6.1 (2020-05-25)
« Reply #154 on: April 23, 2021, 07:10:18 PM »

Set this to zero in CombatAnalyticsSettings.ini:

      "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.
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oooh_senpai

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Re: [0.9.1a] Combat Analytics & Detailed Combat Results v4.6.1 (2020-05-25)
« Reply #155 on: April 23, 2021, 09:42:57 PM »

Set this to zero in CombatAnalyticsSettings.ini:

      "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.
It worked, thanks!
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Arcagnello

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Re: [0.9.1a] Combat Analytics & Detailed Combat Results v4.6.1 (2020-05-25)
« Reply #156 on: April 24, 2021, 12:15:44 PM »

Just passing by to let you know I've stapled this mod onto my ongoing game and it works like a charm. Thank you again for making hours of nearly endless minmaxing many times more satisfying opon checking the cold hard data of your new ships designs perfoming better!

I'm dying to see if my XIV Hegecrabbo with just two Mk9 Autocannons and 3 Breach SRMS with Expanded Missile Racks&ECM does more or less damage than the other, purely ballistic based one now...
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Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.

Nick XR

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Re: [0.95a] Detailed Combat Results v5.0.0 (2024-04-25)
« Reply #157 on: April 25, 2021, 12:13:32 PM »

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):
  • 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)

Arcagnello

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Re: [0.95a] Detailed Combat Results v5.0.0 (2024-04-25)
« Reply #158 on: April 25, 2021, 12:58:09 PM »

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):
  • 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)

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!
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Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.

Sundog

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Re: [0.95a] Detailed Combat Results v5.0.0 (2024-04-25)
« Reply #159 on: April 25, 2021, 01:05:15 PM »

\o/  Time to find out just how OP my Doom is  ;D

JohnDoe

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Re: [0.95a] Detailed Combat Results v5.0.0 (2024-04-25)
« Reply #160 on: April 25, 2021, 01:07:22 PM »

Quote
2024
:o
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Nick XR

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Re: [0.95a] Detailed Combat Results v5.0.0 (2024-04-25)
« Reply #161 on: April 25, 2021, 01:09:44 PM »

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!

On-hit effects should be listed as "Unknown - DamageType", since there's no good way to tie it back to a weapon.  Generally speaking there's a lot of contortions in code that have to be done to figure out damages that the listeners report (which only has ship level resolution), to what weapon actually did the damage.

Quote
2024
:o
Hah, thanks. :P

Arcagnello

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Re: [0.95a] Detailed Combat Results v5.0.0 (2024-04-25)
« Reply #162 on: April 25, 2021, 01:20:27 PM »

\o/  Time to find out just how OP my Doom is  ;D

This mod truly has everything, but I must ask: does it estimate the amount of hair that gets pulled out every time an Officered Harbinger with systems expertise disrupts the enemy flagship 4 times in a row?

Now you know why most Luddites are bald.

@Nick_XR
Very interesting!
« Last Edit: April 25, 2021, 01:23:19 PM by Arcagnello »
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Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.

WeiTuLo

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Re: [0.95a] Detailed Combat Results v5.0.0 (2021-04-25)
« Reply #163 on: April 25, 2021, 02:00:13 PM »

Very nice!
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MyrSire

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Re: [0.95a] Detailed Combat Results v5.0.0 (2021-04-25)
« Reply #164 on: April 25, 2021, 04:50:36 PM »

Made an account just to say how excited I am that the mod got updated, playing without this mod just doesn't feel the same. Thanks for all the work!
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