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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Detailed Combat Results v5.4.0 (2024-02-04)  (Read 267144 times)

Nick XR

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Re: [0.95.1a] Detailed Combat Results v5.2.1 (2021-12-23)
« Reply #210 on: January 27, 2022, 12:30:54 PM »

Oh, good catch.  I'll make a note and fix it in the next version.
Thanks!

Vyn

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Re: [0.95.1a] Detailed Combat Results v5.2.1 (2021-12-23)
« Reply #211 on: January 29, 2022, 09:01:59 AM »

Thanks for making this great mod! Refitting ships is a lot more fun with all these stats to review.

I have only read the last few pages of this thread, so this might be a known issue already: the Typhoon Reaper Launcher seems to have abnormally high damage and the wrong hit count recorded.

Attached is a screenshot of a sim battle report, where I manually piloted the ship and shot 2 reapers at an Onslaught. Yet the report indicates there were 4 hits by the reapers, and the damage seems to far exceed what is possible with 2 x 4,000 explosive damage.

[attachment deleted by admin]
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Nick XR

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Re: [0.95.1a] Detailed Combat Results v5.2.1 (2021-12-23)
« Reply #212 on: January 29, 2022, 02:51:43 PM »

Thanks for the simple repro.  I'll see what's going on.

Hyperflare

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Re: [0.95.1a] Detailed Combat Results v5.2.1 (2021-12-23)
« Reply #213 on: January 31, 2022, 09:05:05 AM »

This mod is absolutely amazing! I'm in awe of what you managed to do.
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gentulf

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Re: [0.95.1a] Detailed Combat Results v5.2.1 (2021-12-23)
« Reply #214 on: February 26, 2022, 04:57:38 AM »

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.
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Nick XR

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Re: [0.95.1a] Detailed Combat Results v5.2.1 (2021-12-23)
« Reply #215 on: February 27, 2022, 03:52:50 PM »

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.

Thanks for the bug reports!
I'll look at the wording and see what can be done.  It's been a while since I've actually read any text on that screen  :o

For the ship units, I think it might be a non-vanilla ship issue.   Maybe not, I've made changes in that area in the last release so I'll have to see what it is. 

Thanks again!

gentulf

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Re: [0.95.1a] Detailed Combat Results v5.2.1 (2021-12-23)
« Reply #216 on: March 06, 2022, 12:35:51 PM »

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.
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Vanshilar

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Re: [0.95.1a] Detailed Combat Results v5.2.1 (2021-12-23)
« Reply #217 on: March 06, 2022, 09:52:34 PM »

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.
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Nick XR

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Re: [0.95.1a] Detailed Combat Results v5.2.1 (2021-12-23)
« Reply #218 on: March 07, 2022, 11:24:19 AM »

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'll make it configurable in the next release (in the JSON).

balordezul

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Re: [0.95.1a] Detailed Combat Results v5.2.1 (2021-12-23)
« Reply #219 on: March 07, 2022, 02:38:28 PM »

This is such a great resource for the play but it also helps when giving modder feedback.
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Celepito

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Re: [0.95.1a] Detailed Combat Results v5.2.1 (2021-12-23)
« Reply #220 on: May 15, 2022, 12:35:03 PM »

I have an issue/bug with the Lightning Gun from Ship/Weapon Pack by Dark.Revenant. 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.
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Nick XR

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Re: [0.95.1a] Detailed Combat Results v5.2.1 (2021-12-23)
« Reply #221 on: May 22, 2022, 10:58:04 PM »

I have an issue/bug with the Lightning Gun from Ship/Weapon Pack by Dark.Revenant. 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.

I too am a big fan of the SWP, I'll put this on the list of things to look at and see why they don't work.  Thanks for the report!

Nick XR

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Re: [0.95.1a] Detailed Combat Results v5.2.2 (2022-07-08)
« Reply #222 on: July 08, 2022, 01:56:30 PM »

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




« Last Edit: July 09, 2022, 12:02:29 PM by Nick XR »
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Jang

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Re: [0.95.1a] Detailed Combat Results v5.2.2 (2022-07-08)
« Reply #223 on: July 18, 2022, 12:22:46 PM »

Thanks for fixing the Lightning Gun issue! This mod is essential for me, I look forward to reading the reports after battles and it makes testing different ship fits very easy
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Liral

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Re: [0.95.1a] Detailed Combat Results v5.2.2 (2022-07-08)
« Reply #224 on: July 19, 2022, 03:24:51 PM »

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.
« Last Edit: July 19, 2022, 03:27:13 PM by Liral »
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