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Author Topic: [0.97a] Detailed Combat Results v5.4.0 (2024-02-04)  (Read 272169 times)

Opera

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Re: [0.96a] Detailed Combat Results v5.3.3 (2023-05-14)
« Reply #270 on: July 24, 2023, 12:49:21 PM »

Hmm, is the PCL in the base game?  I haven't used it before but I'll take a look at it.
I've noticed the same thing happening with (presumably) Sunder's High energy focus tachyon lance's arcing effect.

Spoiler
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Unrelated question:
Can I somehow turn off the "DCL loaded, press 'L' for aggregation options" message that pops up in the lower left on every game load ?
« Last Edit: July 25, 2023, 04:33:57 AM by Opera »
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Mitroll

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Re: [0.96a] Detailed Combat Results v5.3.3 (2023-05-14)
« Reply #271 on: October 04, 2023, 02:26:42 PM »

Thanks for the mod, I was wondering if there's any way to show more details about enemies and incoming damage. For example, which ships cause the most damage to my ships, and especially which weapons cause the most damage. Am I taking the most damage from beams? HE? Energy? Which weapons are able to get through my armor? That sort of thing.
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Lycaeon

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Re: [0.96a] Detailed Combat Results v5.3.3 (2023-05-14)
« Reply #272 on: October 05, 2023, 07:31:09 PM »

Can I somehow turn off the "DCL loaded, press 'L' for aggregation options" message that pops up in the lower left on every game load ?

I too want to know how to do this.
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Nick XR

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Re: [0.96a] Detailed Combat Results v5.3.3 (2023-05-14)
« Reply #273 on: October 06, 2023, 06:00:35 PM »

Can I somehow turn off the "DCL loaded, press 'L' for aggregation options" message that pops up in the lower left on every game load ?

I too want to know how to do this.

I'll make it configurable in the next release.  It's mostly there to remind people that the data can be aggregated.

Nick9

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Re: [0.96a] Detailed Combat Results v5.3.3 (2023-05-14)
« Reply #274 on: October 08, 2023, 12:04:31 AM »

Why isn't it in base game yet?!!! 10/10 musthave
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zaihn49

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Re: [0.96a] Detailed Combat Results v5.3.3 (2023-05-14)
« Reply #275 on: October 09, 2023, 07:22:00 AM »

Possible to average some of the results by battle?

Total damage / battle
Fighter / battle
Missile / battle

Stuff like that so I can compare average ship performance since I don't use every ship every battle.
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Anduin1357

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Re: [0.96a] Detailed Combat Results v5.3.3 (2023-05-14)
« Reply #276 on: December 23, 2023, 08:37:50 AM »


I kinda sorta need more space for the amount of hits received in the results summary.
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sanya02

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Re: [0.96a] Detailed Combat Results v5.3.3 (2023-05-14)
« Reply #277 on: January 04, 2024, 02:54:25 PM »

Because of these calculations, the mod seems to load the system well!
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Nick XR

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Re: [0.97a] Detailed Combat Results v5.4.0 (2024-02-04)
« Reply #278 on: February 04, 2024, 01:15:59 PM »

v5.4.0
 Updated to SS .97a

vorpal+5

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Re: [0.97a] Detailed Combat Results v5.4.0 (2024-02-04)
« Reply #279 on: February 07, 2024, 08:56:31 AM »

Thanks  :D
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BobExplains

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Re: [0.97a] Detailed Combat Results v5.4.0 (2024-02-04)
« Reply #280 on: March 09, 2024, 03:03:02 AM »

Hi I've got a question about version 5.4.0

I'm still using 0.96a and haven't upgraded yet and I was wondering if it's safe to run 5.4.0 on my current build?

Right now I'm getting an error message when I try to activate the mod, if it's safe to do so, what do I need to do in order to use it?

Thank you
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Nick XR

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Re: [0.97a] Detailed Combat Results v5.4.0 (2024-02-04)
« Reply #281 on: March 09, 2024, 06:50:35 PM »

Hi I've got a question about version 5.4.0

I'm still using 0.96a and haven't upgraded yet and I was wondering if it's safe to run 5.4.0 on my current build?

Right now I'm getting an error message when I try to activate the mod, if it's safe to do so, what do I need to do in order to use it?

Thank you

You'll want 5.3.3 the last build for .96
https://bitbucket.org/NickWWest/starsectorcombatanalytics/downloads/

The check is there to keep the mod from running with versions it wasn't built for an causing problems.

Templar_X

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Re: [0.97a] Detailed Combat Results v5.4.0 (2024-02-04)
« Reply #282 on: March 15, 2024, 03:24:33 PM »

Thank you so much for this mod! It is a must have for all my playthroughs.
Sometimes I end up spending more time in the simulator and checking results than actually playing  ;D

Question/suggestion: Is there a way to see how much flux a weapon spent? (So we can get an idea of how flux efficient that weapon was)
(Apologies if this was asked before)
« Last Edit: March 16, 2024, 06:44:48 PM by Templar_X »
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MalikTheMad

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Re: [0.97a] Detailed Combat Results v5.4.0 (2024-02-04)
« Reply #283 on: March 15, 2024, 09:01:05 PM »

I think this is swell
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Vanshilar

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Re: [0.97a] Detailed Combat Results v5.4.0 (2024-02-04)
« Reply #284 on: April 09, 2024, 10:04:35 PM »

Hi Nick XR! Great job with this mod, it's been absolutely invaluable in figuring out what actually happens during combat.

I think I've found a bug for DCR. It tends to overstate beam damage. After doing some testing, it seems like when the game is paused, if there's any ship hitting another ship with beam weapons, it'll continue to register that damage for as long as the game is paused. Pausing can mean either during combat (space bar), or switching over to the tactical map, since combat is paused during that time. This happens both in the sim and in actual combat. I'm guessing there needs to be a check added for if the game is paused when it decides whether or not to count the ongoing beam damage.

Also, it doesn't seem to count beam damage correctly if there's time dilation, such as when using the Scarab.

I've put up a video of the bug in action here:

Spoiler
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