Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Pages: 1 ... 18 19 [20]

Author Topic: [0.97a] Detailed Combat Results v5.4.1 (2024-07-15)  (Read 302330 times)

Nick XR

  • Admiral
  • *****
  • Posts: 725
    • View Profile
Re: [0.97a] Detailed Combat Results v5.4.0 (2024-02-04)
« Reply #285 on: April 11, 2024, 11:54:10 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:


Good find, I'll see what I can do about it!

d0d0b1rd

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.97a] Detailed Combat Results v5.4.0 (2024-02-04)
« Reply #286 on: July 03, 2024, 02:27:45 PM »

Mod is great!

One thing I was wondering about: is there a way to attach a location and date to the combat results?
Logged

Nick XR

  • Admiral
  • *****
  • Posts: 725
    • View Profile
Re: [0.97a] Detailed Combat Results v5.4.0 (2024-02-04)
« Reply #287 on: July 04, 2024, 12:31:05 AM »

Mod is great!

One thing I was wondering about: is there a way to attach a location and date to the combat results?

Interesting idea, I'll see what it would take.

winnie

  • Ensign
  • *
  • Posts: 40
    • View Profile
Re: [0.97a] Detailed Combat Results v5.4.0 (2024-02-04)
« Reply #288 on: July 14, 2024, 04:02:07 AM »

Would be really nice to have same stats for enemy fleet.

Which of enemies ships dealt most damage to me.
Logged

Nick XR

  • Admiral
  • *****
  • Posts: 725
    • View Profile
Re: [0.97a] Detailed Combat Results v5.4.0 (2024-07-15)
« Reply #289 on: July 15, 2024, 01:02:47 PM »

Version 5.4.1 Released
 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

Aelius

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] Detailed Combat Results v5.4.1 (2024-07-15)
« Reply #290 on: August 22, 2024, 09:52:15 AM »

What does the "Hits" column indicate, precisely? It can't be discrete instances of damage, because for example my railguns in the screenshot below obviously hit well over 100 times in order to do 31,418 damage. Yet it says the railguns only hit 12 times.

Thanks!

Spoiler
[close]
Logged

Vanshilar

  • Admiral
  • *****
  • Posts: 714
    • View Profile
Re: [0.97a] Detailed Combat Results v5.4.1 (2024-07-15)
« Reply #291 on: August 30, 2024, 02:00:01 PM »

What does the "Hits" column indicate, precisely? It can't be discrete instances of damage, because for example my railguns in the screenshot below obviously hit well over 100 times in order to do 31,418 damage. Yet it says the railguns only hit 12 times.

The "Hits" column is indeed supposed to be the number of discrete hits on a target. It worked correctly in the last version for projectiles (it's never worked correctly for beams, and it's a bit difficult to define it for beams anyway). It no longer works correctly in the current version though, the number is way too low. But if you use the previous version it will indeed count projectile hits correctly.
Logged

Shoey

  • Ensign
  • *
  • Posts: 47
    • View Profile
Re: [0.97a] Detailed Combat Results v5.4.1 (2024-07-15)
« Reply #292 on: September 13, 2024, 02:11:54 AM »

Bit of a bug report for you; the mod info in the version file is sending people to the topic ID 115510, rather than this thread's ID 11551.

Unrelated; would you consider adding crew losses to the battle info? That wouldn't be much more than a cost tracker in vanilla but it'd be nice for RP information or use with other mods (i.e. Starship Legends).
Logged

chandl34

  • Lieutenant
  • **
  • Posts: 67
    • View Profile
Re: [0.97a] Detailed Combat Results v5.4.1 (2024-07-15)
« Reply #293 on: September 13, 2024, 08:42:40 AM »

I don't know if this has been mentioned, but would it be possible to list what enemies were still on the field when a fight ends? 

You have a list of:
- destroyed
- disabled
- retreated
- reserved

But the only way to figure out how many enemies were left is to count them after you return to the system map.  This would be useful for fights we lose.
Logged

Darloth

  • Admiral
  • *****
  • Posts: 639
    • View Profile
Re: [0.97a] Detailed Combat Results v5.4.1 (2024-07-15)
« Reply #294 on: October 15, 2024, 02:19:02 AM »

I am getting a weird error in that with my current (fairly weighty) mod configuration, using mikohime java, if I have Detailed Combat Results in the mod list it usually fails to load at all.  Usually.  But not always!

The error messages I'm getting are all of this format, and can be summarized as "game tried to load something about a vanilla mission but couldn't find it":
Spoiler
Code
39364 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data/missions/forlornhope/descriptor.json] resource, not found in [/media/main/stuff/games/starsector/./mods/AdvancedGunneryControl,/media/main/stuff/games/starsector/./mods/Angry Periphery v1.5.02,/media/main/stuff/games/starsector/./mods/Ashes of  The Domain - Cryosleeper Module,/media/main/stuff/games/starsector/./mods/Ashes of The Domain - Question Of Loyalty,/media/main/stuff/games/starsector/./mods/Ashes of  The Domain - Virtue Of Society,/media/main/stuff/games/starsector/./mods/Ashes of  The Domain- Vaults of Knowledge,/media/main/stuff/games/starsector/./mods/Aptly Simple Hullmods 2.0.2,/media/main/stuff/games/starsector/./mods/Autosave,/media/main/stuff/games/starsector/./mods/Better Tridents,/media/main/stuff/games/starsector/./mods/BSC 0.1.98.6,/media/main/stuff/games/starsector/./mods/HMI_brighton,/media/main/stuff/games/starsector/./mods/Combat Chatter,/media/main/stuff/games/starsector/./mods/Commissioned Crews,/media/main/stuff/games/starsector/./mods/Crew_Replacer-master,/media/main/stuff/games/starsector/./mods/DetailedCombatResults,/media/main/stuff/games/starsector/./mods/Diable-Avionics,/media/main/stuff/games/starsector/./mods/+Ko 1.04.44a,/media/main/stuff/games/starsector/./mods/Fleet Journal,/media/main/stuff/games/starsector/./mods/FleetSizeByDP,/media/main/stuff/games/starsector/./mods/Flux Reticle,/media/main/stuff/games/starsector/./mods/HMI_Supervillains,/media/main/stuff/games/starsector/./mods/HMI,/media/main/stuff/games/starsector/./mods/Industrial.Evolution3.3.e,/media/main/stuff/games/starsector/./mods/Interstellar Imperium,/media/main/stuff/games/starsector/./mods/Larger Zoom Out,/media/main/stuff/games/starsector/./mods/LazyLib,/media/main/stuff/games/starsector/./mods/Leading Pip,/media/main/stuff/games/starsector/./mods/Luddic_Enhancement,/media/main/stuff/games/starsector/./mods/LunaLib,/media/main/stuff/games/starsector/./mods/MagicLib,/media/main/stuff/games/starsector/./mods/Marvelous-Personas-v1.2.1,/media/main/stuff/games/starsector/./mods/More HullMods,/media/main/stuff/games/starsector/./mods/Nexerelin,/media/main/stuff/games/starsector/./mods/Order from the Boss EN,/media/main/stuff/games/starsector/./mods/Particle Engine,/media/main/stuff/games/starsector/./mods/Perilous Expanse,/media/main/stuff/games/starsector/./mods/Persean-Chronicles-3.0.9,/media/main/stuff/games/starsector/./mods/QoLPack,/media/main/stuff/games/starsector/./mods/Random-Assortment-of-Things,/media/main/stuff/games/starsector/./mods/RetroLib,/media/main/stuff/games/starsector/./mods/Salvage Ship Expansion 0.4.5,/media/main/stuff/games/starsector/./mods/Scy Nation,/media/main/stuff/games/starsector/./mods/SecondInCommand,/media/main/stuff/games/starsector/./mods/Shadowyards_Wisp,/media/main/stuff/games/starsector/./mods/ShipDirectionMarker,/media/main/stuff/games/starsector/./mods/Ship and Weapon Pack,/media/main/stuff/games/starsector/./mods/Starlords-0.2.3,/media/main/stuff/games/starsector/./mods/Starship Legends,/media/main/stuff/games/starsector/./mods/Stop Gap Measure 1.2.5,/media/main/stuff/games/starsector/./mods/tasc,/media/main/stuff/games/starsector/./mods/Knights of Ludd,/media/main/stuff/games/starsector/./mods/Too Much Information,/media/main/stuff/games/starsector/./mods/Underworld,/media/main/stuff/games/starsector/./mods/VariantsLib,/media/main/stuff/games/starsector/./mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
[close]

If I take away Detailed Combat Results, it loads every time.  Every time I run *with* DCR, it seems to be about a 20% chance it'll load fine, and the other 80% of the time it'll fail to load some mission or another with a similar sounding error.  I am using version 5.4.1 according to the mod_info.json.

Could well be cross-mod compatibility issues, or non-standard java issues, or something else not entirely your fault to be occurring, but I thought I'd mention it here since DCR is (apparently) the main trigger.  I've tried increasing allocated memory size in case it was running out and losing the mission data that way, but it didn't help, so it's probably not that.
« Last Edit: October 15, 2024, 02:21:40 AM by Darloth »
Logged

Nick XR

  • Admiral
  • *****
  • Posts: 725
    • View Profile
Re: [0.97a] Detailed Combat Results v5.4.1 (2024-07-15)
« Reply #295 on: October 16, 2024, 08:46:46 PM »

I am getting a weird error in that with my current (fairly weighty) mod configuration, using mikohime java, if I have Detailed Combat Results in the mod list it usually fails to load at all.  Usually.  But not always!

Maybe tell Mikohime?  It's trying to find a resource that doesn't exist in DCR (it's in another mod).  You might search through your mods and see which one has `forlornhope` (maybe it's in core?)  There's probably a race condition from some parallelism that's being exposed would be my guess.  The only thing DCR does that's a bit unusual is it is a "total conversion" because it overwrites some starsector weapon files to call out to DCR (it's how the disintigrator works and other guns with weird on-hit mechanics)

Vanshilar

  • Admiral
  • *****
  • Posts: 714
    • View Profile
Re: [0.97a] Detailed Combat Results v5.4.1 (2024-07-15)
« Reply #296 on: November 11, 2024, 10:37:07 AM »

Hmm just had a thought. Would it be possible for the mod to export the combat results mid-battle? I'm thinking say a console command that will have it make an entry for the combat results up to that point in the battle. Probably needs a flag to denote that it was "in progress" and not the final results so that it's not mistakenly aggregated.

I think it'd be interesting to see how the damage dealt changes over the course of a battle, to compare limited-ammo weapons like Harpoons with other weapons.

(Also, the thing about the current version mis-counting the number of hits above.)
Logged

VektorT

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.97a] Detailed Combat Results v5.4.1 (2024-07-15)
« Reply #297 on: November 23, 2024, 10:57:51 AM »

Man, this mod is AWESOME! Since I like to play with more officers and have a real personal relation with each of their ships expending hours building each one and trying to fit everyone in a specific role in my fleet, this mod really makes everything way more visible.

I love it can compile the last 10 batles. I was surprised to discover that I'm NOT the MVP of my fleet, that one of my ships+officers rivals me in solos, but have more assists and way more damage overall! Safely to say that's not a ship build I'm changing soon! On the other hand, some ships I built thinking "oh boy that one will be a real killer" where underperforming badly, so I refited it or changed it for another ship.

Great great great work, pal! This mod really made my playloop way more enjoyable!
Logged
Pages: 1 ... 18 19 [20]