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arcana75

Joined: 02 Dec 2003 Posts: 2154 on topic

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Posted: Tue, 12. Dec 06, 15:14 Post subject: [MOD] Fewer PPC rounds 13/12/2006 |
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When big battles with lots of big ships happen, could you say that all those PPC rounds contribute to a significant amount of load on the PC?
I checked the T files and those PPC rounds last almost 30 seconds in space. Based on the rate of fire and lifespan, sometimes there's at least 1000 PPC rounds in space at one time.
I'm pretty sure that contributes a heck of a lot to the in-sector performance. I modded the TBullets and TLaser files to reduce the rates of fire, but correspondingly increased the damage, energy use and energy amounts of the PPCs.
Make your own assessments for balance. Here are the originals for PPCs:
| Code: |
APPC
Hull damage: 2835
Shield damage: 9712
Energy used: 240
Rate of fire: 89/min
Energy: 3000
BPPC
Hull damage: 4410
Shield damage: 16187
Energy used: 280
Rate of fire: 76/min
Energy: 3500
GPPC
Hull damage: 5670
Shield damage: 32375
Energy used: 288
Rate of fire: 89/min
Energy: 4000
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My changes are as follows:
| Code: |
APPC
Hull damage: 4192
Shield damage: 14296
Energy used: 353
Rate of fire: 60/min
Energy: 4400
BPPC
Hull damage: 5587
Shield damage: 20509
Energy used: 380
Rate of fire: 60/min
Energy: 5000
GPPC
Hull damage: 8350
Shield damage: 47656
Energy used: 424
Rate of fire: 60/min
Energy: 6000
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If you're happy with the changes and would like some performance boost in big fights (eg XI missions) and do believe PPCs impact performance, but are willing to run the risk of weird OOS behaviour (mentioned below), then feel free to download this spk:
PPC Mod v2.0.2.1, SPK format
Comments and feedback are welcome!
_________________ Nanite Hull Repair, Resource-Free Factory, Collect Wares Mk 2, Remove Products from Docks, Hack Station
Last edited by arcana75 on Wed, 13. Dec 06, 15:03; edited 2 times in total |
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BlackRazor Moderator


Joined: 20 Apr 2004 Posts: 4619 on topic Location: Milano, Italia

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Posted: Tue, 12. Dec 06, 15:20 Post subject: Re: [MOD Question] PPC rounds and game performance |
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| arcana75 wrote: |
When big battles with lots of big ships happen, could you say that all those PPC rounds contribute to a significant amount of load on the PC?
I checked the T files and those PPC rounds last almost 30 seconds in space. Based on the rate of fire and lifespan, sometimes there's at least 1000 PPC rounds in space at one time.
I'm pretty sure that contributes a heck of a lot to the in-sector performance. I modded the TBullets and TLaser files to reduce the rates of fire, but correspondingly increased the damage, energy use and energy amounts of the PPCs.
Any comments? |
AFAIK that's what the XTended mod crew did and they had to drop it in 0.7 (which is still in the works BTW) because it completely screwed OOS calculations.
_________________ "For the love of the Fish-Queen!" |
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fud
Joined: 25 Jan 2006 Posts: 6976 on topic Location: IN, USA

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Posted: Tue, 12. Dec 06, 15:23 Post subject: |
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You could speed them up, and shorten the life span of them. It can take away from their traits tho, doing that.
Sit with a calculator, and figure out damage/sec, and adjust it. If you shorten the lifespan, they'll fade out quicker. But to accomplish the same range, they'll need to have a faster velocity. This is where the balance issue is. If they're faster, they're now more of a danger to smaller ships. While this doesn't bother me personally, some might not like it.
You could reduce the damage caused by each "bullet" by the factor of how much you increased the speed.
In essense:
You increase the speed by 50%, decrease the damage by 50%. You could further balance that out by changing the rate of fire in TLasers.
In my past meddlings, I had laser towers that fired GPPCs, at over 5x the normal rate, with faster bullets, but shorter range. The result was that 4 LTs could wipe out a station with stray bullets in a matter of 4-5 seconds.
It was a little *too* much.
Just fiddle with the files, you can prolly find something to help performance.
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arcana75

Joined: 02 Dec 2003 Posts: 2154 on topic

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Mad Hatter
Joined: 05 Dec 2003 Posts: 239 on topic

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Posted: Tue, 12. Dec 06, 16:37 Post subject: |
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It completely unbalanced the OOS combat. Because of the hard coded calculations, ships that were not so tough in sector became nearly invincible OOS. I think that Xenon raiding parties were able to trash entire fleets in seconds.
_________________ Alienware Area-51m 7700
Pentium 4 670 3.8GHz, 3GB DDR2 RAM
256MB NVidia GeForce Go 7800 GTX |
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arcana75

Joined: 02 Dec 2003 Posts: 2154 on topic

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Posted: Tue, 12. Dec 06, 17:35 Post subject: |
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| Mad Hatter wrote: |
| It completely unbalanced the OOS combat. Because of the hard coded calculations, ships that were not so tough in sector became nearly invincible OOS. I think that Xenon raiding parties were able to trash entire fleets in seconds. |
By fixing the fire rate to 60 shots per second, I had a factor (or divisor dependng on ur view) to use on the damage, energy use and energy store. I'm not sure why but APPC and GPPC had the same RoF (89) but the BPPC had 76.
However I had to keep the bullet speeds to a theoretical maximum else they'd be too fast and deadly. I capped it to slightly slower than BHEPT, and kept their original ranges and durations. Altho it seemed to work (happened to fight a Dragon with PPCs), I'm not entirely sure what happens when durationXspeed != range... unless it's recalculated which I doubt.
There's no way to balance and at the same time maintain equal sum; something's gotta give. I chose range and duration.
Could I ask what the Xtended mod did to make OOS combat imbalanced? What values did they change?
_________________ Nanite Hull Repair, Resource-Free Factory, Collect Wares Mk 2, Remove Products from Docks, Hack Station |
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Mad Hatter
Joined: 05 Dec 2003 Posts: 239 on topic

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Posted: Tue, 12. Dec 06, 17:44 Post subject: |
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I think that they raised the damage and lowered the rate of fire to compensate. This kept damage over time the same, but reduced the number of bullets in the air, which raised fps.
Ask over at the XTM forums and I'm sure someone can tell you what they did.
_________________ Alienware Area-51m 7700
Pentium 4 670 3.8GHz, 3GB DDR2 RAM
256MB NVidia GeForce Go 7800 GTX |
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frymaster
Joined: 06 Nov 2002 Posts: 2284 on topic Location: Scotland

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Posted: Tue, 12. Dec 06, 18:05 Post subject: |
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i believe a smaller though still noticable performance gain can be had from editing the PPC effects to something less... glowy 
_________________ Math problems? Call 0800-[(10x)(13i)^2]-[sin(xy)/2.362x] |
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Red Spot

Joined: 04 Feb 2005 Posts: 3224 on topic Location: The Netherlands

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Posted: Tue, 12. Dec 06, 18:10 Post subject: |
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you can change weapons and get an even better relation between IS and OOS combat ... however dont think its just weapons ....
(I dont really see how people get the balance messed up as OOS-values you can see and basicly base weapons so they are in line IS with how they have OOS-values ... I did it in X2 and in time I'll do it again with X3....)
G
_________________ Last edited by Red Spot on Sat, 2. Jul 05, 20:05; edited 34 times in total |
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minikin
Joined: 05 Dec 2003 Posts: 29 on topic

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Posted: Tue, 12. Dec 06, 18:11 Post subject: |
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Reducing PPC rate of fire dramatically increases FPS.
In my game I reduced PPCs to firing 30 shots per minute while still maintaining the same amount of damage a torrent of PPC bolts would inflict in that same 60 seconds. With a few tweaks to other things here and there, lag in big battles is virtually non-existent now.
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Syklon

Joined: 10 Feb 2006 Posts: 1268 on topic Location: Texas

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Posted: Wed, 13. Dec 06, 00:40 Post subject: |
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| Mad Hatter wrote: |
I think that they raised the damage and lowered the rate of fire to compensate. This kept damage over time the same, but reduced the number of bullets in the air, which raised fps.
Ask over at the XTM forums and I'm sure someone can tell you what they did. |
ya thats what we did, unfortunatly it caused the occasional OOS hiccup where a couple pirate fighters would take out an m2 or something equally as bad
we're still testing to see what we can do for .7 to improve performance
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arcana75

Joined: 02 Dec 2003 Posts: 2154 on topic

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arcana75

Joined: 02 Dec 2003 Posts: 2154 on topic

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al_main

Joined: 06 Oct 2004 Posts: 1379 on topic Location: Playing X3

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Posted: Wed, 13. Dec 06, 15:01 Post subject: |
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The theory was:
Wth the half fire rate / double damage (ie same damage over time) it seemed that OOS the calculations could get iffy. Presumably because getting the first shot in was now far more advantageous. The result was that Xenon Q's (M7 class) against a destroyer would usually get the first shot in due to their superior speed and hence the extra damage. So basically they would usually win against a superior opponent.
Basically a fast ship Dragon/Q/etc would appear to get first shot against a slower but superior ship and with more damage on the PPC round would end up winning OOS. OOS the ROF didnt seem to effect it.
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arcana75

Joined: 02 Dec 2003 Posts: 2154 on topic

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Posted: Wed, 13. Dec 06, 15:05 Post subject: |
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| al_main wrote: |
The theory was:
Wth the half fire rate / double damage (ie same damage over time) it seemed that OOS the calculations could get iffy. Presumably because getting the first shot in was now far more advantageous. The result was that Xenon Q's (M7 class) against a destroyer would usually get the first shot in due to their superior speed and hence the extra damage. So basically they would usually win against a superior opponent.
Basically a fast ship Dragon/Q/etc would appear to get first shot against a slower but superior ship and with more damage on the PPC round would end up winning OOS. OOS the ROF didnt seem to effect it. |
Which is interesting in itself, since in an IS battle, a faster ship would get the upper hand against a slower ship, especially if we're talking about an M7 vs an M2.
_________________ Nanite Hull Repair, Resource-Free Factory, Collect Wares Mk 2, Remove Products from Docks, Hack Station |
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