TC Ship Stats
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TC Ship Stats
Not sure if this question has been asked before but is there an excel file or similar listing all the ship stats for TC.
Thanks
Thanks
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I doubt there is yet, everybody is too busy playing. There is an encyclopeida incase you hadnt noticed it (under player -> advance). I believe it'll only show the ships you've seen around in space though as my ship list seems a tad incomplete....
p.s. Egosoft, any chance of putting all the stats online? it's pretty hard comparing stats in game. (but take your well deserved break first ofc
)
p.s. Egosoft, any chance of putting all the stats online? it's pretty hard comparing stats in game. (but take your well deserved break first ofc

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I'm working on a program to view the stats (and some plain files), not having the game means I need someone to send that info over.
Seeing how nobody can get the source files readable yet (aside from the devs) the only other option would be checking every ship manually then entering that info. And I doubt anyone would volunteer to do that...
I'm basicly stuck doing small placeholder things wating for the actual files to base all of the importing and displaying on.
http://forum.egosoft.com/viewtopic.php?t=216782
Seeing how nobody can get the source files readable yet (aside from the devs) the only other option would be checking every ship manually then entering that info. And I doubt anyone would volunteer to do that...
I'm basicly stuck doing small placeholder things wating for the actual files to base all of the importing and displaying on.
http://forum.egosoft.com/viewtopic.php?t=216782
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the way I did X3 stats was to open tships in a CSV program and remove the columns/ships that I didn't need/want. Then import the whole CSV file directly into my sql db and then correct the fields (ie. ship name etc.) and finally add the pictures.
The result is a db with the real numbers used in X3 - which should be more correct. Without access to tships, it would take too long to do. The same goes for tbullets etc.
So, until I have access to them files, I can not release any stats, even althou most of the code is done on my website.
The result is a db with the real numbers used in X3 - which should be more correct. Without access to tships, it would take too long to do. The same goes for tbullets etc.
So, until I have access to them files, I can not release any stats, even althou most of the code is done on my website.
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hi there,
I have managed to figure out the files and have a basic.. sort-of alpha version of the ship stats avaiable on my site:
http://roguey.freewha.com/gaming/pc/x3t/ships/index.php
There is no pictures, loads of 'bad' ships, no real laser/missile information nor price. Its gonna take some time sorting out 369 ships! However its a start I guess!
I have managed to figure out the files and have a basic.. sort-of alpha version of the ship stats avaiable on my site:
http://roguey.freewha.com/gaming/pc/x3t/ships/index.php
There is no pictures, loads of 'bad' ships, no real laser/missile information nor price. Its gonna take some time sorting out 369 ships! However its a start I guess!
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hi there,
well the files are saved in CSV format, its just understanding all them columns is the tricky part. Although I did need to write one VB program to help sort the data and have a good understanding of X3 / X3 mods.
Just added an easy one:
- Shield Statistics
well the files are saved in CSV format, its just understanding all them columns is the tricky part. Although I did need to write one VB program to help sort the data and have a good understanding of X3 / X3 mods.
Just added an easy one:
- Shield Statistics
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Testing this as I write it, based on that it just goes down the list.
Argon Buster has IRE (1) PAC (2) MD (3) and PRG (4)
bitmasks 1, 2, 4, 8 -> 15
Field 18 in Tships entry: 15
Xenon L has IRE (1) PAC (2) PRG (4) FRAG (6) HEPT (7) PBE (9)
bitmasks 1, 2, 8, 32, 64, 256 -> 363
Field 18 in Tships entry: 363
^^high confidence
thus:
IRE: 1
PAC: 2
Mass Driver: 4
Phased Repeater Gun: 8
Energy Bolt Chaingun: 16
Frag Bomb Launcher: 32
HEPT: 64
Ion Disruptor: 128
PBE: 256
Plasma Burst Generator: 512
EMP Cannon: 1024
CIG: 2048
Ion Pulse Generator: 4096
Ion Shard Railgun: 8192
Matter/AntiMatter Launcher: 16384
Flak Artillery Array: 32768
Cluster Flak Array: 65536
Phased Array Laser: 131072
PSG: 262144
Starburst cannon: 524288
PPC: 1048576
Ion Cannon: 2097152
Gauss Cannon: 4194304
Incendiary Bomb Launcher: 8388608
Point Singularity Projector: 16777216
Plasma Beam Cannon: 33554432
Tri-Beam Cannon: 67108864
Fusion Beam Cannon: 134217728
here's where it gets wonky
I don't understand how the bitmasks for the remaining weapons are assigned.
Tractor Beams, Repair Lasers, Mobile Drilling System seem to use 268435456, but function conventionally other wise
#deka weapons and Kyon weapons I dont understand at all.
#deka fighters use 536870912
Khaak fighters use -2147483648
dont know how they tell alpha/beta apart.
Argon Buster has IRE (1) PAC (2) MD (3) and PRG (4)
bitmasks 1, 2, 4, 8 -> 15
Field 18 in Tships entry: 15
Xenon L has IRE (1) PAC (2) PRG (4) FRAG (6) HEPT (7) PBE (9)
bitmasks 1, 2, 8, 32, 64, 256 -> 363
Field 18 in Tships entry: 363
^^high confidence
thus:
IRE: 1
PAC: 2
Mass Driver: 4
Phased Repeater Gun: 8
Energy Bolt Chaingun: 16
Frag Bomb Launcher: 32
HEPT: 64
Ion Disruptor: 128
PBE: 256
Plasma Burst Generator: 512
EMP Cannon: 1024
CIG: 2048
Ion Pulse Generator: 4096
Ion Shard Railgun: 8192
Matter/AntiMatter Launcher: 16384
Flak Artillery Array: 32768
Cluster Flak Array: 65536
Phased Array Laser: 131072
PSG: 262144
Starburst cannon: 524288
PPC: 1048576
Ion Cannon: 2097152
Gauss Cannon: 4194304
Incendiary Bomb Launcher: 8388608
Point Singularity Projector: 16777216
Plasma Beam Cannon: 33554432
Tri-Beam Cannon: 67108864
Fusion Beam Cannon: 134217728
here's where it gets wonky
I don't understand how the bitmasks for the remaining weapons are assigned.
Tractor Beams, Repair Lasers, Mobile Drilling System seem to use 268435456, but function conventionally other wise
#deka weapons and Kyon weapons I dont understand at all.
#deka fighters use 536870912
Khaak fighters use -2147483648
dont know how they tell alpha/beta apart.
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In this thread there are indications that there is a workaround for the 32-bit laser mask limit...
http://forum.egosoft.com/viewtopic.php?p=1331217
http://forum.egosoft.com/viewtopic.php?p=1331217
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hi there,
I got a good bit of the laser mask done now (I have 5-10 more to do). I have also imported every turret's laser values into and the position of each turret's into my DB. I need to work out the missile mask later
However I am having problems with one field - steering. I can get the numbers 'roughly' correct for say M6's (by adjusting the / 70 - X3 was / 100) but every other ship class steering is wrong. I am guessing my maths is wrong. This is my current maths for working out steering on my website:
Any ideas what needs to be changed?
PS. Is there an easy way to import front and turret gun counts? in tships the counts are in different columns depending on the amount of guns the ship has. I dont fancy editing 369 ships. For now I have used 'total gun count' (column 20) for front gun count. This is correct for all ships without any turrets ie. M4's etc.
I got a good bit of the laser mask done now (I have 5-10 more to do). I have also imported every turret's laser values into and the position of each turret's into my DB. I need to work out the missile mask later

However I am having problems with one field - steering. I can get the numbers 'roughly' correct for say M6's (by adjusting the / 70 - X3 was / 100) but every other ship class steering is wrong. I am guessing my maths is wrong. This is my current maths for working out steering on my website:
Code: Select all
$turnspeed_min = round(((($record->yaw + $record->pitch + $record->roll) /3) * 70), 1);
$turnspeed_max = ($turnspeed_min * ((($record->RudderTunning * 10)/100) +1 ));
PS. Is there an easy way to import front and turret gun counts? in tships the counts are in different columns depending on the amount of guns the ship has. I dont fancy editing 369 ships. For now I have used 'total gun count' (column 20) for front gun count. This is correct for all ships without any turrets ie. M4's etc.
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For steering this was accurate (at least in Reunion):
num = min(yaw, pitch);
num = min(num, roll);
num = yaw + pitch + roll - num;
minSteering = num * 50.0
if (SS_SH_A_M5) //....single exception for Plain Discoverer
minSteering *= 1.653;
maxSteering = minSteering * (10 + maxRudderTuning) / 10;
The gun count thing is a bit involved as you say, if you do it by hand you're
bound to go wrong at some point.
Here's an excerpt from the ModelViewer code for turret enumeration,
but it might take a bit of converting cos it's in C++.
http://www.Exogenesis.co.uk/TurretsExcerpt.cpp
No idea if it's still the same in TC - haven't tried yet....
hope that's of some help.
num = min(yaw, pitch);
num = min(num, roll);
num = yaw + pitch + roll - num;
minSteering = num * 50.0
if (SS_SH_A_M5) //....single exception for Plain Discoverer
minSteering *= 1.653;
maxSteering = minSteering * (10 + maxRudderTuning) / 10;
The gun count thing is a bit involved as you say, if you do it by hand you're
bound to go wrong at some point.
Here's an excerpt from the ModelViewer code for turret enumeration,
but it might take a bit of converting cos it's in C++.
http://www.Exogenesis.co.uk/TurretsExcerpt.cpp
No idea if it's still the same in TC - haven't tried yet....
hope that's of some help.
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- Joined: Tue, 6. May 03, 17:31
hi there
thanks for posting exogenesis, although X3's maths on steering does not work for TC. Its changed from % to rpm. This is my X3 steering code, which was 100% correct:
However for TC, if I change the * 100 (in the first line) to * 70, the steering numbers are 'near' TC's numbers but arent completely correct.
that cpp code looks like 'fun' with a capital F
Looks like ill be putting the numbers in manually 
thanks for posting exogenesis, although X3's maths on steering does not work for TC. Its changed from % to rpm. This is my X3 steering code, which was 100% correct:
Code: Select all
$turnspeed_min = round(((($record->yaw + $record->pitch + $record->roll) /3) * 100), 1);
$turnspeed_max = ($turnspeed_min * ((($record->RudderTunning * 10)/100) +1 ));
that cpp code looks like 'fun' with a capital F

