|
|
 |
View previous topic :: View next topic |
 |
|
|
|
|
Author |
Message |
|
|
|
|
|
zhukov032186
Joined: 18 Feb 2012 Posts: 114 on topic

|
Posted: Mon, 25. Jun 12, 19:43 Post subject: |
|
|
@greypanther
Making OOS and IS similar has been one of the goals of all inhabitants of the X Universe since its creation... As you can see, efforts toward that goal are hit and miss 
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
greypanther
Joined: 24 Nov 2010 Posts: 1059 on topic

|
Posted: Mon, 25. Jun 12, 20:27 Post subject: |
|
|
Yes I knew that; I just falsely assumed that things had improved. 
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
zhukov032186
Joined: 18 Feb 2012 Posts: 114 on topic

|
Posted: Mon, 25. Jun 12, 21:44 Post subject: |
|
|
I know... Silly you 
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Mythrantar
Joined: 17 Jun 2005 Posts: 57 on topic

|
Posted: Mon, 25. Jun 12, 22:44 Post subject: |
|
|
Having only minimal knowledge of modding (therefore not being able to judge for myself), I was wondering how much of an effort would be to merge Dillpickle's "TC plots in AP" mod with XRM. I think that would be result in the ultimate experience!
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Alkeena
Joined: 15 May 2007
|
Posted: Mon, 25. Jun 12, 23:12 Post subject: |
|
|
So.
I've programatically changed Tbullets according to the speed of the particular bullet. Essentially, I've set a maximum OOS damage of 17% of the IS damage, while also maintaining a minimum OOS damage of 10% of the IS damage.
From there I map the available weapons to that range, according to their bullet speed. Outlying bullets (anything faster than an XRM PAC bullet -> 1400 m/s, or slower than an XRM PSP bullet -> 480 m/s) were ignored for this mapping and instead directly assigned to the maximum and minimum values (i.e. PACs, IREs, etc do 17% of their IS damage OOS, while PSP, Mining Drills, etc do 10% of their IS damage OOS). For the remaining bullets there is a linear map of speed to OOS damage percentage (for every 1 m/s faster the bullet moves, the OOS damage is increased by a certain percentage, starting at 10% and maxing at 17%).
The Cat/Dat file can be found here: http://www.mediafire.com/?cinbarkb5o5i8xi
This should be applied as a false patch _AFTER_ XRM. Let me be clear, just as with my assymetric warfare XRM plugin ( http://forum.egosoft.com/viewtopic.php?t=323959 ), I don't really intend to support this--keeping up with Paul is simply not sustainable given my RL obligations. this is merely for my own uses and I've made it public in case Paul finds it useful or so that others can build on it if they so chose.
Technical stuff:
I did this using a quick Mathematica program that I just whipped up. You can find details here: http://www.mediafire.com/view/?b3siw66qqw7ozba
Edit:
I've run a few tests, though testing has been by no means exhaustive. To me, OOS combat feels about right now, but I'm sure there are some cases that still need work. I've also only done my tests actually observing fights in the map--timings change when not actually looking and so these values may not yet be optimal. Still, I'm pretty happy with it, so far...3 Scimitars still lose to a pirate Katana, but it's actually a very close, and protracted battle where shield recharge counts, but doesnt dominate and the Katana ends at 75% hull, instead of never dropping below 95% shields. A 4th scimi and the Katana loses.
The resultant weapon OOS/IS ratios are as such:
The first item is the Bullet_ID
Second item is the Bullet speed (in engine units)
third item is the OOS/IS damage ratio (IRE, PAC, etc vary a little from 17% due to rounding)
| Code: |
SS _ BULLET _ IRE
1000000
0.175
SS _ BULLET _ PAC
700000
0.166667
SS _ BULLET _ MASS
1000000
0.157895
SS _ BULLET _ PRG
800000
0.17
SS _ BULLET _ EBC
600000
0.165354
SS _ BULLET _ FBL
300000
0.110417SS _ BULLET _ HEPT
550000
0.151639
SS _ BULLET _ IOND
700000
0.166667
SS _ BULLET _ PBE
1000000
0.168539
SS _ BULLET _ PD
250000
0.1
SS _ BULLET _ EMP
450000
0.136865
SS _ BULLET _ APPC
270000
0.105
SS _ BULLET _ IPG
331500
0.115
SS _ BULLET _ ESR
850000
0.169632
SS _ BULLET _ MAM
650000
TBullet Parser.nb 30.169872
SS _ BULLET _ FLAK _ ALPHA
1750000
0.170168
SS _ BULLET _ FLAK _ CLUSTER
1400000
0.169468
SS _ BULLET _ PAL
6500000
0.109333
SS _ BULLET _ PSG
285000
0.107721
SS _ BULLET _ TERANTIFIGHTER
1350000
0.17
SS _ BULLET _ PPC
250000
0.10175
SS _ BULLET _ IONC
750000
0.11
SS _ BULLET _ GAUSS
1250000
0.170027
SS _ BULLET _ IBL
4 TBullet Parser.nb300000
0.1104
SS _ BULLET _ PSP
240000
0.1
SS _ BULLET _ PBC
1275000
0.11
SS _ BULLET _ TRIBEAM
2300000
0.11
SS _ BULLET _ FUSIONBEAM
820000
0.11
SS _ BULLET _ MINING
75000
0.1
SS _ BULLET _ TUG
2000000
Indeterminate
SS _ BULLET _ DUMMY1
12500000
0.17008
SS _ BULLET _ DUMMY2
2996995
0.108571
TBullet Parser.nb 5SS _ BULLET _ KH _ ALPHA
4495000
0.110577
SS _ BULLET _ KH _ BETA
4882882
0.110227
SS _ BULLET _ KH _ GAMMA
5000000
0.11
SS _ BULLET _ REPAIR
2200000
0.166667
SS _ BULLET _ FBL _ FRAG
250000
0.0952381
SS _ BULLET _ FLAK _ CLUSTER _ FRAG
1500000
0.17
SS _ BULLET _ FLAK _ CLUSTER _ FRAG _ FRAG
600000
0.142857
SS _ BULLET _ FLAK _ ALPHA _ FRAG
340000
0.117143
SS _ BULLET _ TERRANANTIFIGHTER _ FRAG
127000
0.0952381
6 TBullet Parser.nbSS _ BULLET _ EMP _ 1
620000
0.164882
SS _ BULLET _ MAM _ 1
650000
0.169872
SS _ BULLET _ TERRANANTIFIGHTER _ 1
1000000
0.17
SS _ BULLET _ IPG _ FRAG
200000
0.1
SS _ BULLET _ EMRG
1000000
0.175
SS _ BULLET _ FPD
315000
0.112857
SS _ BULLET _ REPAIR2
4850000
0.168
SS _ BULLET _ GPBC
4150000
0.11
SS _ BULLET _ DMBC
3160000
TBullet Parser.nb 70.110084
SS _ BULLET _ GPE
600000
0.160131
SS _ BULLET _ FUBL
260000
0.103408
SS _ BULLET _ HEPR
600000
0.161435
SS _ BULLET _ PBP
295000
0.109426
SS _ BULLET _ QSC
255000
0.102502
SS _ BULLET _ PPG
365000
0.121359
SS _ BULLET _ EMDA
1650000
0.169231
8 TBullet Parser.nb
|
_________________ My Contributions to the Community:
Bomber and Shuttle Docking
Formation Collision Fix
X3 RTS Interface HOWTO |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
kigercochise
Joined: 09 Mar 2006 Posts: 6 on topic

|
Posted: Mon, 25. Jun 12, 23:31 Post subject: Steam install |
|
|
Hello,
I have downloaded this Mod, is there anything I need to be aware of since I have both TC and Albion installed via Steam? There seems to be some common files.
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
paulwheeler
Joined: 19 Apr 2005 Posts: 7147 on topic Location: London

|
Posted: Mon, 25. Jun 12, 23:52 Post subject: |
|
|
| Mythrantar wrote: |
| Having only minimal knowledge of modding (therefore not being able to judge for myself), I was wondering how much of an effort would be to merge Dillpickle's "TC plots in AP" mod with XRM. I think that would be result in the ultimate experience! |
As the XRM is primarily built off of the TC map, i think most TC plots should work in AP straight off the bat. One thing that wont work is the Jonferco missions as the HQ has moved.
Dont install the cat/dat from that mod if you want to try it - it will break the XRM. Just install the scripts.
_________________
NEW - Dedicated XRM Forum! |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
paulwheeler
Joined: 19 Apr 2005 Posts: 7147 on topic Location: London

|
Posted: Mon, 25. Jun 12, 23:53 Post subject: Re: Steam install |
|
|
| kigercochise wrote: |
Hello,
I have downloaded this Mod, is there anything I need to be aware of since I have both TC and Albion installed via Steam? There seems to be some common files. |
Just follow the install instructions on the first page of this thread and you should be fine.
_________________
NEW - Dedicated XRM Forum! |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
paulwheeler
Joined: 19 Apr 2005 Posts: 7147 on topic Location: London

|
Posted: Mon, 25. Jun 12, 23:57 Post subject: |
|
|
@ Alkeena
I found that the really slow projectiles needed a much larger change in percentage than the faster projectiles. Looking at your list, your PPC and PSP are very similar. That will make Terran capitals much more powerful. There needs to be a bigger percentage difference between those two. Currently in the XRM i have PPC at 10% and PSP at 7.5%. Ive currently got the PPC at 20% and PSP at 15% although i think these values are a little too high.
_________________
NEW - Dedicated XRM Forum! |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Alkeena
Joined: 15 May 2007
|
Posted: Tue, 26. Jun 12, 00:09 Post subject: |
|
|
PPC is honestly not much faster than the PSP--it's only only 20 m/s, or 4%, faster than the PSP.
Compare an FPD to an EMPC, where the difference is closer to a 42% (630 vs 900) speed difference, or an EMPC vs a HEPT with a 22% bullet speed difference (900 vs1100) but the OOS/IS damage ratios in XRM for these weapons are constant at 10%. Why is a 4% difference enough to call PSPs unbalanced, but a 42% difference overlooked?
If PPC/PSP are unbalanced, I would suggest that it's not in their hit percentages. The real issue is that the Terran ships are simply better than their Argon counterparts, though they're much more restrictive in loadouts and generally more expensive, and so _should_ win. The proper balance point for a generalist vs a by-design-top-tier is numbers, not artificial gimping.
If you're worried about the Argon losing, Increase the size of their defensive jobs.
_________________ My Contributions to the Community:
Bomber and Shuttle Docking
Formation Collision Fix
X3 RTS Interface HOWTO |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
paulwheeler
Joined: 19 Apr 2005 Posts: 7147 on topic Location: London

|
Posted: Tue, 26. Jun 12, 00:25 Post subject: |
|
|
Its not just about projectile speed - nor can it be reduced to a simple equation. For instance the Gauss cannon has relatively low damage for its class to compensate for the huge range and the fact that it rarely misses. Thats fine for in sector, but it means it needs a bit of a boost for out of sector.
The PSP may only be slightly slower, but youll be amazed how much more often it misses in sector than the PPC - that evens out the fact that it does more damage. It also has a much slower fire rate and damage per shot is much, much higher, so when a shot misses it hurts overall damage much more than when a PPC misses.
All OOS sees is the damage per second. All other stats are essentially ignored.
An Osaka should beat a Titan one on one, but it shouldnt be a walk in the park. I think youll find with your values the Titan will barely scratch the Osaka.
_________________
NEW - Dedicated XRM Forum! |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Aegyen
Joined: 31 May 2008 Posts: 245 on topic

|
Posted: Tue, 26. Jun 12, 00:43 Post subject: |
|
|
| paulwheeler wrote: |
| Mythrantar wrote: |
| Having only minimal knowledge of modding (therefore not being able to judge for myself), I was wondering how much of an effort would be to merge Dillpickle's "TC plots in AP" mod with XRM. I think that would be result in the ultimate experience! |
As the XRM is primarily built off of the TC map, i think most TC plots should work in AP straight off the bat. One thing that wont work is the Jonferco missions as the HQ has moved.
Dont install the cat/dat from that mod if you want to try it - it will break the XRM. Just install the scripts. |
TC Plots, for now anyway, isn't going to work with XRM, unless you want to open the cat/dat up and pull out the conversations.xml (at least) and see what it does that way. I have been through it today, and it doesn't look (at first blush) like it would be too much fun to try and make it work. 
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Alkeena
Joined: 15 May 2007
|
Posted: Tue, 26. Jun 12, 01:57 Post subject: |
|
|
| paulwheeler wrote: |
Its not just about projectile speed - nor can it be reduced to a simple equation. For instance the Gauss cannon has relatively low damage for its class to compensate for the huge range and the fact that it rarely misses. Thats fine for in sector, but it means it needs a bit of a boost for out of sector.
The PSP may only be slightly slower, but youll be amazed how much more often it misses in sector than the PPC - that evens out the fact that it does more damage. It also has a much slower fire rate and damage per shot is much, much higher, so when a shot misses it hurts overall damage much more than when a PPC misses.
All OOS sees is the damage per second. All other stats are essentially ignored.
An Osaka should beat a Titan one on one, but it shouldnt be a walk in the park. I think youll find with your values the Titan will barely scratch the Osaka. |
So I just ran that test using my TBullets above.
I spawned both ships with the cheat menu, owned by me initially, 30km from each other. I hand outfitted them both with max tunings, shields, and the most powerful weapon available in each bank and set their turrets to attack enemies. I then changed ownership of the titan to Race 1 (which is hostile to me and non one else thanks to phanon corp) and ordered the Osaka to attack it. As soon as either one fired the first shot (the Titan, incidentally) I started a stopwatch:
IS: Osaka Wins in 6:50, 38% hull left
OOS (watching): Osaka Wins in 7:47, 20% shields left
So, you're right, there are issues in OOS, but I think you've mis-identified them. It's not that the Osaka is doing too much damage (it actually takes longer to kill the Titan OOS than it does IS), rather it's that the Titan is doing too little. This seems to be some evidence that the base OOS damage values are still too low and shield recharge is dominating--keeping the Titan from breaking the Osaka's shields.
Now, of course this could be used to support your position that the PSP should do relatively less damage to the PPC (since thats just the inverse of what I'm suggesting, which is having the PPC do more damage), which I'm fine with. However, it also demonstrates that both should have their damage increased even further from even the boost I gave them above.
_________________ My Contributions to the Community:
Bomber and Shuttle Docking
Formation Collision Fix
X3 RTS Interface HOWTO |
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
zhukov032186
Joined: 18 Feb 2012 Posts: 114 on topic

|
Posted: Tue, 26. Jun 12, 03:23 Post subject: |
|
|
As a bystander...
With the evidence at hand, in the form of Alkeena's tests, and Paul's statements of current damage model...
I'm inclined to agree with Alkeena, at least in part.
Observing the exchange, I would suggest increasing the overall damage values, while retaining the mild "nerf", as it were, to PSPs to compensate for the manner in which OOS is calculated. It seems to be very realistic, that with the OOS damage values set too low, it is itself influencing the outcome unduly as a result of shield regeneration.
As for the "length" of OOS battles, aside from affecting the ability of the player to arrive and attempt to influence the outcome, I do not see the point of dragging out OOS battles. If the player is concerned about participating in a particular potential battle, then he should be there... If he's not... Then... It's just the simple logistics that he's too far away to get there in time. I don't see what relevance the "length" of the battle persay has on the accuracy of the results. If it's a 30 sec battle IS, it ideally should only last 30 sec OOS, as long as the end result is relatively accurate.
Realistically, a perfect solution to this issue will never be found, due to the manner in which OOS is calculated and the variable nature of ship load outs. If ships were hard set with certain weapons, a viable formula could be reasonably achieved. As it is, no matter what settings you choose, there will always be combinations/flukes that "win" when they shouldn't. You can only ever hope for the philosophy driving most of X decisions, namely, "it's good enough... most the time"
-edit
On an unrelated note:
I noticed that the Morrigu, which is now a light carrier design capable of docking 15 ships:
#1 Indicates in the description it only carries one fighter
#2 Does not appear to spawn with any fighters.
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
Osiris454
Joined: 04 Jan 2011 Posts: 727 on topic

|
Posted: Tue, 26. Jun 12, 04:01 Post subject: |
|
|
In general the OOS damage values need to be increased. My own testing of 50% was only as long as I was able, and that was only a few hours. I'll probably reduce that number later, but so far, battles seem a bit more 'realistic' for when I'm IS and actually watching it.
|
|
|
|
|
|
|
Back to top |
|
|
|
 |
|
|
|
|
|
|
|
 |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You cannot download files in this forum
|
 |
|
|
|
|
|