OOS (lowattentioncombat) parameters, best guess what they do?

The place to discuss scripting and game modifications for X4: Foundations.

Moderators: Scripting / Modding Moderators, Moderators for English X Forum

Osbot
Posts: 111
Joined: Sun, 10. Jan 10, 19:49
x4

OOS (lowattentioncombat) parameters, best guess what they do?

Post by Osbot »

I've become interested in the lowattentioncombat parameters which somewhat impact how OOS combat works.

I know some people have gone pretty deep into modding these, but I'm wondering if there is any sort of general consensus on what some of the more vague parameters affect regarding OOS combat performance and results.

For example;
<attack>
attack firingarea="40000000" - I assume this is the area that main guns deal damage to in oos combat.
laserweaponfactor="1.05" - modifies the performance of main gun weapons relative to a baseline of 1.0.
missileweaponfactor="1.1" turretfactor="1.0" dronebulletfactor="0.3" dronemissilefactor="0.20" these all seem semi straight forward. Tweaking the performance of the different weapon systems up or down in oos.
minspeed="170", I'm guessing this is the speed the game sets every ship to for calculations at a minimum?
surfaceelementchance="0.15" - Chance surface elements get hit as opposed to hull. These are turrets I think specifically.
surfaceelementfactor="0.7" - Not entirely sure, I'm guessing these are the turret shield generators since we've already got turretfactor mentioned.
shieldgeneratorchance="0.35" - Chance main shield gens are hit I presume.

<defense>

<defence maneouverfactor="0.42" - seems to correlate directly to how hard stuff is to hit. Crank this to .8 and even destroyers seem to be unable to kill each other inside 6 hours :)
minspeed="60" - Like on the attack side, I'm guessing this is the minimum speed calculated for defending ships.
maxsize="180.0" - No idea how this impacts things.
sizefactor="0.4" - Again, no idea how this impacts things. Maybe bigger ships are more resilient, so this at .4 tones down larger ship size resilience. Just a guess.
capshipfactor="1.05" - Guessing similar to the above. Modifies how hard it is to blow up a capital ship.
countermeasurefactor="0.7" - seems self explanitory.
dronedistractionfactor="0.004" - How often drones get targeted if there are better targets.
dronedamageamount="18000" - How much HP they can soak oos?

I know in 4.0 they added
missilehitfactor=
guidedmissilehitfactor=
bullethitfactor=
beamhitfactor=

Has anyone played around with the minspeed variables and can explain what to the best of their understanding they do?

I'm currently trying to tune my own OOS so that M ships don't just get instantly vaporized by capital ships.
User avatar
Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

Re: OOS (lowattentioncombat) parameters, best guess what they do?

Post by Shuulo »

i redid OOS parameters for VRO and SW mod with dozens of hours in testing those.
For detailed explanation look into parameters.xsd, all of them are laid out there.

but ill explain some of the tricky ones
As for minspeed and maxspeed - those are used by stations or very slow ships, so setting them very low will either nerf or overpower stations mostly.
maneouverfactor - influence of *current* speed in negating damage (NOT yaw/pitch/roll )
capshipfactor - this one works a bit differently, it directly multiplies the damage instead of negating it. So if set to 2 it will double the incoming damage by capitalships from turrets only!
maxsize - if ship is too large, this value will be used instead for formula
surfaceelementfactor - this is damage multiplication vs elements

Also, I suggest to check those parameters in 4.0 as more where added and OOS seems to be changed a bit in general.

As for your goal - this is very hard, as all OOS is calculated by same parameters that dont take into account all things they should really. M ships is the biggest pain in the ass, if you make so fighters dont die instantly M ships are too tanky. If you make M ships die more closer to IS then fighters will be vaporized in instant etc etc etc

happy testing and dont pull all of your hair off
Osbot
Posts: 111
Joined: Sun, 10. Jan 10, 19:49
x4

Re: OOS (lowattentioncombat) parameters, best guess what they do?

Post by Osbot »

Are you saying that the comment in the paramaters.xsd (thanks for showing me this btw!) regarding capshipfactor is backwards?

You're saying it increases damage taken by capships from other capship turrets? The comment seems to say it negates turret damage on cap ships from cap ships?

Yea M ships are tough to figure out. I think I've maybe settled on how to improve M survivability OOS. I increased their regen rate about 25-35%. Combined with a little bit higher maneouverfactor, they seem to stick around longer in larger scale engagements rather than just getting evaporated instantly. They get chewed up like most S and M class ship when they are heavily outnumbered, but when they are with a large number of S fighters to help spread damage out, they so far, seem to be doing OK.

My test case is 2 K's and about 20-30 M's and P's vs 2 Behemoths, 2 Peregrines and 25 Baluar/Kestril/Ares/Nodan. One thing I'm noting is, the Xenon M's and P's cannot dent one of the Behemoths which is split off vs about 10 of them. They can't budge the shields, and in general they get slowly killed by my fighters. The K's kill the Behemoths, and my fighters kill their fighters, and then they slowly whittle down the K's. Might need to up the xenon S and M weapon damage a bit since they should win this fight handily IMO, just going by weight of numbers/strength of K's.
User avatar
Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

Re: OOS (lowattentioncombat) parameters, best guess what they do?

Post by Shuulo »

Osbot wrote: Mon, 18. Jan 21, 06:11 Are you saying that the comment in the paramaters.xsd (thanks for showing me this btw!) regarding capshipfactor is backwards?

You're saying it increases damage taken by capships from other capship turrets? The comment seems to say it negates turret damage on cap ships from cap ships?
Yes, its the opposite, and not only vs other capitals but any turret really.
Osbot
Posts: 111
Joined: Sun, 10. Jan 10, 19:49
x4

Re: OOS (lowattentioncombat) parameters, best guess what they do?

Post by Osbot »

Alright, got it. Also want to say I've sort of achieved the sort of balance I was hoping for.

Thanks for the input and the heads up on the xsd file :)
User avatar
Shuulo
Posts: 1633
Joined: Mon, 14. Apr 08, 17:03
x4

Re: OOS (lowattentioncombat) parameters, best guess what they do?

Post by Shuulo »

Osbot wrote: Tue, 19. Jan 21, 05:37 Alright, got it. Also want to say I've sort of achieved the sort of balance I was hoping for.

Thanks for the input and the heads up on the xsd file :)
now test your balance vs stations :) this is where it usually breaks :)
Osbot
Posts: 111
Joined: Sun, 10. Jan 10, 19:49
x4

Re: OOS (lowattentioncombat) parameters, best guess what they do?

Post by Osbot »

Considering how many guns go on a station with just a few gun platforms, I think stations just break OOS in general. It's like have 100 destroyers packed on one spot :)
Max Bain
Posts: 1463
Joined: Wed, 27. Jun 18, 19:05
x3ap

Re: OOS (lowattentioncombat) parameters, best guess what they do?

Post by Max Bain »

Hi Osbot,

I also have tested a lot with these parameters and it is indeed very difficult to find very good values. I suggest to create different szenarios and test them individually.
One with S vs S, one with S vs L or XL one L vs XL and one with S or L vs Stations. I always test each szenario IS and OOS to compare them.

For example for stations I discvered that if you attack a Xenon station with 100+ defense drones, that this can have a dramatical impact on the outcome. The drones can do immense damage and also work as a shield depending on the parameters. This will never be like in IS fight because OOS all 100+ drones are instantly doing their job while IS they slowly get launched.
Another example is that if you make the defense modifiers like moneuvering or size too good, that S ships cant be destroyed by other S ships or even L ships.

Good luck with this!
XR Ship Pack (adds several ships from XR) Link
Weapon Pack (adds several new weapons) Link
Economy Overhaul (expands the X4 economy with many new buildings) Link
X4 Editor (view stats of objects and make your own mod within a few clicks) Link

Return to “X4: Foundations - Scripts and Modding”