Jump to content

lyravega

Members
  • Posts

    85
  • Joined

  • Last visited

Everything posted by lyravega

  1. The file you attached matches the current version's original "tooltipmaker.lua". I am already on beta branch on Steam, I haven't seen blank tooltips popping. Any other mods you're using?
  2. Uhh... I don't know what causes that, never noticed it myself while playing. Could be a vanilla bug? Changes are: -Cleaned the code up a little bit -Renamed stuff in and cleaned the tooltip a little bit -Added Hull/Shield damage calculations if the weapon has any bonus for those -Merged some stats; the stone damage bonus is added to "Mining", and hull damage bonus (if the turret has any) is added to "Salvaging" -Added a few (just two) info tooltips; Mining and Salvaging turrets are ineffective against shields, energy weapons use the energy in different ways -Corrected energy drain/demand calculations -Changed how burst damage looks; instead of showing total damage, now shows #projectiles fired before overheating and damage per projectile -Corrected a potential bug related to overheating weapons (haven't seen any, but if a weapon can overheat in one shot, code covers it as well but it had a bug) -etc... a few more stuff under the hood
  3. It is a typo. "Damage"..."/shot" means damage per shot for example. The topmost damage number includes all extra shots. The second damage number may have "4xDMG"; this is either due to Synchronized Weapons or Multiple Projectiles or combination of both. I'll look into that! I've been playing the game and encountered a turret factory cluster, good for testing. I noticed that increasing fire rate doesn't change weighted damage, so I ran through my calculations again to double check and found out this is correct but I feel like I need to point this out somehow. Less fire rate means the turret will cooldown more between each shot, allowing more shots to be fired, but it'll also increase the length of a cycle (cycle being "time to overheat" + "time to cooldown") resulting in same weighted damage numbers. Also, turret factories are fun. You can get weapons with 0 fire rate, -damage, -mining, etc... Good stuff :)
  4. Some progress on the cleanup, could use your opinion http://steamcommunity.com/sharedfiles/filedetails/?id=860138389 Any opinion on the cleanup progress linked above? Heheh, thanks. Don't know how multiplayer works for this game, so I'm not sure. This mod only alters 1 file that generates tooltips.
  5. Each weapon ("barrel") generates that much heat, so if simultaneousShooting==true then heatPerShot=2 actually generates 8 heat for that turret as all weapons are fired at the same time. cooldownRate is for turret so it is what you see unlike heatPerShot. And I get you. I've been working on my tooltip thing for a while, now just wanna play the game :)
  6. maxHeat can go over 10; if you have a cannon that generates 9.5 heat per shot for example, 2nd shot will take it up to 18. The game has 2 variables called shootingTime and coolingTime but due to this the latter is incorrect. Depending on the cooldownRate, shootingTime wildly varies as well but they both can be used for approximations.
  7. I had to put some unnecessary stuff in to keep the stats aligned from weapon type to weapon type. Put the most important stat on the top though; DPS. For now I'm happy because I wasn't able to play the game for 2 days as I was trying to finish this up heheh. But I'll clean it up later on. So far, as I've said in the title, happy with the progress to share.
  8. Detailed Turret Tooltips - v0.023 Alters the turret tooltips to give much more information to the player, aiming to make weapon comparisons easy. There are so many changes, take a look at the screenshot under features if you haven't! Some users of the mod have stated that this is required only on the clients, for your information. [spoiler=Features & Terminology] DPS Calculations • DPS: Your usual DPS. Shown for weapons that do not overheat • EDPS (Effective DPS): Takes cooldown into account, and replaces DPS stat for any weapon that can overheat Turrets with Heat Mechanic • Uses EDPS • Buildup: Heat per shot stat in the middle, and "time to heat" (0 > 100+) in seconds on the right • Cooldown: Cooling per second in the middle, and "time to cooldown" (100+ > 0) in seconds on the right Burstfire Turret Stats • Uses EDPS • Burst Damage: Displays "projectiles per burst"x"damage per projectile", replaces "damage" • Burst Cycle: Time between bursts (overheat + cooldown), replaces "fire rate" Energy Turret Stats • Split into two; energy turrets that drain battery, and energy turrets that consume power directly - at the end both has the same effect but the way they do it is different) • Base Drain/Demand: Initial usage for the energy weapons, recalculated to reflect the actual usage • Accumulation Rate: Cost increase per second/shot, recalculated to reflect the actual increase • Normalization Rate: Cost decrease per second, added as an extra stat note: as you keep firing the energy weapons, their cost will increase (accumulation as I call it), and when you stop firing them, their cost will return back to base (normalization as I call it) Beam Turret Stats • Tick Rate: Replaces "Fire Rate", how many times the beam will strike the target in a second. For fluff mostly • Tick Damage: How much damage each tick will do to the target. For fluff mostly Shield/Hull bonuses • If present, these will split the damage values into two, displaying both values instead of a single value Extra Stats • Velocity: Muzzle Velocity; how fast the projectile travels • Tracking Speed: How fast the turret turns (unit unknown) • Range: Range is calculated instead of taken for granted • Shield Penetration: The vanilla shield penetration chance, moved to a relative position • Hull Penetration: The somewhat hidden value for Railguns; how many blocks they can penetrate • Multiple Projectiles (if applicable): How many projectiles each weapon will fire (from vanilla, you saw this as DMGx2 etc...) • Synchronized Weapons (if applicable): How many weapons that the turret will fire (was missing from vanilla, NOT the same as above) Merged Stats • If a Salvaging beam has "+hull damage%" then this is added to the "Salvaging" stat • Mining beams include the +20000% bonus in their "Mining" stat Some extra info • Like, if the weapon consumes power or generates heat (duh) • Or, that the mining/salvaging beams deals no damage to shields Look Overhaul • WIP. So far looks alright in my opinion, but as I've said: WIP. Any suggestions are welcome! • Moved "Tech" and "Material" above • Painted stuff a little bit • Renamed a lot of stuff • Added units (if known) • etc... etc... a picture tells a thousand words they say, so check the screenshot out if you haven't! ...and a few more that I forgot while writing/editing this [spoiler=Notes]-There are 2 cases where EDPS is slightly inaccurate. But from 0 to 100, or 100 to 0, I'd say accuracy of calculations are over 99%. The first case is, latency/game tickrate (?) causing you to fire an extra or a less shot. The second case is, overheated weapons do not have to fully cooldown in order to fire again. • Energy weapons are weird. Especially the continuous ones. I tried my best to figure them out, and result portrays closer stats to the ship stats that you can see by checking power consumption and such. • Force turrets are weird as well. I displayed my own results instead of the game's results because vanilla tooltips can show positive force for the turret as a whole while the individual weapons may have negative force which makes absolutely no sense. [spoiler=Change Log]v0.024 • Fixed cargo / crew shuttles v0.023 • Mirrored lines from the vanilla tooltipmaker.lua v0.021 • For cases where a turret/fighter is spawned without any weapons, added a failsafe that'd keep the mod from getting set to invalid by the game • Mirrored an (so far) unused line from the vanilla tooltipmaker.lua v0.020 • Added "Shield Penetration" and "Hull Penetration" stats • Added info for weapons that are ineffective against stone (basically, all lightning weapons) • Fixed "Tick Damage" showing incorrect values for applicable weapons (apparently, Tesla Guns can have "Synchronized Weapons", unlike any other continuous beam) • "Range" is now calculated (it'll show correct range values for crafted weapons; a bug prevents real range from being altered for them, I'll make a fix/mod for turretfactory.lua later on fix for turretfactory.lua) • "Force" stats now display the individual weapon force; for some reason turret stats show wildly different things (different things as in tooltip showing positive turret force while the weapon force is actually negative) v0.012 • Corrected DPS for turrets that overheat in one shot, also these turrets display "Instant" for "Buildup" stat instead of 0 • Moved some stuff to the bottom of tooltips (colorful-special stuff like "Independent Targeting") v0.011 • Hull Damage icon is not a shield icon anymore • (Hopefully) Some weapons that caused an issue (blank tooltips, no buy/sell options) shouldn't cause them anymore v0.010 • Cleaned the code up a little bit • Renamed stuff in, cleaned and beautified the tooltip a little bit • Added Hull/Shield damage calculations if the weapon has any bonus for those • Merged some stats; the stone damage bonus is added to "Mining", and hull damage bonus (if the turret has any) is added to "Salvaging" • Added a few (just two) info tooltips; Mining and Salvaging turrets are ineffective against shields, energy weapons use the energy in different ways • Corrected energy drain/demand calculations • Changed how burst damage looks; instead of showing total damage, now shows #projectiles fired before overheating and damage per projectile • Corrected a potential bug related to overheating weapons • etc... a few more stuff under the hood [spoiler=Known Issues]• When adjusting turret parameters for a turret with eDPS in a turret factory, it may look weird when the fire rate goes up but eDPS stays the same. This is not an issue; the turret overheats faster, and enters the cooldown period quicker, and as the eDPS also takes these cooldown periods into account, the overall DPS for one firing cycle actually doesn't change. I thought this was a mistake that I made at first, but ran a few calculations with hand and was surprised to see the results. • If you are trying to create a fighter and the fighter creation UI locks up, it's possible you are using the wrong version. As stated in the last sentence, if you are on the beta branch, use the latest version, if you are on the normal (default, stable) branch, use the previous version. • If the game is crashing when looking at a tooltip, it is a game bug, not a mod bug. When the game detects that something is wrong in a mod, it'll simply set it to invalid and that part of the game won't function. For example, as this mod deals with weapon tooltips, if something was wrong, it'd show a blank tooltip but everything else would work fine. TL;DR: Game crashes related to tooltips are not caused by this mod. [spoiler=Report a Bug]• Take a look at the "Known Issues". It might be something I've written there. • If not, the best you can do is providing as much information as you can also with a game log attached to it. You can find the game logs in %AppData%\Avorion folder, either query it on Windows Search (from Start Menu) or enter it as a location on Windows Explorer. You can see multiple text files, grab the latest one, and upload it over here so I can take a look at it. NOTE: The mod is outdated, and will not show "Slots" value for turrets. Will show nothing for torpedoes. An update is slowly coming. Detailed_Turret_Tooltips_0.024.zip
  9. Here is what I figured out so far: There are two types of energy weapons; those that have "coolingType == 1" (projectiles) and "coolingType == 2" (beams) Projectiles drain the battery; stored energy. It has no effect on your generator, and that's why it doesn't show up in the power usage panel Beams put a strain on the generator; it has a power requirement. While it does not drain the battery directly, the strain on the generator will reach a level where it'll start draining the battery over long periods of firing Now, so far good. I spend a little bit of time to verify the findings above, and make sure it is not just on the UI (made a ship with little power generation to test projectiles, made a ship with little energy storage to test beams, etc...). But this is where things get wonky. I have 2 beam turrets, one has a reported power usage 1222/s and the other one has a reported power usage of 1582/s. When I start shooting these beams, power requirement values are entirely different. The former starts from 0.14GW and the latter starts from 0.34GW. I've tried to reach these values, and I did (by probably some coincidence), but this left me puzzling, needless to say. The way I reached these numbers is by using the shotsPerSecond on baseEnergyPerSecond or by using heatPerShot directly, but the former is less problematic since some other files (turretfactory.lua) alters this baseEnergyPerSecond value. The turret with 1222/s cost has a shotsPerSecond value of 10, while the other one with 1582/s cost has a shotsPerSecond value of 5. If you divide the baseEnergyPerSecond to shotsPerSecond, and add energyIncreasePerSecond on top of those, you get 144 (0.14GW) for the first one, which is good. But for the other one, you get 361 (not 0.34GW) so it is still a bit off. Then I pulled a magical number off my ass and this is where it gets coincidental. A "tickrate"; tickrate = shotsPerSecond / 10, and this is multiplied by energyIncreasePerSecond. So the end result now becomes 144 & 339 (0.14GW & 0.34GW). So all is fine for these two weapons, but when I test this on a beam with shotsPerSecond = 20, it goes off again. I'm not even going into the projectile weapons because I'll be going blind for that one. But yeah anyway, can anyone explain what is what for these weapons?
×
×
  • Create New...