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  • Hello, I am very motivated to make my own CR converter, mainly because the converters already available use skins or designs that I don't find very pleasant. I'm good at coding in C++ but I don't know anything about how API works. Once I get the API of said combat report, what server am I supposed to talk to? What exactly do I need to send and in what format? What exactly do I get? Is this well-documented somewhere on the Internet already? If not, could somebody be so kind as to walk me through …

  • Bumping this. Happy New Year everyone.

  • Bumping this. Merry Christmas everyone.

  • Bumping this. This bug has been going on for so long. I know we're not entitled to anything, but this is very frustrating. Will this madness ever be fixed? This should be Priority #1 now... Note: The bug can happen at anytime, but the odds increase when you click the 'Attack' button exactly when a fleet returns (from an attack, transport, spy mission, etc.) or very few seconds after that. It can also happen when nothing returns, although that may not be as frequent.

  • Oh yeah, definitely, this case was closed The battleship never survives the combat with my current simulator.

  • Rapidfires are simple here, I have an array of arrays (or a 2D array if you will). The value of rapid_fires[first_ship][second_ship] is the rapid fire the first ship gets when it hits the second ship. So for example, rapid_fires[Deathstar][SmallCargo] has a value of 250. Whenever a ship attacks, I generate a random number mod. the rapid fire, and if the result isn't 0, the ship is allowed an additional attack. My simulations seem quite better, though, if I drop the explosion chance you mentioned…

  • Quote from Canarefr: “No, that seems correct to me. The LFs loss of firepower happens also in game (and you should consider it in your simulator). But keep in mind that the percentages of shield are alway calculated on the full strenght shield. You can see this when 49 BS and let's say 50k colony ships fire to a deathstar. Even if the colony ships have half the firepower than the shield left to the deathstar, they'll still never hit. (50 BS + the colony ships will win in one round). If you prefe…

  • Quote from Canarefr: “Sincerely I can't find a confirmation.. Some years ago (5, 6, more? i don't know) an allymate was programming a simulator and i remember these things since that time. We tested a lot about shields and we learnt many things about this subject by searching in different boards. My replies are based on memory and parts of excel sheets that i reused for other things, like i said above don't take it as pure truth. ” Hello, well I sent a ticket to my community's operators, and the…

  • Quote from Shole: “Quote from Chaussette: “for (quint8 j = 0; j < 6; ++j) ” why do you use here pre decrement? ” Not much difference between ++j and j++ (here), the former is slightly faster because the latter uses a temporary variable somewhere.

  • Quote from Canarefr: “I don't know exactly the c++ then maybe i could misunderstand something. Anyways it seems to me that there are 2 things wrong in Player::attack. 1) If "dmg" is bigger than "shield/100", you do "shield-damage" and go on. This is usually not true because the shield destroyed is the maximum "X%" of the shield so that X is integer AND "shield/100*X" is < than the attack damage. (This is the deep reason behind the bouncing effect, this X is zero if the dmg is not at least 1% of …

  • Unfortunately, my C++ code still doesn't always agree with TrashSim. I looked it over and over and I can't seem to find the problem, so I'm going to copy/paste my little implementation here. Could anyone find out what's wrong? First the for loop for the 6 rounds of the combat. Pretty straightforward. C Source Code (11 lines) Here p1 and p2 are two smart pointers of class Player. Here's what Player::attack does: C Source Code (33 lines)I think most variables are explicit enough, but if something …

  • Quote from Canarefr: “Quote from Canarefr: “Anyways it's weird because i'm pretty sure that I can create another situation, with bigger number of ships, where it's clear that all this is wrong. ” Forget this, my idea was not good. The battle basically works like i said above. ” Thank you very much for your input. I gave it some thought and everything makes sense. It's funny because my problem was essentially covered by the English FAQ, but since I come from the French community, I read the Frenc…

  • Quote from NoMoreAngel: “Haven't calculated it, but it might be because the destroyed ships/defences get removed after the round, not in the round. So in Round 1 there are firing 10 RL, in 2 9, in 3 8 and so on. ” Hello, thank you for your reply. I think I took that into account already, the Battleship is hit 10 times in the first round in my calculations, 9 in round 2, etc. Quote from Canarefr: “As i know, the mistake stays in the fact that every time the battleship is hit and his armor goes un…

  • I feel like this isn't the appropriate section for my predicament. If so, my apologies, please move this thread to the right place.

  • Hello, I am currently coding my own combat simulator. How thrilling really! Unfortunately, there's something I must have misunderstood. If we consider 1 attacking Battleship (techs: 0/0/0) against 10 Rocket Launchers (also 0/0/0), both SpeedSim and TrashSim say the combat is over after either 4 or 5 rounds, and the defender wins. However that's not what I get with my current simulator So let's sit down and see where my mistake is. A Battleship has a weapon power of 1.000, a shield power of 200 a…