As for the IPM simulator, I didn't figure out the algoritme yet.
Untill I do figure it out I will add this solution:
A IPM sim per unit, so not for the whole defence but every unit individually.
This will allow you to calculate how much units will be destroyed for a certain type and how much IPM's you'll need to destory them all.
A player will probably target a certain type so this could be a good solution.
You either destory specific targeted types or just the whole defence.
When you want the weaken a def you'll also probably select the hardest targets like plasma's.
In the other case when you want to IPM bash someone a simulator is not needed.
There will also be a sum of the IPM you'll need to build to destory everything & the flight time if the coordinates & techs are available.
I think it happens every time an one way trip lasts over 24h. I have tried several combinations and they all work like that. For instance from 1:1:1 at 10 percent speed for whatever drivers 1 SC to 1:300:1
If you click the plus button to add an defender or an attacker (D2,A2), then delete them, them click to add again they are labeled as D3/A3 instead of D2/A2.
That's intended behavior.
This happens because when you add 3 players, you'll have A1,A2 & A3.
If you remove A2 you'll have A1 & A3 left.
Changing A3 to A2 would mean to much changes and also setting a newly added player to A2 instead of A4.
Well, we have a little issue with the trashsim. I`t seens a little (well, not that little) bit off, when fighting a death star.
So:
We are preparing to defend a 100ds atack to destroy the moon. As an example, we put a 100gs vs. 25k lightfighters, 4k cruisers and 1,5k battlelcruisers * 5 slots.
And... Speedsim and Websim show draw, with no star down. Trashsim also shows a draw, but with ~75 stars grounded.
Sooo... could you take a look? We would like to know before doing such a suicidal defence