Author Topic: Missing energy impacts in event log  (Read 1624 times)

0 Members and 1 Guest are viewing this topic.

Offline Detros (OP)

  • Commander
  • *********
  • Posts: 389
  • Thanked: 26 times
Missing energy impacts in event log
« on: March 11, 2017, 01:18:49 PM »
I am shooting down enemy missiles with my lasers. I thought one hit that destroyed missiles = one energy impact of power equal to the laser strength at given distance. That seems to be not the case.

Missiles come from three enemy NPR missiles destroyers of the same class so they arrive in groups of three volleys.
Each volley used to consist of 7x 5HS missile so 21 missiles total. I shoot them down, got 21 "missile got hit and is destroyed" and 21 "energy impact". Good.

One of those destroyers is probably running low on ammo so one volley now consists of only 1x 5HS missile, the other two still from 7x 5HS missile so 15  missiles in total. This and the previous composition both happened multiple times.
I used to get 15x "missile got hit and is destroyed", 3x "New Thermal contact: HS 5" and 12x "energy impact" for this composition of enemy missiles. But after that there were no more contacts around. So I thought maybe each volley has one blank missile that doesn't have warhead or whatever and thus produces only thermal boom and no energy impact.

But now, with the same groups (1+7+7) I got still 15x "missile got hit and is destroyed", 3x "New Thermal contact: HS 5" but only 11x "energy impact".

What's going on? What missile types don't produce "energy impact" when destroyed? Are those NPR destroyers shooting like sensor missiles without warhead or what? Or could this weirdity be caused by enemy missile selfdestructing because of sensor issues?
« Last Edit: March 11, 2017, 01:20:28 PM by Detros »
 

Offline Titanian

  • Sub-Lieutenant
  • ******
  • T
  • Posts: 105
  • Thanked: 20 times
Re: Missing energy impacts in event log
« Reply #1 on: March 11, 2017, 01:39:34 PM »
Every missile shot down with an energy weapon should produce an impact event. If you have weapons that fire multiple shots each, like railguns or twin turrets or such, you might get strange combinations though, like:

2x impact
impact x2
2x impact x2 (which would be 4 impacts)

maybe you miscounted some of these?

The messages "New Thermal Contact!  Strength 5" is your sensors detecting the thermal output of missiles, but it is only shown once per salvo even if it contains multiple missiles, thus your "3x New Thermal Contact" means three new salvoes were detected on thermal sensors, which fits your description of three enemy destroyers.

If enemy missiles selfdestruct you simply get a message that whatever contact you had of them was lost.

 
The following users thanked this post: Detros

Offline Detros (OP)

  • Commander
  • *********
  • Posts: 389
  • Thanked: 26 times
Re: Missing energy impacts in event log
« Reply #2 on: March 11, 2017, 01:51:13 PM »
OK, so "New thermal contact" message is clear. I am apparently shooting them down at such range they get just detected by my thermal sensors.

I am using twin-turreted lasers in the whole fleet here. I am getting those "impact (x2) x2" but I just count those as "4 impacts".
I have counted energy impacts in "Contacts", energy impacts shown on System and "energy impact" messages in the Event log. While all places seems to show the same values they just don't sum up to the total of missile contacts I am getting in this battle for like 80 % group volleys. Some summed up to 21/21, yes, but otherwise I am getting also 18/21, 12/15, 11/15, 1/4 and 17/21 (energy impacts counted/missile contacts seen), some of these numbers multiple times.

I am wondering if (only after I hopefully manage to catch those missile destroyers and win this battle) I could store my save, load a save from the start of the battle and use SM to see the design of one of those NPR ships and what ammo they are using. I noted there is option to transfer a ship to NPR, I guess I can also transfer it the other way too and then see its design, can't I?
 

Offline Titanian

  • Sub-Lieutenant
  • ******
  • T
  • Posts: 105
  • Thanked: 20 times
Re: Missing energy impacts in event log
« Reply #3 on: March 11, 2017, 02:34:32 PM »
Then I have no idea what may caose this.

SM mode has no access to NPRs and their stuff. I think you need the designer mode password for that, but I don't think that would help you find out the cause for that.

Bit of spoiler about what NPRs do or don't:
NPRs try to use uniform missile loadouts. They only mix if they don't have enougth available of the kind of missile they want to use. They never try to design missiles in a way to abuse game mechanics, like multiple missiles of the same size and speed, but some with armor instead of warheads.

Spoiler about NPR missile designs, read at own risk:
NPRs usually design 4 types of missile for each tech level. As you can see these don't really match and won't produce unified salvoes:
-Size 1 AMM
-Size x standard warship ASM
-Size x short range ASM either faster than above or with armor and then slower
-Size x+2 long range ASM

If you transfer ships to an NPR beware that they might not know what to to with these ships and just let them idle around because they were not designed by an NPR.
 

Offline Detros (OP)

  • Commander
  • *********
  • Posts: 389
  • Thanked: 26 times
Re: Missing energy impacts in event log
« Reply #4 on: March 11, 2017, 02:39:01 PM »
If this is caused by several types of same-size missiles used, some not doing energy impacts, those NPRs are weiird.
Another volley group shot down, this time it was 16 energy impacts for 21 missiles.

Code: [Select]
21st February 2075 06:05:21,61 Cygni,Hostile Missile Contact TCS 5 (x7)
21st February 2075 06:05:41,61 Cygni,Hamagiri: Twin Lynch Manufacturing 15cm C3 Near Ultraviolet Laser Turret (RG22.8) (To Hit Modified by Tracking Speed: 57%)  hit the target and destroyed an enemy missile.
21st February 2075 06:05:41,61 Cygni,Hamayuki - Fox-Reeves Syndicate Fire Control S06 96-15000 H70 targeting Missile Salvo #145 at 90k km: Base Chance to hit: 64% (Fire Control To Hit: 53%  Modified by Crew Grade: 64%)
21st February 2075 06:05:41,61 Cygni,Hamayuki: Twin Lynch Manufacturing 15cm C3 Near Ultraviolet Laser Turret (RG22.8) (To Hit Modified by Tracking Speed: 57%)  hit the target and destroyed an enemy missile.
21st February 2075 06:05:41,61 Cygni,Energy Weapon Impact: Strength 2 detected! (x2)
21st February 2075 06:05:41,61 Cygni,Hamayuki: Twin Lynch Manufacturing 15cm C3 Near Ultraviolet Laser Turret (RG22.8) (To Hit Modified by Tracking Speed: 57%)  hit the target and destroyed an enemy missile.
21st February 2075 06:05:41,61 Cygni,Energy Weapon Impact: Strength 2 detected! (x2)
21st February 2075 06:05:41,61 Cygni,Hamagiri: Twin Lynch Manufacturing 15cm C3 Near Ultraviolet Laser Turret (RG22.8) (To Hit Modified by Tracking Speed: 57%)  missed.
21st February 2075 06:05:41,61 Cygni,Sunbeam: Twin Lynch Manufacturing 15cm C3 Near Ultraviolet Laser Turret (RG22.8) (To Hit Modified by Tracking Speed: 57%)  missed.
21st February 2075 06:05:41,61 Cygni,Energy Weapon Impact: Strength 2 detected!
21st February 2075 06:05:41,61 Cygni,Hamagiri: Twin Lynch Manufacturing 15cm C3 Near Ultraviolet Laser Turret (RG22.8) (To Hit Modified by Tracking Speed: 57%)  hit the target and destroyed an enemy missile.
21st February 2075 06:05:41,61 Cygni,Hamagiri - Fox-Reeves Syndicate Fire Control S06 96-15000 H70 targeting Missile Salvo #144 at 90k km: Base Chance to hit: 64% (Fire Control To Hit: 53%  Modified by Crew Grade: 64%)
21st February 2075 06:05:41,61 Cygni,Hamagiri: Twin Lynch Manufacturing 15cm C3 Near Ultraviolet Laser Turret (RG22.8) (To Hit Modified by Tracking Speed: 57%)  hit the target and destroyed an enemy missile.
21st February 2075 06:05:41,61 Cygni,Energy Weapon Impact: Strength 2 detected! (x2)
21st February 2075 06:05:41,61 Cygni,Hamagiri: Twin Lynch Manufacturing 15cm C3 Near Ultraviolet Laser Turret (RG22.8) (To Hit Modified by Tracking Speed: 57%)  hit the target and destroyed an enemy missile.
21st February 2075 06:05:41,61 Cygni,Hamagiri: Twin Lynch Manufacturing 15cm C3 Near Ultraviolet Laser Turret (RG22.8) (To Hit Modified by Tracking Speed: 57%)  missed.
21st February 2075 06:05:41,61 Cygni,Hamagiri - Fox-Reeves Syndicate Fire Control S06 96-15000 H70 targeting Missile Salvo #145 at 90k km: Base Chance to hit: 64% (Fire Control To Hit: 53%  Modified by Crew Grade: 64%)
21st February 2075 06:05:41,61 Cygni,Chitose: Twin Lynch Manufacturing 15cm C3 Near Ultraviolet Laser Turret (RG22.8) (To Hit Modified by Tracking Speed: 56%)  hit the target and destroyed an enemy missile.
21st February 2075 06:05:41,61 Cygni,New Thermal Contact!  Strength 5
21st February 2075 06:05:41,61 Cygni,Chitose - Fox-Reeves Syndicate Fire Control S06 96-15000 H70 targeting Missile Salvo #143 at 90k km: Base Chance to hit: 62% (Fire Control To Hit: 53%  Modified by Crew Grade: 62%)
21st February 2075 06:05:41,61 Cygni,Chitose: Twin Lynch Manufacturing 15cm C3 Near Ultraviolet Laser Turret (RG22.8) (To Hit Modified by Tracking Speed: 56%)  hit the target and destroyed an enemy missile.
21st February 2075 06:05:41,61 Cygni,Energy Weapon Impact: Strength 2 detected! (x2)
21st February 2075 06:05:41,61 Cygni,Chitose: Twin Lynch Manufacturing 15cm C3 Near Ultraviolet Laser Turret (RG22.8) (To Hit Modified by Tracking Speed: 56%)  missed.
21st February 2075 06:05:41,61 Cygni,Chitose: Twin Lynch Manufacturing 15cm C3 Near Ultraviolet Laser Turret (RG22.8) (To Hit Modified by Tracking Speed: 56%)  hit the target and destroyed an enemy missile.
21st February 2075 06:05:41,61 Cygni,Energy Weapon Impact: Strength 2 detected!
21st February 2075 06:05:41,61 Cygni,Chitose: Twin Lynch Manufacturing 15cm C3 Near Ultraviolet Laser Turret (RG22.8) (To Hit Modified by Tracking Speed: 56%)  hit the target and destroyed an enemy missile.
21st February 2075 06:05:41,61 Cygni,Energy Weapon Impact: Strength 2 detected! (x2)
21st February 2075 06:05:41,61 Cygni,Energy Weapon Impact: Strength 2 detected!
21st February 2075 06:05:41,61 Cygni,Chitose: Twin Lynch Manufacturing 15cm C3 Near Ultraviolet Laser Turret (RG22.8) (To Hit Modified by Tracking Speed: 56%)  missed.
21st February 2075 06:05:41,61 Cygni,Energy Weapon Impact: Strength 2 detected!
21st February 2075 06:05:41,61 Cygni,Energy Weapon Impact: Strength 2 detected!
21st February 2075 06:05:41,61 Cygni,Hamayuki - Fox-Reeves Syndicate Fire Control S06 96-15000 H70 targeting Missile Salvo #143 at 90k km: Base Chance to hit: 64% (Fire Control To Hit: 53%  Modified by Crew Grade: 64%)
21st February 2075 06:05:41,61 Cygni,Hamayuki: Twin Lynch Manufacturing 15cm C3 Near Ultraviolet Laser Turret (RG22.8) (To Hit Modified by Tracking Speed: 57%)  hit the target and destroyed an enemy missile.
21st February 2075 06:05:41,61 Cygni,Sunbeam - Fox-Reeves Syndicate Fire Control S06 96-15000 H70 targeting Missile Salvo #144 at 90k km: Base Chance to hit: 64% (Fire Control To Hit: 53%  Modified by Crew Grade: 64%)
21st February 2075 06:05:41,61 Cygni,Sunbeam: Twin Lynch Manufacturing 15cm C3 Near Ultraviolet Laser Turret (RG22.8) (To Hit Modified by Tracking Speed: 57%)  missed.
21st February 2075 06:05:41,61 Cygni,Sunbeam: Twin Lynch Manufacturing 15cm C3 Near Ultraviolet Laser Turret (RG22.8) (To Hit Modified by Tracking Speed: 57%)  hit the target and destroyed an enemy missile.
21st February 2075 06:05:41,61 Cygni,Energy Weapon Impact: Strength 2 detected!
21st February 2075 06:05:41,61 Cygni,Sunbeam: Twin Lynch Manufacturing 15cm C3 Near Ultraviolet Laser Turret (RG22.8) (To Hit Modified by Tracking Speed: 57%)  hit the target and destroyed an enemy missile.
21st February 2075 06:05:41,61 Cygni,Sunbeam: Twin Lynch Manufacturing 15cm C3 Near Ultraviolet Laser Turret (RG22.8) (To Hit Modified by Tracking Speed: 57%)  missed.
21st February 2075 06:05:41,61 Cygni,Sunbeam - Fox-Reeves Syndicate Fire Control S06 96-15000 H70 targeting Missile Salvo #144 at 90k km: Base Chance to hit: 64% (Fire Control To Hit: 53%  Modified by Crew Grade: 64%)
21st February 2075 06:05:41,61 Cygni,Sunbeam: Twin Lynch Manufacturing 15cm C3 Near Ultraviolet Laser Turret (RG22.8) (To Hit Modified by Tracking Speed: 57%)  hit the target and destroyed an enemy missile.
21st February 2075 06:05:41,61 Cygni,Chitose - Fox-Reeves Syndicate Fire Control S06 96-15000 H70 targeting Missile Salvo #143 at 90k km: Base Chance to hit: 62% (Fire Control To Hit: 53%  Modified by Crew Grade: 62%)
21st February 2075 06:05:46,61 Cygni,Hostile Missile Contact TCS 5 (x7)

For a change, while event log shows only amount of volleys in one group detected by thermal sensors, event log _file_  doesn't show how many same events happened in the one moment. So only amount of missiles in one volley for active sensor new contacts but not how many groups were there, just that there was a thermal contact but not how many of those, just that some missiles were destroyed but if turret hits multiple times this is shown here only once.

OK, I will add a printscreen of event log too, then. Note the line selected at the bottom of the 1st image and the top of the 2nd one is the same.
Btw, each of these destroyers firing have 2x twin-laser turret under one beam fire control and 3x twin-laser turret under another one.
Off-Topic: show





Can someone explain where are those missing energy impacts?

EDIT: Read your reply only now, OK, this should not be caused by weird several types of same-size missiles then.
EDIT2: I have already battled another TG of this NPR so I have already seen such designs in use for this NPR, yes. As far as I know these missiles in question are their basic ASMs. But thanks for generalised summary.
EDIT3: One last idea: so far all volley groups arrived at the same intervals inbetween. The impacts/missiles ratio in this battle were: 18/21, 21/21, 18/21, 18/21, 12/15, 12/15, 11/15, 1/4, (one extra 5s interval - they apparently were reloading), 17/21, 18/21, 17/21, 16/21. The last one is shown higher and more keep coming.
« Last Edit: March 11, 2017, 02:54:30 PM by Detros »
 

Offline TheDeadlyShoe

  • Vice Admiral
  • **********
  • Posts: 1264
  • Thanked: 58 times
  • Dance Commander
Re: Missing energy impacts in event log
« Reply #5 on: March 11, 2017, 02:50:15 PM »
it is a bug that happens occasionally.  :shrug:

 

Offline Titanian

  • Sub-Lieutenant
  • ******
  • T
  • Posts: 105
  • Thanked: 20 times
Re: Missing energy impacts in event log
« Reply #6 on: March 12, 2017, 04:34:47 AM »
Does the amout of missile-hit-and-destroyed messages match the amount of missiles that are actually destroyed?
 

Offline Detros (OP)

  • Commander
  • *********
  • Posts: 389
  • Thanked: 26 times
Re: Missing energy impacts in event log
« Reply #7 on: March 12, 2017, 05:30:19 AM »
Does the amout of missile-hit-and-destroyed messages match the amount of missiles that are actually destroyed?
TLDR: Yes, every time I checked those messages, yes.

Original post:
Every time I checked those messages, yes. I have together 90x 15cm lasers there and the engage range set so that the chance-to-hit is around 50%. So in all those cases, once incoming missiles come close enough the whole group of volleys was all shot down, each time all missiles destroyed. So amount of "hit-and-destroyed" messages summed to amount of missiles in the given group of volleys.

These "hit-and-destroyed" messages seem to be then more proper information about how many missiles were shot down than those "energy impact" ones. At least in event log, as event log file will show just one missile hit even when turret manages to shot down more than one.

Effectively, the whole issue here is those "energy impact" messages are omitted from some "hit-and-destroyed" messages (or just "hit" ones for armored targets) but looking at the event log I have not managed to found the rule for when this happens yet. Looking at the screenshots higher it is a case when orange messages ("hit-and-destroyed") does not have dark-salmon one ("energy impact"; or how to call that colour) under it. There are three such occasions (it seems to me beam fire control (BFC) two shots always before BFC1):
  • Hamayuki, first targeting, BFC 2, gun 1, 2 guns unused
  • Hamagiri, first targeting, BFC 2, gun 2, 1 gun unused
  • Sunbeam, second targetting, BFC 1, gun 1, 1 gun unused
It is probably connected with multiple guns in turrets, multiple turrets under one BFC or missile volleys in group. Reloading should not be messing with it: while these lasers shoot only each 10s, as said, all missiles in each group were shot down during one interval and there was plenty time to reload between groups.

Looking at those printscreens now it seems the "energy impact" messages are always missing for those shots that finished the last missiles in a volley. Hamayuki finishes Salvo (eh, I should use that instead of  "volley") #143, Hamagiri finishes Salvo #145 and Sunbeam Salvo #144. 1 hit, 2 hits ,1 hits without impact = 5 missing impacts together.

Seeing all these three occasions have also some guns unused I will guess a bit and try to formulate it as:
Code: [Select]
If weapons under one BFC manage to shot down all missiles in a salvo (volley) and there are still some weapons under this BFC which didn't fire yet, the "energy impact" message will not be generated for the last weapon firing.
For one interval amount of these "missing impacts" can be from 0, when all salvos were finished by the last weapon under given BFC (could be there is only 1 weapon under 1 BFC), up to [i]amount_of_groups * max_amount_of_guns_in_one_used_weapon[/i], so [i]4 * amount_of_groups[/i] at the most.

This formula seems to hold for the interval shown here, I will try to check with more cases and see if it holds. But 0-6 range of amount of missing impacts (I am using twin turrets and there were 3 groups) would be wide interval for all cases seen during this whole battle.

*looks up* Whoa, sorry, that seems a bit too long for an answer to your question, Titanian.  Better to add TLDR.
 
The following users thanked this post: Titanian

Offline Titanian

  • Sub-Lieutenant
  • ******
  • T
  • Posts: 105
  • Thanked: 20 times
Re: Missing energy impacts in event log
« Reply #8 on: March 12, 2017, 10:15:10 AM »
Whoa, nice analysis! :) Guess you found the problem then.
 

Offline Garfunkel

  • Registered
  • Admiral of the Fleet
  • ***********
  • Posts: 2790
  • Thanked: 1052 times
Re: Missing energy impacts in event log
« Reply #9 on: March 13, 2017, 07:15:18 PM »
Please post that in the Bugs thread so that Steve can fix it for next version. Good analysis.