Author Topic: (v0.5.16) Iceranger's Missile and Ship Optimizer  (Read 40756 times)

0 Members and 1 Guest are viewing this topic.

Offline Iceranger (OP)

  • Registered
  • Commander
  • *********
  • I
  • Posts: 391
  • Thanked: 229 times
(v0.5.16) Iceranger's Missile and Ship Optimizer
« on: April 21, 2020, 07:28:19 PM »
This is the JAVA implementation of my earlier spreadsheet, which can be found at

https://docs.google.com/spreadsheets/d/19djb0uS4AFqP94IeNRt5U_qbGrglI9Bz4iJEhcF5aRs/edit?usp=sharing

It runs much faster and is more accurate.

Unzip and run with the latest JRE. Have fun :)

Download Link >>> https://github.com/Iceranger03/Releases/raw/master/A4xCalc/A4xCalc_v0.5.16.zip <<<






To generate logs, update the first line of log4j.properties to
Code: [Select]
log4j.rootLogger=DEBUG, CONSOLE, FILE
Change logs:
v0.5.16

* Fixed a bug where in the Ship Planner, the endurance of the ship is displayed incorrectly.
* Fixed a bug in the bridging hull designer caused by the additional component categories in Aurora 2.0. Before the fix, some components, such as the misc components and mobile repair yards, will be ignored in the bridging hull calculation.
* Improved bridging hull design algorithm so the armor is added gradually. This may improve its ability to find a bridging hull in certain corner cases.
* Improved bridging hull design algorithm so it now may design slightly smaller bridging hulls than before.

v0.5.15

* Update the engine and reactor names for low tech
   * That's why I said I should automate reading these things :P
* Update the crew quarter size calculation to better match in-game numbers

v0.5.14

* Add the new components in Aurora 2.0
* Update the component parameters that are changed in Aurora 2.0
   * I should automate reading these from the DB file
* Update the crew number calculation for very short deployments to match the new mechanic in Aurora 2.0

v0.5.13

* Update the component parameters that are changed in Aurora 1.13

v0.5.12

* fixed a bug that causes the armor of the last designed ship in the game DB not being read properly when importing designs
* fixed a bug that when a new DB file is selected and imported, the pop up asking for confirmation is not displayed when should
* fixed a bug that when a new DB file is selected and imported, previously loaded ships and components not being removed
* when a selected ship design is removed during the process of importing another DB, a design in the ship design list after the import will be selected

v0.5.11

* modified the missile engine power rounding to better match the game
* fixed the minimum engine cost to match the game

v0.5.10

* modified auto crew quarter to better match the in game behavior of Aurora v1.12
* fixed the minimum engine cost to match the game

v0.5.9

* ship optimizer improvement:
   * when 'allow tonnage above desired' is not checked, the optimizer will allow the speed to be above the desired speed, to reduce the occurrence of 'no feasible solution is found'
* tooltip improvements

v0.5.8

* deployment time and maintenance life are no longer limited to integer values
   * known limitation: as of Aurora 4x 1.11.0, the crew quarter calculation in game can be smaller than the requirement. this is move obvious when deployment time is close to 0
* when importing player designs, deployment time being an integer is no longer required

v0.5.7

* fixed the scroll bar of the alternative missile result list and the missile archive list
* fixed the size multipliers for jump drive squadron techs
* tooltip improvements

v0.5.6

* make the main window resizable to fit on screens with lower resolution.
   * each tab is made scrollable
   * the default location of the secondary windows are also adjusted to avoid to appear outside the screen when running on a low resolution screen
* added a new input for the ship optimizer, where you can choose that the desired speed and range are for when the ship is towing a station with the tonnage you specify.
   * this mode is not available in the design propulsion window, as it does not suit for iterative operation.
* fixed the min engine number textbox in the ship optimizer is not checked for input validity
* fixed a bug when design propulsion failed to generate a feasible design

v0.5.5

* new feature in the ship planner: design optimal propulsion components
   * it answers the question of, 'i have this mission package, what engine should i use to make this ship go at x speed for range y?'
   * in this mode, the following components of the ship design will be auto adjusted, to satisfy the speed and range requirements.
      * engine
      * fuel
      * jump drive (if chosen to include)
      * cloaking device (if chosen to include)
      * crew quarters
      * engineering spaces
   * if successful, it will generate a ship with an optimal propulsion suite, and is large enough to accommodate the mission package.
* the 'Auto Engineering' button now works for commercial designs, where it will place exactly 1 engineering space onto the design
* the engine thermal reduction tech drop down box in the ship planner now should update correctly when switching between different ship designs
* fixed a bug when jump drive/cloaking device is not feasible in the ship optimizer, they can still be loaded into the ship planner

v0.5.4

* fixed an issue where the same DB file can be loaded multiple times in the ship planner, resulting in duplicated designs
   * now during the DB import, previously imported components and ships (whether they are from the same race or not) will be cleared
* fixed an issue when jump drive and cloaking device are removed in the ship optimizer, reloading the design in the ship planner does not remove the corresponding component from the ship design
   * when armor is unchecked in the ship optimizer, reloading the design will set armor layers to 0
* added missing tooltips for a few buttons

v0.5.3

* the 'Clear & Reload' button in the ship designer is replaced by a 'Reload Design' button.
   * it will read the current result from the ship optimizer, and replace the engines, fuel, armor, jump drive and cloaking device on the design according to the optimization result

v0.5.2

* new optimization mode in missile optimizer: maximize expected damage
   * in this mode, a target speed and target PD tracking speed is needed
   * the expected is warhead strength x chance to hit x (1 - chance of PD interception)
   * in this mode, if warhead strength is entered as 0, then the optimizer will automatically choose the best warhead strength
   * by default, the automatic choice of warhead strength includes square numbers, and the damage numbers that results in a 2 wide crater on the deepest penetration (e.g. 6, 12, 20, and etc.)
   * a check box 'Try all WH' will force the optimizer to use all integer warhead strength values. this will slow down the optimization process
   * in this mode, missile ECCM is automatically added when needed, provided the target has ECM. missile ECM needs to be added manually if desired
* min engine tech selection has been added to the missile optimizer
* in the ship planner, ship designs marked as obsolete are no longer imported from DB

v0.5.1

* new feature: in ship planner, a new button 'Bridging Hull' has been added
   * select multiple designs in the available designs list using ctrl+click and shift+click
   * the tool will try to generate a design that when tooled to a shipyard, the shipyard can build all selected designs.
   * when that is not possible, it will try to generate a design that covers some of the selected designs.
   * due to the known limitations mentioned in v0.5.0 change log, there is a slight chance the generated bridging hull need some tweak in game.
* refit calculator now shows the refit cost from the current design to all other available designs, and the ones can be built from the same shipyard if the current design is tooled
   * refit cost from other classes to the current class is not displayed any more
   * this change should help designing bridging hulls
* refit costs are now shown in a table and is sortable.
* in the ship planner, a button is added to delete the currently displayed design.
* the ship planner screen now refreshes correctly when removing components from the design by double clicking in the component table
* fixed a bug when loading designs from DB, the design is not refreshed after finished loading, resulting in incorrect costs.
* fix the tooltips for the missile archive when the table is manually sorted.

v0.5.0

* new feature: the ability to have multiple designs in the ship planner
   * create new empty designs
   * copy the current design into a new design
   * a list shows the existing designs. the list is ordered so that created designs are on top, followed by imported designs. within each category the designs are sorted alphabetically
* new feature: import player designs from DB
   * replaced the previous import components button
   * all player designed components including the prototypes and obsoletes will be imported as well
   * known limitation: if the deployment time is not an integer, the design will not be imported.
* new feature: refit calculator in the ship planner
   * when a ship design is selected, it shows the ships can be built if the current design is tooled to a shipyard.
   * it also shows the design which once are tooled to a shipyard, can also build the current design.
   * these two lists are updated on the fly when the current design is modified.
   * with this change, players can import their designs and check if they can be built from the same shipyard.
   * known limitation: due to the rounding difference, refit cost may not be 100% the same as in-game. thus there is a slight chance that the result is not accurate.
   * known limitation: as of Aurora 4x 1.11.0, the crew quarter calculation in game can be smaller than the requirement. thus when such designs are imported, the design can be slightly different.
* the ship planner is now decoupled from the ship optimizer
   * when there is no result read from the ship optimizer, the ship planner can build ship similar to the class design screen in game.
   * when a result from the ship optimizer has been loaded into the ship planner, it retains its old behavior.
* in the ship planner, armor can now be replaced by selecting a different armor type in the component list.

v0.4.4

* fixed the calculation for missile engine cost when engine power multiplier is below 1.
* fixed the tooltip for the ship design table on the ship planner tab.
* improved the rounding for missile cost calculation

v0.4.3

* fixed a bug where the engine power rating for plasma core anti matter tech was incorrect.
* fixed a bug where thermal sensor strength 60 had incorrect value to it.

v0.4.2

* fixed a bug where the flight crew for the hangar decks are not included in the crew quarter calculations.

v0.4.1

* fixed a bug in the decoy planner where the range in km was passed as range in mkm, resulting in the decoy having an unnecessarily large range.

v0.4.0

* new feature for missile optimizer: match speed and range mode.
   * in this mode, the optimizer will try to match given speed first, then range, then accuracy.
   * the alternative result is sorted based on speed difference, then min engine + fuel size.
* new feature for missile optimizer: plan decoy missile for the current displayed missile.
* more alternative results can be shown for the missile optimizer.
* the default values in the warhead field now correctly displayed as integers, so the input verifier won't grab the focus unnecessarily.
* make the missile archive table and ship archive table column sortable
   * click on the column headers to sort
* the reload button on the ship planner page has been renamed to clear & reload, to better reflect its function.
* fixed a bug where the description of the missile optimization mode may not be displayed correctly on launch.
* fixed a bug where multiple command and control components can be added to a ship.

v0.3.7

* based on the latest tests, the max speed for both ships and missiles is now 270,000 km/s. This has been adjusted in the code.
* improved the interface for alternative ship result list and ship archive list.
* improved tool tips for the ship planner table. now it shows the component's count, total cost, size, and crew.
* slightly increase the width of the app
* make ship planner table's column width adjustable

v0.3.6

* improved the interface for the alternative missile result list and the missile archive list
   * now they are shown in tables
   * added right click menu to copy the design string
   * added right click menu to copy the missile name
* improved the tool tips for the above tables
* improved missile description string to contain second stage size
* improved missile auto naming to include ECM and ECCM if installed
* slightly adjust the formula in maneuver rating calculation
* speed related inputs in missile optimizer are limited to 299,000 km/s (in game missile speed limit). speed over this value will use this upper limit (and no warning on the UI)
* speed related inputs in ship optimizer are limited to 100,000 km/s (in game ship speed limit). similarly, speed over this value will use this upper limit (and no warning on the UI)
* ship tonnage is now no longer an int. this allows the ship optimizer to handle ships above 2,147,483,647 tons. but this does not necessarily mean you should design such ships :)
* related fix for ship planner to handle such large ships
* fixed a bug where ship and missile archives do not load long integer fields back correctly
* fixed a bug when canceling the 'save ship to archive' operation due to name conflict, the focus is not correctly returned to the ship name text box

v0.3.5

* more speed bands added in missile description
* fixed a bug where missiles with 2nd stages (reserved space) have their missile size displayed incorrectly
* missile auto naming now will not round missile sizes to integers

v0.3.4

* added a checkbox to filter out the civilian shipping company components when importing components from DB
   * by default civilian shipping company components are not imported
* added a button in ship planner, to toggle the total columns display in percentage on/off
   * in build up (Aurora) mode, total size is the current exact size
   * in fill up mode, total size is the planned ship size. in this mode, percentage can go above 100 when the ship is 'over filled'
* improved the tool tips shown in the ship planner component list and the component table
* improved the message box shown when importing DB without any player designed components
* fixed an issue when reading DB with multiple games/races with the same name
* when creating dummy sensor components, sensors less than 1HS are correctly labeled to be commercial components
* component import no longer reads missile engines (they are not displayed anyway)

v0.3.3

* new feature: sensor size planner on missile optimizer screen
   * calculates the minimum sensor and MFC size for the planned missile range
* ship planner now shows the correct armor type according to the armor tech used
* fixed a bug that when using the reload button, the number of engine/jump drive/cloaking device components keep growing in the component list
* fixed a bug where the engine power rating for plasma core anti matter tech was incorrect
* fixed a bug where the missile design parameters are not properly restored from config file when relaunching the app
* made warhead text box in missile optimizer only accepts non negative integers

v0.3.2

* new feature: added the ability to import player designed components from Aurora DB in ship planner
   * it should make the ship planner easier to use with the existing components
   * read only feature, won't change the DB in any way
* a check box was added to ship planner to link deployment time and maintenance life
* a button was added to ship planner to clear the current design, and reload from ship optimizer result
* add engineering button was replaced with auto engineering button, which now is able to add and remove engineering space from the design to match the desired maintenance life
* improved the readability of the text on the progress bar in the ship planner screen
* fixed a number formatting error in the missile description
* fixed a bug where the crew and cost calculation for commercial jump drive in ship planner screen was severely wrong

v0.3.1

* fixed a bug that allows crew quarters to be manually changed under some circumstances.

v0.3.0

* new feature: ship planner
* the ship planner takes the current design displayed in the ship optimizer window, and creates an environment similar to the Class Design window in the game
* when switch to the ship planner tab, the following components will be copied from the current ship design:
   * engines
   * fuel tanks
   * armor layers if included
   * jump drive if designed
   * cloaking device if designed
* other user added components already in the ship design table will not be modified.
* 2 modes of operation: build up mode and fill up mode
* build up mode is similar to the Class Design window, where the armor and maintenance are calculated based on the current exact size
* in the fill up mode, the armor and maintenance is calculated based on the planned ship size
* double click on the component list to add a component
* double click on a component in the ship component table to remove a component
* component number in ship design can be directly edited by double clicking on the count column.
* the amount of engine, jump drive, cloaking device and crew quarters cannot be directly edited from the table
* engine, jump drive, cloaking device can be changed by editing the corresponding fields in the ship optimizer screen
* the 'add engineering spaces' button can automatically add engineering space to achieve the desired maintenance life, based on the current components on the ship. it won't remove engineering spaces to reduce maintenance life.
* player designed components can be created by clicking on the 'add new component' entries in the component list under the corresponding component category
* this is not a full Class Designer, so only the size, crew number, and cost information of the player designed components are needed.
* currently, player designed components will not be saved between sessions
* crew quarters and bridge will be automatically added as in the game
* known limitation: deployment time cannot be reduced below 1, since the known formula does not match what's in the game
* known limitation: crew quarter allocation could be slightly different (larger) compared to in game, since currently in game (1.9.5), crew quarters can be a little bit under-sized.
* known limitation: auto engineering space button may add a few more engineering space than needed
* fixed a bug that causes missile engine tech not being loaded correctly from the saved values when starting the app

v0.2.3

* fixed a bug that causes fuel amount to be negative for very large ships
* adjusted armor calculation a bit more

v0.2.2

* ship archive is available now. it works similarly to the missile archive
* tooltips have been added to the ship design page
* the optimization goal slider in the ship page has been slightly redesigned to make it (hopefully) less confusing
* the default missile archive file name has been changed. existing missile archive file will be automatically renamed when launching the app.
* fixed a potential bug when loading from missile archive
* changed rounding in armor calculation, hopefully improved its accuracy

v0.2.1

* fixed a display bug on ship panel when running without an existing config file

v0.2.0

* new feature: ship optimizer
* ship optimizer maximizes available space (total space excluding engine and fuel) for a given tonnage, range, and speed, while trying to matching the given tonnage
* a slider can be used to adjust the objective function of the optimizer, balancing between maximizing available space and matching desired tonnage
* this slider can be adjusted after an optimization has been performed, to update the top 100 result list
* armor calculator implemented, the value it gives may be slightly off from in-game due to the difference in rounding
* jump drive and cloaking device calculator implemented
* added a calculator for tugs to find out speed and range when towing a payload
* note, the old optimizer.config file will be considered invalid, and the missile screen will restore all parameters to its default values
* to use the old optimizer.config, add a row with "MISSILE_START" in the beginning, and a row with "MISSILE_END" at the end

v0.1.3

* fixed a bug that causes index out of bound error for large missiles

v0.1.2

* Fixed a bug where warhead strength is displayed incorrectly when radiation tech is available
* Adjust the rounding in missile agility calculation so it should match the game better
* More logs added
* Force the jar to run in en_US locale to avoid number format issues

v0.1.1

* fixed the locale format issue (hopefully :P)

Offline Karsten

  • Leading Rate
  • *
  • K
  • Posts: 9
  • Thanked: 1 times
Re: Iceranger's Missile and Ship Optimizer
« Reply #1 on: April 22, 2020, 12:42:15 AM »
Thank you for the tool.  Sadly when i start it i get this:
D:\Games\Aurora100\A4xCalc>"C:\Program Files (x86)\Java\jre1. 8. 0_251\bin\java. exe" -jar A4xCalc. jar
java. lang. NumberFormatException: For input string: "0,50"
        at sun. misc. FloatingDecimal. readJavaFormatString(Unknown Source)
        at sun. misc. FloatingDecimal. parseDouble(Unknown Source)
        at java. lang. Double. parseDouble(Unknown Source)
        at shipAndMissileOptimizer. MainWindow. getDesignConstraints(MainWindow. java:1529)
        at shipAndMissileOptimizer. MainWindow. initialize(MainWindow. java:1461)
        at shipAndMissileOptimizer. MainWindow. <init>(MainWindow. java:233)
        at shipAndMissileOptimizer. MainWindow$1. run(MainWindow. java:220)
        at java. awt. event. InvocationEvent. dispatch(Unknown Source)
        at java. awt. EventQueue. dispatchEventImpl(Unknown Source)
        at java. awt. EventQueue. access$500(Unknown Source)
        at java. awt. EventQueue$3. run(Unknown Source)
        at java. awt. EventQueue$3. run(Unknown Source)
        at java. security. AccessController. doPrivileged(Native Method)
        at java. security. ProtectionDomain$JavaSecurityAccessImpl. doIntersectionPrivilege(Unknown Source)
        at java. awt. EventQueue. dispatchEvent(Unknown Source)
        at java. awt. EventDispatchThread. pumpOneEventForFilters(Unknown Source)
        at java. awt. EventDispatchThread. pumpEventsForFilter(Unknown Source)
        at java. awt. EventDispatchThread. pumpEventsForHierarchy(Unknown Source)
        at java. awt. EventDispatchThread. pumpEvents(Unknown Source)
        at java. awt. EventDispatchThread. pumpEvents(Unknown Source)
        at java. awt. EventDispatchThread. run(Unknown Source)
 

Offline Iceranger (OP)

  • Registered
  • Commander
  • *********
  • I
  • Posts: 391
  • Thanked: 229 times
Re: Iceranger's Missile and Ship Optimizer
« Reply #2 on: April 22, 2020, 08:24:00 AM »
Thank you for the tool.  Sadly when i start it i get this:
D:\Games\Aurora100\A4xCalc>"C:\Program Files (x86)\Java\jre1. 8. 0_251\bin\java. exe" -jar A4xCalc. jar
java. lang. NumberFormatException: For input string: "0,50"
        at sun. misc. FloatingDecimal. readJavaFormatString(Unknown Source)
        at sun. misc. FloatingDecimal. parseDouble(Unknown Source)
        at java. lang. Double. parseDouble(Unknown Source)
        at shipAndMissileOptimizer. MainWindow. getDesignConstraints(MainWindow. java:1529)
        at shipAndMissileOptimizer. MainWindow. initialize(MainWindow. java:1461)
        at shipAndMissileOptimizer. MainWindow. <init>(MainWindow. java:233)
        at shipAndMissileOptimizer. MainWindow$1. run(MainWindow. java:220)
        at java. awt. event. InvocationEvent. dispatch(Unknown Source)
        at java. awt. EventQueue. dispatchEventImpl(Unknown Source)
        at java. awt. EventQueue. access$500(Unknown Source)
        at java. awt. EventQueue$3. run(Unknown Source)
        at java. awt. EventQueue$3. run(Unknown Source)
        at java. security. AccessController. doPrivileged(Native Method)
        at java. security. ProtectionDomain$JavaSecurityAccessImpl. doIntersectionPrivilege(Unknown Source)
        at java. awt. EventQueue. dispatchEvent(Unknown Source)
        at java. awt. EventDispatchThread. pumpOneEventForFilters(Unknown Source)
        at java. awt. EventDispatchThread. pumpEventsForFilter(Unknown Source)
        at java. awt. EventDispatchThread. pumpEventsForHierarchy(Unknown Source)
        at java. awt. EventDispatchThread. pumpEvents(Unknown Source)
        at java. awt. EventDispatchThread. pumpEvents(Unknown Source)
        at java. awt. EventDispatchThread. run(Unknown Source)
Any chance your system uses , as decimal point?

Looks like I can reproduce this when I run it in de_DE. So at this point you can try to run it with
java -Duser.language=en -Duser.region=US -jar A4xCalc.jar
while I figure out how to force it in the jar.
« Last Edit: April 22, 2020, 09:11:40 AM by Iceranger »
 

Offline Inglonias

  • Lieutenant
  • *******
  • I
  • Posts: 170
  • Thanked: 69 times
Re: Iceranger's Missile and Ship Optimizer
« Reply #3 on: April 22, 2020, 08:42:58 AM »
Any chance your system uses , as decimal point?

Can't escape this issue even in Java, huh?  :P
 
The following users thanked this post: Karsten

Offline Karsten

  • Leading Rate
  • *
  • K
  • Posts: 9
  • Thanked: 1 times
Re: Iceranger's Missile and Ship Optimizer
« Reply #4 on: April 22, 2020, 09:23:22 AM »
java -Duser. language=en -Duser. region=US -jar A4xCalc. jar

did the trick!
Thank you very much!
 

Offline Sheltem

  • Leading Rate
  • *
  • S
  • Posts: 10
  • Thanked: 4 times
Re: Iceranger's Missile and Ship Optimizer
« Reply #5 on: April 22, 2020, 09:37:04 AM »
Quote from: Iceranger link=topic=10999. msg126868#msg126868 date=1587561840
Quote from: Karsten link=topic=10999. msg126796#msg126796 date=1587534135
Thank you for the tool.   Sadly when i start it i get this:
D:\Games\Aurora100\A4xCalc>"C:\Program Files (x86)\Java\jre1.  8.  0_251\bin\java.  exe" -jar A4xCalc.  jar
java.  lang.  NumberFormatException: For input string: "0,50"
        at sun.  misc.  FloatingDecimal.  readJavaFormatString(Unknown Source)
        at sun.  misc.  FloatingDecimal.  parseDouble(Unknown Source)
        at java.  lang.  Double.  parseDouble(Unknown Source)
        at shipAndMissileOptimizer.  MainWindow.  getDesignConstraints(MainWindow.  java:1529)
        at shipAndMissileOptimizer.  MainWindow.  initialize(MainWindow.  java:1461)
        at shipAndMissileOptimizer.  MainWindow.  <init>(MainWindow.  java:233)
        at shipAndMissileOptimizer.  MainWindow$1.  run(MainWindow.  java:220)
        at java.  awt.  event.  InvocationEvent.  dispatch(Unknown Source)
        at java.  awt.  EventQueue.  dispatchEventImpl(Unknown Source)
        at java.  awt.  EventQueue.  access$500(Unknown Source)
        at java.  awt.  EventQueue$3.  run(Unknown Source)
        at java.  awt.  EventQueue$3.  run(Unknown Source)
        at java.  security.  AccessController.  doPrivileged(Native Method)
        at java.  security.  ProtectionDomain$JavaSecurityAccessImpl.  doIntersectionPrivilege(Unknown Source)
        at java.  awt.  EventQueue.  dispatchEvent(Unknown Source)
        at java.  awt.  EventDispatchThread.  pumpOneEventForFilters(Unknown Source)
        at java.  awt.  EventDispatchThread.  pumpEventsForFilter(Unknown Source)
        at java.  awt.  EventDispatchThread.  pumpEventsForHierarchy(Unknown Source)
        at java.  awt.  EventDispatchThread.  pumpEvents(Unknown Source)
        at java.  awt.  EventDispatchThread.  pumpEvents(Unknown Source)
        at java.  awt.  EventDispatchThread.  run(Unknown Source)
Any chance your system uses , as decimal point?

Looks like I can reproduce this when I run it in de_DE.  So at this point you can try to run it with
java -Duser. language=en -Duser. region=US -jar A4xCalc. jar
while I figure out how to force it in the jar.

If you use NumberFormat instead of Double. parseDouble you can specify which locale to use:

Code: [Select]
NumberFormat format = NumberFormat.getInstance(Locale.US);
Number number = format.parse("1.234");
double d = number.doubleValue();

That makes you independent of the user's locale for parsing and formatting.

Oh and. . . : Great tool! :D
Especially for people like me who could never be bothered to learn missiles because effort.
 
The following users thanked this post: Iceranger

Offline Iceranger (OP)

  • Registered
  • Commander
  • *********
  • I
  • Posts: 391
  • Thanked: 229 times
Re: Iceranger's Missile and Ship Optimizer
« Reply #6 on: April 22, 2020, 10:11:58 AM »
java -Duser. language=en -Duser. region=US -jar A4xCalc. jar

did the trick!
Thank you very much!

I uploaded a new version which hopefully has this fixed. Could you give it a try? :P
 

Offline Father Tim

  • Vice Admiral
  • **********
  • Posts: 2162
  • Thanked: 531 times
Re: Iceranger's Missile and Ship Optimizer
« Reply #7 on: April 22, 2020, 11:42:02 AM »
Any chance your system uses , as decimal point?

Can't escape this issue even in Java, huh?  :P


It's like half the world is wrong.  #:-]
 
The following users thanked this post: UberWaffe

Offline DFNewb

  • Captain
  • **********
  • D
  • Posts: 508
  • Thanked: 103 times
Re: Iceranger's Missile and Ship Optimizer
« Reply #8 on: April 22, 2020, 11:51:50 AM »
Decimal points . look so much better for numbers and stuff than ,

20.5
20,5
 

Offline Sheltem

  • Leading Rate
  • *
  • S
  • Posts: 10
  • Thanked: 4 times
Re: Iceranger's Missile and Ship Optimizer
« Reply #9 on: April 22, 2020, 12:40:45 PM »
The result readout seems to be slightly off (see attached screenshot):
Warhead size is given as five even though I requested (and got!) a size 9 and the manoeuvre rating is off by one, which leads to the chance to hit being overestimated.  The radiation damage also seems to be off - looks like the radiation warhead toggle is stuck on.
 
The following users thanked this post: Iceranger

Offline Iceranger (OP)

  • Registered
  • Commander
  • *********
  • I
  • Posts: 391
  • Thanked: 229 times
Re: Iceranger's Missile and Ship Optimizer
« Reply #10 on: April 22, 2020, 01:11:23 PM »
The result readout seems to be slightly off (see attached screenshot):
Warhead size is given as five even though I requested (and got!) a size 9 and the manoeuvre rating is off by one, which leads to the chance to hit being overestimated.  The radiation damage also seems to be off - looks like the radiation warhead toggle is stuck on.
Thank you very much for reporting inconsistencies.

The warhead is confirmed to be a display bug and now is fixed.

The maneuver rating is ... hard to find the exact rounding used in the game. I need to dig on this a bit more.
 

Offline TMaekler

  • Vice Admiral
  • **********
  • Posts: 1112
  • Thanked: 298 times
Re: Iceranger's Missile and Ship Optimizer
« Reply #11 on: April 22, 2020, 01:27:57 PM »
Is there a way that the size of the UI can be scaled? On a 4k Display it unfortunately ignores the windows settings for scaling... and the text is very small and hard to read.
 

Offline Iceranger (OP)

  • Registered
  • Commander
  • *********
  • I
  • Posts: 391
  • Thanked: 229 times
Re: Iceranger's Missile and Ship Optimizer
« Reply #12 on: April 22, 2020, 02:38:22 PM »
The result readout seems to be slightly off (see attached screenshot):
Warhead size is given as five even though I requested (and got!) a size 9 and the manoeuvre rating is off by one, which leads to the chance to hit being overestimated.  The radiation damage also seems to be off - looks like the radiation warhead toggle is stuck on.
In v0.1.2 both should have been fixed.
 

Offline Iceranger (OP)

  • Registered
  • Commander
  • *********
  • I
  • Posts: 391
  • Thanked: 229 times
Re: Iceranger's Missile and Ship Optimizer
« Reply #13 on: April 22, 2020, 02:50:00 PM »
Is there a way that the size of the UI can be scaled? On a 4k Display it unfortunately ignores the windows settings for scaling... and the text is very small and hard to read.
It seems it is working for me if I adjust Windows UI scaling.

You may try to run it with
Code: [Select]
java -Dsun.java2d.dpiaware=false -jar A4xCalc.jarand see if then it responds to Windows UI scaling.

What JRE version do you have?
 

Offline TMaekler

  • Vice Admiral
  • **********
  • Posts: 1112
  • Thanked: 298 times
Re: Iceranger's Missile and Ship Optimizer
« Reply #14 on: April 23, 2020, 02:42:40 AM »
I updated to Version 8 Update 191 and then it works  :D