Aurora 4x

C# Aurora => C# Utilities => Topic started by: Iceranger on April 21, 2020, 07:28:19 PM

Title: (v0.5.16) Iceranger's Missile and Ship Optimizer
Post by: Iceranger 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 (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 <<<

(https://cdn.discordapp.com/attachments/686205407047319559/702315264846594209/unknown.png)
(https://cdn.discordapp.com/attachments/686205407047319559/704912163252338709/unknown.png)
(https://cdn.discordapp.com/attachments/686205407047319559/726965357201326100/unknown.png)


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)
Title: Re: Iceranger's Missile and Ship Optimizer
Post by: Karsten 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)
Title: Re: Iceranger's Missile and Ship Optimizer
Post by: Iceranger 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.
Title: Re: Iceranger's Missile and Ship Optimizer
Post by: Inglonias 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
Title: Re: Iceranger's Missile and Ship Optimizer
Post by: Karsten 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!
Title: Re: Iceranger's Missile and Ship Optimizer
Post by: Sheltem 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.
Title: Re: Iceranger's Missile and Ship Optimizer
Post by: Iceranger 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
Title: Re: Iceranger's Missile and Ship Optimizer
Post by: Father Tim 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.  #:-]
Title: Re: Iceranger's Missile and Ship Optimizer
Post by: DFNewb on April 22, 2020, 11:51:50 AM
Decimal points . look so much better for numbers and stuff than ,

20.5
20,5
Title: Re: Iceranger's Missile and Ship Optimizer
Post by: Sheltem 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.
Title: Re: Iceranger's Missile and Ship Optimizer
Post by: Iceranger 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.
Title: Re: Iceranger's Missile and Ship Optimizer
Post by: TMaekler 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.
Title: Re: Iceranger's Missile and Ship Optimizer
Post by: Iceranger 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.
Title: Re: Iceranger's Missile and Ship Optimizer
Post by: Iceranger 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?
Title: Re: Iceranger's Missile and Ship Optimizer
Post by: TMaekler on April 23, 2020, 02:42:40 AM
I updated to Version 8 Update 191 and then it works  :D
Title: Re: (v0.2.1) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on April 28, 2020, 11:33:40 PM
New update v0.2.1 is out, ship optimizer is now useable.

Ship archive is still working in progress.
Title: Re: (v0.2.1) Iceranger's Missile and Ship Optimizer
Post by: DFNewb on April 29, 2020, 12:06:54 PM
Very cool, wow I can make fast ships with decent range I didn't know of before.
Title: Re: (v0.2.1) Iceranger's Missile and Ship Optimizer
Post by: JandyRids on April 29, 2020, 01:39:29 PM
Is this an executable JAR? I have Java installed, but it doesn't seem to want to run. 
Title: Re: (v0.2.1) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on April 29, 2020, 01:59:43 PM
Is this an executable JAR? I have Java installed, but it doesn't seem to want to run.
Yes, it is executable.
If you run the following in the command line in the folder it resides in, does it print anything?
Code: [Select]
java -jar A4xCalc.jar
Title: Re: (v0.2.1) Iceranger's Missile and Ship Optimizer
Post by: JandyRids on April 29, 2020, 02:05:07 PM
Quote from: Iceranger link=topic=10999.  msg129207#msg129207 date=1588186783
Quote from: JandyRids link=topic=10999.  msg129202#msg129202 date=1588185569
Is this an executable JAR? I have Java installed, but it doesn't seem to want to run.   
Yes, it is executable.   
If you run the following in the command line in the folder it resides in, does it print anything?
Code: [Select]
java -jar A4xCalc.jar

Just realised I had opened it up with the wrong file association initially and then it became corrupted.  It's fine now.  Thanks for your help and for creating this immensely useful tool.
Title: Re: (v0.2.2) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on May 01, 2020, 10:18:27 PM
New update v0.2.2 is out. Now ship archive can be used same way as the missile archive.
Title: Re: (v0.2.2) Iceranger's Missile and Ship Optimizer
Post by: noodles590 on May 02, 2020, 02:20:23 AM
Thanks Iceranger! This utility has been super helpful.   Keep up the good work
Title: Re: (v0.2.3) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on May 02, 2020, 07:10:50 PM
v0.2.3 released. Fixed a minor bug and tweaked the armor equation again. The armor equation should be exact if the exact size is close to the acutal tonnage.
Title: Re: (v0.2.3) Iceranger's Missile and Ship Optimizer
Post by: Feeble on May 03, 2020, 02:48:27 AM
Are you working on adding in a box to put in deployment time and factor in crew added by the engine? The effect of crew size is rather large.
Title: Re: (v0.2.3) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on May 03, 2020, 10:14:19 AM
Are you working on adding in a box to put in deployment time and factor in crew added by the engine? The effect of crew size is rather large.
Yes, it is possible to do that as I have figured out crew quarter size calculation before. However, as you mentioned, I can only calculate the crew amount needed for engines (and JD and cloaking if chosen), but not for any additional payload put onto the ship.
Title: Re: (v0.2.3) Iceranger's Missile and Ship Optimizer
Post by: Feeble on May 04, 2020, 05:36:38 AM
Are you working on adding in a box to put in deployment time and factor in crew added by the engine? The effect of crew size is rather large.
Yes, it is possible to do that as I have figured out crew quarter size calculation before. However, as you mentioned, I can only calculate the crew amount needed for engines (and JD and cloaking if chosen), but not for any additional payload put onto the ship.

Good to hear. Right now I'm using the doc below to work around the limitation but it would be nice to have both in the same place:

https://docs.google.com/spreadsheets/d/16DG53Utwp9bpw7ZBeqe2alXz_x9r7SUdSj9FFqtH6mM/edit?usp=sharing (https://docs.google.com/spreadsheets/d/16DG53Utwp9bpw7ZBeqe2alXz_x9r7SUdSj9FFqtH6mM/edit?usp=sharing)
Title: Re: (v0.2.3) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on May 04, 2020, 08:57:16 AM
Are you working on adding in a box to put in deployment time and factor in crew added by the engine? The effect of crew size is rather large.
Yes, it is possible to do that as I have figured out crew quarter size calculation before. However, as you mentioned, I can only calculate the crew amount needed for engines (and JD and cloaking if chosen), but not for any additional payload put onto the ship.

Good to hear. Right now I'm using the doc below to work around the limitation but it would be nice to have both in the same place:

https://docs.google.com/spreadsheets/d/16DG53Utwp9bpw7ZBeqe2alXz_x9r7SUdSj9FFqtH6mM/edit?usp=sharing (https://docs.google.com/spreadsheets/d/16DG53Utwp9bpw7ZBeqe2alXz_x9r7SUdSj9FFqtH6mM/edit?usp=sharing)
Yes, it is possible to create something like that, or even better, having a table of components you would like to add, have you input the cost and crew numbers of each component. It is even possible to calculate the engineering space needed to fulfill the MSP and deployment time needed. However, I feel at that point, we are essentially rebuilding the component design and class design window in the game. Instead of reinventing the wheel, the new prototyping feature added in C# is a much more accurate and convenient tool to plan a ship.
Title: Re: (v0.2.3) Iceranger's Missile and Ship Optimizer
Post by: Graymane on May 07, 2020, 08:38:18 AM
Thanks for this utility, very helpful.   Is there any chance you can get it to read the Aurora. db file (specifying it in a file selection) to read the background techs?
Title: Re: (v0.2.3) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on May 07, 2020, 09:27:58 AM
Thanks for this utility, very helpful.   Is there any chance you can get it to read the Aurora. db file (specifying it in a file selection) to read the background techs?

That is definitely possible. Although with the number of techs relevant to what it does, right now I just hardcode those techs and update them if they ever change. What additional feature do you have in mind if it does read background techs from DB?
Title: Re: (v0.2.3) Iceranger's Missile and Ship Optimizer
Post by: Graymane on May 07, 2020, 03:12:05 PM
I just don't want to fill it in every time I open the tool.   Or does it remember what I put in last time?  How does it handle if I have multiple games going, can I switch between them?
Title: Re: (v0.2.3) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on May 07, 2020, 03:37:58 PM
It remembers the settings you have there last time when you close it.

For multiple games though, right now any missile designs saved to the archive will have the option to also load the background techs they are designed in (for ship designs the techs are loaded back by default, and don't ask why they are different :P). So you can always use archived designs as a quick way to jump between different tech sets.
Title: Re: (v0.2.3) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on May 10, 2020, 08:20:29 PM
New version is out :)
New feature: ship planner
Title: Re: (v0.2.3) Iceranger's Missile and Ship Optimizer
Post by: Shodan13 on May 10, 2020, 08:28:39 PM
Quote from: Iceranger link=topic=10999. msg132362#msg132362 date=1589160029
New version is out :)
New feature: ship planner
This is amazing, thank you for adding even more utility to this.
Title: Re: (v0.3.2) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on May 12, 2020, 08:33:43 PM
0.3.2 is out. New feature: import component designs from DB
a few bug fixes and a few QoL changes on the ship planner page.
Title: Re: (v0.3.3) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on May 16, 2020, 08:57:36 PM
0.3.3 is out. A few bug fixes.
A sensor planner is added to missile optimizer to calculate the minimum sensor size needed to cover the missile's range.
Title: Re: (v0.3.3) Iceranger's Missile and Ship Optimizer
Post by: Fistandantillus7 on May 19, 2020, 08:25:58 PM
OMG I am so in love with you.  Marry Me!
Title: Re: (v0.3.3) Iceranger's Missile and Ship Optimizer
Post by: AlitarSemiramis on May 20, 2020, 09:20:27 AM
I think I have found a bug. I import my DB for the Ship Planner, and in the first combobox my game has:

Federated Nations
Star League
Star League

I did create two Star League games, the first one I did nothing, and the second is the game I'm playing. I can't select the second one, every time I do, the first one gets selected.
Title: Re: (v0.3.3) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on May 20, 2020, 09:24:27 AM
I think I have found a bug. I import my DB for the Ship Planner, and in the first combobox my game has:

Federated Nations
Star League
Star League

I did create two Star League games, the first one I did nothing, and the second is the game I'm playing. I can't select the second one, every time I do, the first one gets selected.

Would you mind sharing your DB file so I can check what went wrong?
Title: Re: (v0.3.3) Iceranger's Missile and Ship Optimizer
Post by: kenlon on May 20, 2020, 10:27:35 AM
I generally standardize my ship engines and use the same three or four components through an entire generation. Would it be possible to get a ship designer that's a bit more like the missile designer, where we can do things like specify the engine specs to use and have it spit out the most efficient size at a particular speed/range, etc?
Title: Re: (v0.3.3) Iceranger's Missile and Ship Optimizer
Post by: AlitarSemiramis on May 20, 2020, 10:37:59 AM
I think I have found a bug. I import my DB for the Ship Planner, and in the first combobox my game has:

Federated Nations
Star League
Star League

I did create two Star League games, the first one I did nothing, and the second is the game I'm playing. I can't select the second one, every time I do, the first one gets selected.

Would you mind sharing your DB file so I can check what went wrong?

Sure, here it is:

https://1drv.ms/u/s!AknN2IsoYz6elv1XV_s8FnjWXGHmWQ?e=hD5zvf
Title: Re: (v0.3.3) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on May 20, 2020, 12:14:11 PM
I think I have found a bug. I import my DB for the Ship Planner, and in the first combobox my game has:

Federated Nations
Star League
Star League

I did create two Star League games, the first one I did nothing, and the second is the game I'm playing. I can't select the second one, every time I do, the first one gets selected.

Would you mind sharing your DB file so I can check what went wrong?

Sure, here it is:

https://1drv.ms/u/s!AknN2IsoYz6elv1XV_s8FnjWXGHmWQ?e=hD5zvf

Thank you very much. I have added the gameID/raceID to the combo box model so it can distinguish between games/races with the same name.
Title: Re: (v0.3.3) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on May 20, 2020, 12:16:08 PM
I generally standardize my ship engines and use the same three or four components through an entire generation. Would it be possible to get a ship designer that's a bit more like the missile designer, where we can do things like specify the engine specs to use and have it spit out the most efficient size at a particular speed/range, etc?

Do you mean something like a calculator, where the input is your engine size/boost, desired tonnage, speed and range, and the output is basically how many engines you need to achieve that speed, how much fuel you need to achieve that range?
Title: Re: (v0.3.3) Iceranger's Missile and Ship Optimizer
Post by: AlitarSemiramis on May 20, 2020, 12:30:55 PM
Thank you very much. I have added the gameID/raceID to the combo box model so it can distinguish between games/races with the same name.

Thanks to you! Your tool is so incredibly useful.
Title: Re: (v0.3.3) Iceranger's Missile and Ship Optimizer
Post by: kenlon on May 20, 2020, 01:53:48 PM
Do you mean something like a calculator, where the input is your engine size/boost, desired tonnage, speed and range, and the output is basically how many engines you need to achieve that speed, how much fuel you need to achieve that range?

I was thinking something like what you have now, but tweaked a little. Right now you input Desired Tonnage/Speed/Range, plus Max Engine+Fuel. But there's no way to specify your engine design or to calculate the max speed/range as an output instead of an input.

Make it so you can input four out of these five:
 Tonnage
 Speed
 Range
 Max Engine+Fuel%
 Engine Component Stats

And it then solves for the thing you didn't put in, using the same Max Space/Matching Tonnage slider that you have currently. So you can see "What percentage space would I have to devote to get to this speed at this tonnage with these engines," or "What speed could I get from X% of space using these engines on a design targeting this tonnage," or what tonnage would I have to be to get X speed out of these engines," and so on.

Make sense? I haven't gotten much sleep in the past few days, so I'm not sure how coherent I am, but hopefully this gives you an idea of what I'm talking about.
Title: Re: (v0.3.3) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on May 20, 2020, 02:56:32 PM
Do you mean something like a calculator, where the input is your engine size/boost, desired tonnage, speed and range, and the output is basically how many engines you need to achieve that speed, how much fuel you need to achieve that range?

I was thinking something like what you have now, but tweaked a little. Right now you input Desired Tonnage/Speed/Range, plus Max Engine+Fuel. But there's no way to specify your engine design or to calculate the max speed/range as an output instead of an input.

Make it so you can input four out of these five:
 Tonnage
 Speed
 Range
 Max Engine+Fuel%
 Engine Component Stats

And it then solves for the thing you didn't put in, using the same Max Space/Matching Tonnage slider that you have currently. So you can see "What percentage space would I have to devote to get to this speed at this tonnage with these engines," or "What speed could I get from X% of space using these engines on a design targeting this tonnage," or what tonnage would I have to be to get X speed out of these engines," and so on.

Make sense? I haven't gotten much sleep in the past few days, so I'm not sure how coherent I am, but hopefully this gives you an idea of what I'm talking about.

hmm, knowing the engine specs, the examples you have are as what I said, a calculator is needed if one of the other 4 listed there is unknown.

"What percentage space would I have to devote to get to this speed at this tonnage with these engines," -> known the tonnage and the speed, then the total engine power needed to achieve that speed is known. then the number of engines to achieve that total engine power is known. Then the total engine space is known, thus the percentage of engine space is known (and cannot be changed to optimize anything). Add or subtract fuel freely to achieve the range, since the engine and the speed is fixed, then its range is only based on how much fuel is added.

"What speed could I get from X% of space using these engines on a design targeting this tonnage," -> the goal is somewhat ambiguous here. if no range limit is given in this case, then the obvious optimal speed you are going to get is devoting the X% all to engines. Thus you can calculate the hull size one engine can push (engine size / X%), then you can get the speed in this case.

"What tonnage would I have to be to get X speed out of these engines," -> known speed and engine specs, then the hull size of one engine can push to that speed is known. Then multiply by the number of engines to be used, you get the full size of the ship.

I did plan for a calculator using the same UI on the ship optimizer page, and possibly other optimization goals. However, so far I haven't think of anything interesting. I will keep your ideas in mind.
Title: Re: (v0.3.3) Iceranger's Missile and Ship Optimizer
Post by: Graymane on May 20, 2020, 03:42:43 PM
Why do you tie the Ship Planner to the Optimizer?  I couldn't open the tab (greyed out) until I stuck something in the Optimizer.  I still  think it would be nice if you had an option that would fill out the research techs from the DB you select.  Of course, I'm still playing around with it, so I don't really understand everything about the designer.

One request, is there a way to filter out civilian designed components?  I guess I have another request  :D, would it be possible to show percentages with a toggle or something?  Even if only for individual components?  I like to design my ships with a goal in mind, like for example:  Fleet Speed 6000, 40% engines/fuel, 20% weapons, 40% other components.

At any rate, thanks for a great tool!
Title: Re: (v0.3.4) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on May 20, 2020, 10:18:57 PM
v0.3.4 is out. Change logs below.

* 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)
Title: Re: (v0.3.4) Iceranger's Missile and Ship Optimizer
Post by: Graymane on May 21, 2020, 07:45:08 AM
What does Desired Hit % refer to in the missile optimizer?  In the game, you get a range of different hit chances depending on the target speed.
Title: Re: (v0.3.4) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on May 21, 2020, 08:17:52 AM
What does Desired Hit % refer to in the missile optimizer?  In the game, you get a range of different hit chances depending on the target speed.
It is used together with the target speed input. It is the desired hit chance against that speed. Hit chance is inversely proportional to the target speed. For example, 100% hit against 20kkm/s means 200% hit against 10kkm/s, or 50% against 40kkm/s.
Title: Re: (v0.3.4) Iceranger's Missile and Ship Optimizer
Post by: Graymane on May 22, 2020, 04:45:48 PM
Can you add some more speed bands in the optimized missile design?  It currently shows 1k km/s, 3k, 5k, and 10k.  It would be nice to see some higher speeds (20k, 30k?) when designing AMMs.  I'm trying to figure out if a 20k missile is that much worse than a 30k missile if targeted by AMMs.
Title: Re: (v0.3.5) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on May 23, 2020, 04:16:00 PM
v0.3.5 is out, minor bug fixes.

* 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
Title: Re: (v0.3.6) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on May 25, 2020, 10:06:02 PM
New version is out. Some bugs are only to be found when you try to break it :P

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 kkm/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 kkm/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
Title: Re: (v0.3.6) Iceranger's Missile and Ship Optimizer
Post by: Graymane on May 26, 2020, 05:02:28 PM
Can you make almost every window resizeable pretty please?  :)  I can't read hardly any of the twisties on the Ship Planner with long names.
Title: Re: (v0.3.7) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on May 29, 2020, 09:51:18 PM
New minor update, a few bug fixes and window size adjustment.

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
Title: Re: (v0.3.7) Iceranger's Missile and Ship Optimizer
Post by: Graymane on May 30, 2020, 08:59:52 PM
Thanks for making all these updates.  I really use this tool a lot :P

Would it possible to add a button to the optimizer to reset everything?  When I am working on a ship, if I import components from my DB, add them to the design, then go to work on a new ship, I don't see a way to reset everything without manually removing every element?
Title: Re: (v0.3.7) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on May 30, 2020, 10:10:04 PM
Thanks for making all these updates.  I really use this tool a lot :P

Would it possible to add a button to the optimizer to reset everything?  When I am working on a ship, if I import components from my DB, add them to the design, then go to work on a new ship, I don't see a way to reset everything without manually removing every element?

The "Reload" button on the lower left :)
Title: Re: (v0.4.0) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on May 31, 2020, 08:07:50 PM
v0.4.0 is ready. for those who like a bit cheese with the NPRs, here's the decoy missile planning for you :P

* 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.
Title: Re: (v0.4.1) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on June 01, 2020, 07:04:52 PM
v0.4.1 fixes a pretty significant bug for the decoy missile planner

* 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.
Title: Re: (v0.4.1) Iceranger's Missile and Ship Optimizer
Post by: NihilRex on June 02, 2020, 09:18:01 PM
Is there any chance of a save file instead of a string?  Or does the string hold all the missiles designed and saved?
Title: Re: (v0.4.1) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on June 03, 2020, 12:17:33 AM
Is there any chance of a save file instead of a string?  Or does the string hold all the missiles designed and saved?

Missile designs and ship designs in their respective archives are stored in files automatically when exiting, and read back when launching the app. The export missile button is just for the missile result currently displayed, so it can be pasted into another instance of the app or shared with others using the app.
Title: Re: (v0.4.1) Iceranger's Missile and Ship Optimizer
Post by: cdombroski on June 08, 2020, 07:40:45 AM
The extra flight crew births of hanger decks and boat bays are not included in the ship planning calculations.
As mentioned in the C# changes list a hangar deck automatically add 20 flight crew births on top of the 15 crew required for the deck itself.  A boat bay appears to create 19 flight crew births, not sure how much a small boat bay creates.

hxxp: aurora2. pentarch. org/index. php?topic=8495. msg104051#msg104051
Title: Re: (v0.4.1) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on June 08, 2020, 09:20:09 AM
The extra flight crew births of hanger decks and boat bays are not included in the ship planning calculations.
As mentioned in the C# changes list a hangar deck automatically add 20 flight crew births on top of the 15 crew required for the deck itself.  A boat bay appears to create 19 flight crew births, not sure how much a small boat bay creates.

hxxp: aurora2. pentarch. org/index. php?topic=8495. msg104051#msg104051

Confirmed. I thought the change was just 'fluff'. It seems all hangar decks and boat bays add 20 extra crew births. The 19 you saw is likely a bug that is to be fixed in the next Aurora release (http://aurora2.pentarch.org/index.php?topic=11565.msg135399#msg135399).
Title: Re: (v0.4.2) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on June 08, 2020, 08:13:16 PM
v0.4.2 is out :)

* fixed a bug where the flight crew for the hangar decks are not included in the crew quarter calculations.
Title: Re: (v0.4.2) Iceranger's Missile and Ship Optimizer
Post by: Cobaia on June 12, 2020, 09:33:54 AM
Hello,

In version v0.3.3 you corrected the Plasma-Core Anti-Matter Drive power. In v0.4.1 the power is 60EP per HS. In my game I'm getting 64EP per HS.

Maybe I'm doing something wrong. But I believe the value is wrong.
Title: Re: (v0.4.2) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on June 12, 2020, 09:58:12 AM
Hello,

In version v0.3.3 you corrected the Plasma-Core Anti-Matter Drive power. In v0.4.1 the power is 60EP per HS. In my game I'm getting 64EP per HS.

Maybe I'm doing something wrong. But I believe the value is wrong.

I must be daydreaming when making that change :facepalm:

This was the change I made. A fix is coming up.
Title: Re: (v0.4.3) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on June 12, 2020, 10:08:45 AM
@Cobaia thank you for your bug report. v0.4.3 is up now.

* 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.
Title: Re: (v0.4.4) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on June 23, 2020, 08:24:09 PM
v0.4.4 is out with a few minor bug fixes.

* 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
Title: Re: (v0.4.4) Iceranger's Missile and Ship Optimizer
Post by: Elvin on June 28, 2020, 07:18:54 AM
Have I missed something, or is there no option for minimum engine power research? I assume the Missile minimum power modifier is associated with the Engine one?

I ask as the optimizer is generating missiles with a 10% power modifier, which I can't build at the moment.

Thanks for making this tool, it's very useful  :)
Title: Re: (v0.4.4) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on June 28, 2020, 09:29:03 AM
Have I missed something, or is there no option for minimum engine power research? I assume the Missile minimum power modifier is associated with the Engine one?

I ask as the optimizer is generating missiles with a 10% power modifier, which I can't build at the moment.

Thanks for making this tool, it's very useful  :)

You are right, the missile screen does not have a min engine boost tech and it is assumed all min engine tech boost can be used. It is an oversight since this parameter is not listed in the missile design screen in game so it sliped my mined :)
Title: Re: (v0.5.0) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on June 28, 2020, 08:03:42 PM
v0.5.0 is out. Major new feature: ship refit calculator

* 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.
Title: Re: (v0.5.1) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on July 01, 2020, 09:59:27 PM
v0.5.1 is out. It should help if you are into fitting multiple designs into the same shipyard. :)

* 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.
Title: Re: (v0.5.1) Iceranger's Missile and Ship Optimizer
Post by: Cobaia on July 02, 2020, 03:48:12 AM
@Iceranger

The filter in: 'Refit cost from the current designs' filter out civilian ships and Bases?

In the attached picture I can see the whole list of civilians and the bases.
Title: Re: (v0.5.1) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on July 02, 2020, 09:06:12 AM
@Iceranger

The filter in: 'Refit cost from the current designs' filter out civilian ships and Bases?

In the attached picture I can see the whole list of civilians and the bases.
That is definitely not intended and I need to check. I recall in my query I filtered civ designs (and their components) out. But apparently it is not working properly. Are these civ designs engineless when you check them in the ship planner?
Title: Re: (v0.5.1) Iceranger's Missile and Ship Optimizer
Post by: Cobaia on July 02, 2020, 09:13:49 AM
I think I figured out whats wrong and it's nothing to do with the Optimizer, I also see the civilian designs in the class design screen without the 'Show Civilians' option ticked in.


I'm trying to understand what's wrong, I suspect it's related with the deletion of the Shipping Line. I checked the DB and ClassShippingLineID is at 0 and should not be.


I think I have to report it has a bug.


EDIT:

The classes are set to obsolete. Should the optimizer display them?
Title: Re: (v0.5.1) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on July 02, 2020, 09:36:07 AM
I think I figured out whats wrong and it's nothing to do with the Optimizer, I also see the civilian designs in the class design screen without the 'Show Civilians' option ticked in.


I'm trying to understand what's wrong, I suspect it's related with the deletion of the Shipping Line. I checked the DB and ClassShippingLineID is at 0 and should not be.


I think I have to report it has a bug.


EDIT:

The classes are set to obsolete. Should the optimizer display them?
Right now I don’t check the class obsolete flag, but maybe I should. I didn’t find a place in game for players to obsolete their designs (only delete is possible), so I thought that field is not used.
Title: Re: (v0.5.1) Iceranger's Missile and Ship Optimizer
Post by: Cobaia on July 02, 2020, 09:37:26 AM
You can obsolete the designs. Check attached img.
Title: Re: (v0.5.1) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on July 02, 2020, 01:25:43 PM
You can obsolete the designs. Check attached img.

I have changed the query so in the next version ship designs marked obsolete are not loaded any more. Thank you for the report.
Title: Re: (v0.5.2) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on July 04, 2020, 10:08:44 PM
v0.5.2 is released. The major new feature is new optimization mode in the missile optimizer.

* 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
Title: Re: (v0.5.1) Iceranger's Missile and Ship Optimizer
Post by: Cobaia on July 05, 2020, 05:12:13 AM
v0.5.1 is out. It should help if you are into fitting multiple designs into the same shipyard. :)

* 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.


I'm having a problem when trying to generate a new ship design.

Before this patch I placed the desired tonnage, speed, range, number of engines and type of engines and clicked 'Optimize', the ship planner would be filled and I could tweak the design.

Now when I click 'Optimize' nothing happens in the ship planner. I have to click 'Clear and Reload'. So this becomes cumbersome because every time I change the engine settings I lose the components I've added.

Am I doing something wrong?
Title: Re: (v0.5.2) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on July 05, 2020, 09:49:25 AM
v0.5.1 is out. It should help if you are into fitting multiple designs into the same shipyard. :)

* 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.


I'm having a problem when trying to generate a new ship design.

Before this patch I placed the desired tonnage, speed, range, number of engines and type of engines and clicked 'Optimize', the ship planner would be filled and I could tweak the design.

Now when I click 'Optimize' nothing happens in the ship planner. I have to click 'Clear and Reload'. So this becomes cumbersome because every time I change the engine settings I lose the components I've added.

Am I doing something wrong?

That... sounds like my oversight of this use case when decoupling the ship optimizer and the ship planner. I will replace 'Clear & Reload' with 'Reload' so it just replace the components designed by the ship optimizer.
Title: Re: (v0.5.2) Iceranger's Missile and Ship Optimizer
Post by: Cobaia on July 05, 2020, 12:07:48 PM
Thank you. I really like the tool, and I appreciate the work you have put into this.
Title: Re: (v0.5.3) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on July 05, 2020, 01:55:29 PM
v0.5.3 is out, fixing the oversight @Cobaia reported.

* 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
Title: Re: (v0.5.3) Iceranger's Missile and Ship Optimizer
Post by: Cobaia on July 05, 2020, 05:00:22 PM
Hello,

If you create a design with a Jump Drive on the optimizer reload the design in the planner everything is fine, but if you remove the Jump Drive from the optimizer and reload in the planner the Jump Drive is not removed.

Don't know if is WAI since there is an work around (and losing all the components) clear and reload.
Title: Re: (v0.5.3) Iceranger's Missile and Ship Optimizer
Post by: Cobaia on July 05, 2020, 05:03:41 PM
I think I found another situation.

For each time you click on Import Player Ships and Components the designs are imported, check print.

Could this be an issue on my side?
Title: Re: (v0.5.3) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on July 05, 2020, 08:12:00 PM
I think I found another situation.

For each time you click on Import Player Ships and Components the designs are imported, check print.

Could this be an issue on my side?
Hello,

If you create a design with a Jump Drive on the optimizer reload the design in the planner everything is fine, but if you remove the Jump Drive from the optimizer and reload in the planner the Jump Drive is not removed.

Don't know if is WAI since there is an work around (and losing all the components) clear and reload.

Neither is WAI, thank you for reporting :)
Title: Re: (v0.5.4) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on July 06, 2020, 07:32:19 PM
v0.5.4, fixed the 2 bugs @Cobaia reported

* 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
Title: Re: (v0.5.5) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on July 09, 2020, 06:09:34 PM
v0.5.5 released.

* 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
Title: Re: (v0.5.5) Iceranger's Missile and Ship Optimizer
Post by: Graymane on July 10, 2020, 07:33:42 AM
Maybe you could move the download link to the first thing in the first post?  Pretty please?  :) :)
Title: Re: (v0.5.5) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on July 10, 2020, 10:12:57 AM
Maybe you could move the download link to the first thing in the first post?  Pretty please?  :) :)
The attachment always appears at the end of the post. So I have to copy its link to the top of the post, and note to myself I need to update that every time there is a new release :P
Title: Re: (v0.5.5) Iceranger's Missile and Ship Optimizer
Post by: SevenOfCarina on July 10, 2020, 10:36:55 AM
This is a pretty amazing tool, but is there any way to reduce the window height? My screen is 1366x768, so a section of the bottom invariably gets cut off and infinite screen is kinda .... unwieldy.
Title: Re: (v0.5.5) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on July 10, 2020, 09:00:56 PM
This is a pretty amazing tool, but is there any way to reduce the window height? My screen is 1366x768, so a section of the bottom invariably gets cut off and infinite screen is kinda .... unwieldy.
I can make each tab scrollable and the max height as your window height. Within each tab I used absolute location so it is hard to scale the whole thing...
Title: Re: (v0.5.5) Iceranger's Missile and Ship Optimizer
Post by: Cobaia on July 11, 2020, 12:51:57 PM
Hello,

First of all thank you for you work and sharing the Optimizer.

I'm gonna place two use cases for your consideration.

Don't know if you are interested or if anyone else has the same use but I use the optimizer for all my designs so here goes my opinion:

1:In the Ship Optimizer, the alternative Optimization Results are way too close to each other to give any useful insight since all the variants are only changing a few tons, it would be more useful to show differences in speed vs fuel. That's how I use the tool I keep tweaking Speed or Range to see what results I could get.

Example:
Instead of:

AvailableTotalPercentSpeedRange
15.91024.79064.18%10,00022.004
15.84324.70064.14%10,00022.001
1593024.84064.13%10,00022.004
15.65624.42064.11%10,00022.007
15.99824.96067.11%10,00022.006

Display:

AvailableTotalPercentSpeedRange
15.60424.81862.87%11,00020.003
15.17224.94160.83%12,00020.003
15.05824.92360.42%13,00017.001
15.65624.84063.03%10,00025.002
15.23124.85061.29%10,00030.002


2: When building a TUG I'm trying to get a certain towing speed.If I could for a given towing tonnage set a speed, and the Optimizer would tell me how many engines I need to tractor that tonnage at that speed I believe it would be more useful. Now I have to manually do this by adjusting the normal speed.

So thank you for reading! It's out of my chest now. This 2 use cases are the manual things I do with your tool, the rest the tool does it for me!

Title: Re: (v0.5.6) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on July 14, 2020, 08:04:58 PM
v0.5.6 is out. Improvements based on suggestions.

* 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
Title: Re: (v0.5.7) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on July 31, 2020, 08:17:12 PM
v0.5.7 is released. Minor bug fixes

* 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
Title: Re: (v0.5.8) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on August 16, 2020, 05:36:10 PM
v0.5.8 is out. Minor improvements on the ship planner.

* 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 more obvious when the deployment time is close to 0
* when importing player designs, deployment time being an integer is no longer required

Title: Re: (v0.5.9) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on August 22, 2020, 10:36:35 AM
v0.5.9 is out, improved the algorithm for the ship optimizer

* 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
Title: Re: (v0.5.9) Iceranger's Missile and Ship Optimizer
Post by: MasonMac on August 22, 2020, 02:38:50 PM
J-Java? Ye fool, don't you know assembly is the only way to go?
Title: Re: (v0.5.9) Iceranger's Missile and Ship Optimizer
Post by: kenlon on August 28, 2020, 04:58:25 PM
There seems to be no way to force the size of the jump engine in the Ship Optimizer to be larger than the minimum needed to jump the ship. This presents a bit of a problem, as I often design jumpships with a little headroom so as to be able to act as jump tenders for later, larger designs.

And, if I have used the Design Propulsion function on a design, I am then no longer able to modify the engine-related components manually, so I end up having to manually set up a new design with all the components of the old, and then add a jump drive.

EDIT: Also, when you manually build up a ship in the planner, it displays speed in the stat block, but not the range.
Title: Re: (v0.5.9) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on August 28, 2020, 05:56:56 PM
Thank you for your feedbacks. Let me address them one by one.

There seems to be no way to force the size of the jump engine in the Ship Optimizer to be larger than the minimum needed to jump the ship. This presents a bit of a problem, as I often design jumpships with a little headroom so as to be able to act as jump tenders for later, larger designs.
This is indeed a limitation as it only considers the most common use cases. For your use case, I think you can get around by unchecking the JD calculation checkbox before loading the design into the ship planner, and manually create a JD or load an existing one and add onto the ship.

And, if I have used the Design Propulsion function on a design, I am then no longer able to modify the engine-related components manually, so I end up having to manually set up a new design with all the components of the old, and then add a jump drive.
Yes, this can be improved, that if you choose to not add a JD or a cloaking device in the Design Propulsion function, it should not touch the existing ones if they exist. In this way, you can add JD to your mission package and the function will not change it. Although doing that means the existing JD/cloaking device may not fit the ship after installing the propulsion.

EDIT: Also, when you manually build up a ship in the planner, it displays speed in the stat block, but not the range.
This is a limitation of the simplified component data structure I created. The data structure serves to calculate the crew and the maint life. As a result, an engine component does not record its engine power multiplier, thus not knowing its fuel consumption. When you have an optimization result from the ship optimizer, the additional parameters are strored in that result, instead of the components themselves.
Title: Re: (v0.5.9) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on October 12, 2020, 10:55:29 PM
v0.5.10 is released, a few minor changes to match 1.12

* modified auto crew quarter to better match the in game behavior of Aurora v1.12
* fixed the minimum engine cost to match the game
Title: Re: (v0.5.10) Iceranger's Missile and Ship Optimizer
Post by: Aivaria on October 31, 2020, 08:52:47 AM
I realy love this tool.
I have a feature wish, and i dont know, if my idea might be an way too big wish.

I would love to have optimization settings for ships and set an max weight, and usage weight.

Like lets say: i want an rescue shuttle with Emergency Cryo Transport (weight ~60 tons without engines).  Now i would like to get the max speed calculate for an range like 100bKm and a max combined weight of 125 (Boat Bay Small).
So i would set like Used Weight 60T, MAX Weight 125T, Range 100b KM -> tool do your thing :)

Or Other case i might want an exploration ship as stealthy and fast as possible for a given max weight (to make use of scout fighter?)
Title: Re: (v0.5.10) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on October 31, 2020, 01:55:07 PM
I realy love this tool.
I have a feature wish, and i dont know, if my idea might be an way too big wish.

I would love to have optimization settings for ships and set an max weight, and usage weight.

Like lets say: i want an rescue shuttle with Emergency Cryo Transport (weight ~60 tons without engines).  Now i would like to get the max speed calculate for an range like 100bKm and a max combined weight of 125 (Boat Bay Small).
So i would set like Used Weight 60T, MAX Weight 125T, Range 100b KM -> tool do your thing :)

Or Other case i might want an exploration ship as stealthy and fast as possible for a given max weight (to make use of scout fighter?)

Yes, that is technically possible if the tool only needs to do things for engine and fuel (and possibly armor). If you also want to take crew and engineering into account, it becomes quite a mess :)
Title: Re: (v0.5.10) Iceranger's Missile and Ship Optimizer
Post by: Trekkie1985 on November 06, 2020, 08:50:29 AM
When I start the calculator, it says it is Version 0. 5. 9 and not 0. 5. 10.

Is it possible, that you uploadet the wrong version? ^^
Title: Re: (v0.5.10) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on November 06, 2020, 02:26:12 PM
When I start the calculator, it says it is Version 0. 5. 9 and not 0. 5. 10.

Is it possible, that you uploadet the wrong version? ^^

No, it is the correct version. I just forgot to update that  ;D
Title: Re: (v0.5.10) Iceranger's Missile and Ship Optimizer
Post by: TheTalkingMeowth on December 02, 2020, 08:02:54 PM
Found a rounding mismatch between missile optimizer and Aurora.

Techs: INPE, 2.5 boost, .9 fuel, 4 warhead strength, 32 agility

A 0.53MSP engine with 500% boost will, in Aurora, have 1.32 EP and 6450 Fuel per EPH. Optimizer will report 1.33 power and 6499.29 Fuel per EPH. Optimizer also reports an elevated cost per missile.

Aurora is rounding engine power down (it is exactly 1.325 EP).

You can replicate by asking for an accuracy optimized size 1 warhead 1 missile with 1.7 mkm range.

Also, aurora appears to round 0.5 to 1 for agility, so you don't need to go to 0.51 when optimizing agility.
Title: Re: (v0.5.10) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on December 02, 2020, 10:35:27 PM
Found a rounding mismatch between missile optimizer and Aurora.

Techs: INPE, 2.5 boost, .9 fuel, 4 warhead strength, 32 agility

A 0.53MSP engine with 500% boost will, in Aurora, have 1.32 EP and 6450 Fuel per EPH. Optimizer will report 1.33 power and 6499.29 Fuel per EPH. Optimizer also reports an elevated cost per missile.

Aurora is rounding engine power down (it is exactly 1.325 EP).

You can replicate by asking for an accuracy optimized size 1 warhead 1 missile with 1.7 mkm range.

Also, aurora appears to round 0.5 to 1 for agility, so you don't need to go to 0.51 when optimizing agility.

Thank you. It is another example of Aurora is consistently inconsistent in the choice of rounding.
So what you have confirmed is that engine power is again, 'rounded to even' at 2 decimal places. You can confirm this with your current tech:
A 0.55MSP engine with 500% boost in Aurora will shown to have 1.38 EP although 0.55x0.5x5 = 1.375
So 1.325 is rounded down to 1.32, while 1.375 is rounded up to 1.38.

There is a similiar rounding in the calculation from agility to MR. For a size 1 missile, 0.5 agility will be 10MR while 1.5 agility will be 12MR. The optimizer calculates the required agility to 4 decimal places and round up, so it is expected sometimes the agility shown in game is slightly larger than the minimum required.
Title: Re: (v0.5.11) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on December 04, 2020, 09:33:39 PM
v0.5.11 is released. The forum attachment upload seems to have some issues, linking to discord attachment at the moment.

* modified the missile engine power rounding to better match the game
* fixed the minimum engine cost to match the game
Title: Re: (v0.5.11) Iceranger's Missile and Ship Optimizer
Post by: Cristo on January 06, 2021, 12:17:41 PM
This is a freaking incredible accomplishment. Great work!
Title: Re: (v0.5.11) Iceranger's Missile and Ship Optimizer
Post by: Erik L on January 06, 2021, 02:10:45 PM
v0.5.11 is released. The forum attachment upload seems to have some issues, linking to discord attachment at the moment.

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

You could put it in the Downloads section. :)
Title: Re: (v0.5.11) Iceranger's Missile and Ship Optimizer
Post by: Cristo on January 07, 2021, 12:28:26 PM
Can someone help me out? I've made a bridging hull but and struggling to design it in game.
It's exactly the same ship but for some reason the bridging hull has Armour that costs more than it should - meaning the hull with otherwise identical stats I've designed in game doesn't work as a bridge.

Any advice?

Title: Re: (v0.5.11) Iceranger's Missile and Ship Optimizer
Post by: TheTalkingMeowth on January 07, 2021, 12:34:36 PM
Can someone help me out? I've made a bridging hull but and struggling to design it in game.
It's exactly the same ship but for some reason the bridging hull has Armour that costs more than it should - meaning the hull with otherwise identical stats I've designed in game doesn't work as a bridge.

Any advice?

Did you get new armor tech since you last loaded the database in the optimizer? Or maybe you have the wrong armor thickness set?
Title: Re: (v0.5.11) Iceranger's Missile and Ship Optimizer
Post by: RougeNPS on January 07, 2021, 02:21:39 PM
Where is the download thread? I cant find it.
Title: Re: (v0.5.11) Iceranger's Missile and Ship Optimizer
Post by: Zap0 on January 07, 2021, 02:31:10 PM
For this? The link is in the opening post.
Title: Re: (v0.5.11) Iceranger's Missile and Ship Optimizer
Post by: Froggiest1982 on January 07, 2021, 02:31:16 PM
Where is the download thread? I cant find it.

http://aurora2.pentarch.org/index.php?topic=10999.msg126759#msg126759

or Download Link >>> https://cdn.discordapp.com/attachments/686205407047319559/784586877424369704/A4xCalc_v0.5.11.zip <<<

Title: Re: (v0.5.11) Iceranger's Missile and Ship Optimizer
Post by: RougeNPS on January 07, 2021, 02:33:09 PM
Is there a non-Discord download for those who cant access it?
Title: Re: (v0.5.11) Iceranger's Missile and Ship Optimizer
Post by: RougeNPS on January 07, 2021, 02:59:19 PM
Done. You may delete.
Title: Re: (v0.5.11) Iceranger's Missile and Ship Optimizer
Post by: Cristo on January 07, 2021, 04:04:53 PM
Can someone help me out? I've made a bridging hull but and struggling to design it in game.
It's exactly the same ship but for some reason the bridging hull has Armour that costs more than it should - meaning the hull with otherwise identical stats I've designed in game doesn't work as a bridge.

Any advice?

Did you get new armor tech since you last loaded the database in the optimizer? Or maybe you have the wrong armor thickness set?

For sure it's the same Armour, and just 1 layer - the optimizer is saying the Armour would be cost 44.8134 with a size of 7.4689 where as actually it's size 7.4689 but cost 6.
Title: Re: (v0.5.11) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on January 07, 2021, 04:09:50 PM
Can someone help me out? I've made a bridging hull but and struggling to design it in game.
It's exactly the same ship but for some reason the bridging hull has Armour that costs more than it should - meaning the hull with otherwise identical stats I've designed in game doesn't work as a bridge.

Any advice?

Did you get new armor tech since you last loaded the database in the optimizer? Or maybe you have the wrong armor thickness set?

For sure it's the same Armour, and just 1 layer - the optimizer is saying the Armour would be cost 44.8134 with a size of 7.4689 where as actually it's size 7.4689 but cost 6.

Are the 2 ships you try to bridge has the same armor type?

Could you provide your DB, and the steps of how to reproduce this issue?
Title: Re: (v0.5.11) Iceranger's Missile and Ship Optimizer
Post by: Cristo on January 07, 2021, 04:20:06 PM
Can someone help me out? I've made a bridging hull but and struggling to design it in game.
It's exactly the same ship but for some reason the bridging hull has Armour that costs more than it should - meaning the hull with otherwise identical stats I've designed in game doesn't work as a bridge.

Any advice?

Did you get new armor tech since you last loaded the database in the optimizer? Or maybe you have the wrong armor thickness set?

For sure it's the same Armour, and just 1 layer - the optimizer is saying the Armour would be cost 44.8134 with a size of 7.4689 where as actually it's size 7.4689 but cost 6.

Are the 2 ships you try to bridge has the same armor type?

Could you provide your DB, and the steps of how to reproduce this issue?

It's worth noting I am using Aroura Mod - if that messes with it I'm sorry! and please ignore me as far as bug reporting!

This is the Bridger the optimizer created:
(https://i.imgur.com/W73w2ns.png)

This is my attempt to replicate it in game:
(https://i.imgur.com/dTYryBp.png)

Here's the DB - I am afraid I am not confident enough with what happened to give steps to reproduce.
https://www.dropbox.com/s/wf6vfbctz9bu3q9/AuroraDB.db?dl=0

Best guess:
1. select three ships
2. click bridging hull
3. replicate created bridging ship in game
4. compare Armour costs.

Edit - and yes all 3 ships I was trying to bridge had the same armour.
Title: Re: (v0.5.11) Iceranger's Missile and Ship Optimizer
Post by: Cristo on January 07, 2021, 04:27:59 PM
Ok my latest theory is I selected MK1 rather than MK2 of one of the ships I was trying to bridge, when I just attempted to replicate so I could give steps to reproduce the optimizer now tells me one of the three is already a suitable bridging design!

Sorry to waste your time with what I assume was just my mistake!
Title: Re: (v0.5.11) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on January 07, 2021, 05:12:34 PM
Ok my latest theory is I selected MK1 rather than MK2 of one of the ships I was trying to bridge, when I just attempted to replicate so I could give steps to reproduce the optimizer now tells me one of the three is already a suitable bridging design!

Sorry to waste your time with what I assume was just my mistake!

Actually, there is indeed a bug (actually I found 2 bugs, but only one is related to the issue you reported :P )

When reading ship designs from the DB, the last ship design (in your case, the bridging design you copied) is not read properly and its armor cost isn't updated in the tool properly. That's why it shows a different armor cost compared to in-game. The design read with errors will of course affect the tool calculating the refit cost, and which ships can be built from the same shipyard.
Title: Re: (v0.5.11) Iceranger's Missile and Ship Optimizer
Post by: Cristo on January 07, 2021, 05:16:29 PM
Ok my latest theory is I selected MK1 rather than MK2 of one of the ships I was trying to bridge, when I just attempted to replicate so I could give steps to reproduce the optimizer now tells me one of the three is already a suitable bridging design!

Sorry to waste your time with what I assume was just my mistake!

Actually, there is indeed a bug (actually I found 2 bugs, but only one is related to the issue you reported :P )

When reading ship designs from the DB, the last ship design (in your case, the bridging design you copied) is not read properly and its armor cost isn't updated in the tool properly. That's why it shows a different armor cost compared to in-game. The design read with errors will of course affect the tool calculating the refit cost, and which ships can be built from the same shipyard.

Nice! Well happy to have contributed somewhat to those being found :)

Thanks again for the great tool!
Title: Re: (v0.5.12) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on January 08, 2021, 11:13:32 AM
v0.5.12 is ready, bug fixes related to the importing DB to the ship planner.

* 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
Title: Re: (v0.5.12) Iceranger's Missile and Ship Optimizer
Post by: Denniz on February 02, 2021, 03:35:36 PM
I have been using your utility quite a lot lately.  I think it is great! Thank you for creating it.  Of course, that means I am going to ask for something.   ;D

One feature that I would find useful would would to be able to specify an agility value on the missile Maximize Speed and Maximize Range options.  Both default to agility of zero. 

I have been trying to design a missile with some agility but not the amount given on the Maximize Accuracy option.  Using Reserve MSP gives me some help but being able to see the calculated chance to hit would make things easier.

Also, on a different note, I was wondering if you had considered updating the corresponding text boxes on the left when you click on a row in the Alternate Optimization Results (both missile and ship tabs).  That would have been the 'normal' practice for a parent/child type UI back when I used to work as a programmer.  It would help with the juggling of multiple windows on a single monitor setup.  Your utility's window always seems to be half off the screen to make room for the Aurora design window. 
Title: Re: (v0.5.12) Iceranger's Missile and Ship Optimizer
Post by: nuclearslurpee on February 02, 2021, 04:10:18 PM
I have been using your utility quite a lot lately.  I think it is great! Thank you for creating it.  Of course, that means I am going to ask for something.   ;D

One feature that I would find useful would would to be able to specify an agility value on the missile Maximize Speed and Maximize Range options.  Both default to agility of zero. 

I have been trying to design a missile with some agility but not the amount given on the Maximize Accuracy option.  Using Reserve MSP gives me some help but being able to see the calculated chance to hit would make things easier.

I don't use this program myself as I have my own spreadsheet (not as fully-featured but it does what I need), but it sounds like what would be helpful is a setting to design for a balance of speed and accuracy instead of maximizing one or the other. For example in my sheet I maximize the product of speed*accuracy (along with a weighting exponent that I never actually use), mainly because speed is needed to avoid PD/AMMs but still some accuracy is needed to actually hit anything.

This would accomplish the desire to have "some" agility but also give you a result that is optimized in a tangible way instead of having to choose what "some" agility means and hoping it works out well.
Title: Re: (v0.5.12) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on February 02, 2021, 04:14:28 PM
One feature that I would find useful would would to be able to specify an agility value on the missile Maximize Speed and Maximize Range options.  Both default to agility of zero. 

I have been trying to design a missile with some agility but not the amount given on the Maximize Accuracy option.  Using Reserve MSP gives me some help but being able to see the calculated chance to hit would make things easier.
Doable if I can find more space on the UI to squeeze in text box :D
Added to the TODO list for future updates.

Also, on a different note, I was wondering if you had considered updating the corresponding text boxes on the left when you click on a row in the Alternate Optimization Results (both missile and ship tabs).  That would have been the 'normal' practice for a parent/child type UI back when I used to work as a programmer.  It would help with the juggling of multiple windows on a single monitor setup.  Your utility's window always seems to be half off the screen to make room for the Aurora design window.
hmm, do you mean the same feature when you double click on an entry among those lists? :P
Title: Re: (v0.5.12) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on February 02, 2021, 04:23:49 PM
I have been using your utility quite a lot lately.  I think it is great! Thank you for creating it.  Of course, that means I am going to ask for something.   ;D

One feature that I would find useful would would to be able to specify an agility value on the missile Maximize Speed and Maximize Range options.  Both default to agility of zero. 

I have been trying to design a missile with some agility but not the amount given on the Maximize Accuracy option.  Using Reserve MSP gives me some help but being able to see the calculated chance to hit would make things easier.

I don't use this program myself as I have my own spreadsheet (not as fully-featured but it does what I need), but it sounds like what would be helpful is a setting to design for a balance of speed and accuracy instead of maximizing one or the other. For example in my sheet I maximize the product of speed*accuracy (along with a weighting exponent that I never actually use), mainly because speed is needed to avoid PD/AMMs but still some accuracy is needed to actually hit anything.

This would accomplish the desire to have "some" agility but also give you a result that is optimized in a tangible way instead of having to choose what "some" agility means and hoping it works out well.

Yeah spreadsheets are better at customizing objective functions. The current ones I have are limited to:

Maximize accuracy (speed * MR) subject to given missile size, warhead (and other components) and desired range. Best used for AMMs (and early tech ASMs when the agility tech sucks).
Maximize speed, given missile size, warhead size, desired range, and expected accuracy (speed * MR). I think this one does what you have described reasonably well. Good for ASMs
Maximize range, given missile size and minimum speed. This is mainly for cruising missiles and scout drones.
Maximize expected damage, i.e., damage * hit chance * (1 - chance being intercepted), given missile size, target speed, and target PD tracking speed. Mainly for ASM. This also does something you described.

And in every mode, it gives top X results (choosable) so you are able to choose from a relatively large list and can compare the tradeoffs yourself.
Title: Re: (v0.5.12) Iceranger's Missile and Ship Optimizer
Post by: Denniz on February 02, 2021, 06:00:41 PM
Quote from: Iceranger link=topic=10999. msg148216#msg148216 date=1612304068
Quote from: Denniz link=topic=10999. msg148211#msg148211 date=1612301736
Also, on a different note, I was wondering if you had considered updating the corresponding text boxes on the left when you click on a row in the Alternate Optimization Results (both missile and ship tabs).   That would have been the 'normal' practice for a parent/child type UI back when I used to work as a programmer.   It would help with the juggling of multiple windows on a single monitor setup.   Your utility's window always seems to be half off the screen to make room for the Aurora design window. 
hmm, do you mean the same feature when you double click on an entry among those lists? :P
HA! :-[ Yeah, I was expecting it on a single-click.  Double-click will do, though.   ;D
Title: Re: (v0.5.12) Iceranger's Missile and Ship Optimizer
Post by: Denniz on February 02, 2021, 06:06:00 PM
Quote from: Iceranger link=topic=10999. msg148216#msg148216 date=1612304068
Quote from: Denniz link=topic=10999. msg148211#msg148211 date=1612301736
One feature that I would find useful would would to be able to specify an agility value on the missile Maximize Speed and Maximize Range options.   Both default to agility of zero.   

I have been trying to design a missile with some agility but not the amount given on the Maximize Accuracy option.   Using Reserve MSP gives me some help but being able to see the calculated chance to hit would make things easier. 
Doable if I can find more space on the UI to squeeze in text box :D
Added to the TODO list for future updates.
Great, thanks! Does your language allow conditional viability? Using the same space for multiple controls that are never needed together can help with space.
Title: Re: (v0.5.12) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on February 02, 2021, 06:11:04 PM
Quote from: Iceranger link=topic=10999. msg148216#msg148216 date=1612304068
Quote from: Denniz link=topic=10999. msg148211#msg148211 date=1612301736
Also, on a different note, I was wondering if you had considered updating the corresponding text boxes on the left when you click on a row in the Alternate Optimization Results (both missile and ship tabs).   That would have been the 'normal' practice for a parent/child type UI back when I used to work as a programmer.   It would help with the juggling of multiple windows on a single monitor setup.   Your utility's window always seems to be half off the screen to make room for the Aurora design window. 
hmm, do you mean the same feature when you double click on an entry among those lists? :P
HA! :-[ Yeah, I was expecting it on a single-click.  Double-click will do, though.   ;D

There's also right click that you can try on those lists :P
Title: Re: (v0.5.13) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on April 24, 2021, 10:33:36 AM
v0.5.13 is ready, as a quick update for the components changes in 1.13

* Update the component parameters that are changed in Aurora 1.13
Title: Re: (v0.5.13) Iceranger's Missile and Ship Optimizer
Post by: Warer on April 24, 2021, 04:58:26 PM
Thanks!~
Title: Re: (v0.5.14) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on August 06, 2022, 02:13:54 PM
This is a quick update to included the changed components and mechanics in Aurora 2.0

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


Known issues:
Low tech engines and reactors have their legacy names
Crew quarter calculation may not exactly match the in-game values
Title: Re: (v0.5.15) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on August 06, 2022, 07:01:22 PM
More updates for 2.0

https://github.com/Iceranger03/Releases/raw/master/A4xCalc/A4xCalc_v0.5.15.zip (https://github.com/Iceranger03/Releases/raw/master/A4xCalc/A4xCalc_v0.5.15.zip)

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
Title: Re: (v0.5.15) Iceranger's Missile and Ship Optimizer
Post by: Snoman314 on August 08, 2022, 07:15:34 PM
For me the displayed endurance in the ship optimizer is way way off.  I think maybe it's giving the number of hours of endurance, not days?
Title: Re: (v0.5.15) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on August 08, 2022, 11:53:34 PM
For me the displayed endurance in the ship optimizer is way way off.  I think maybe it's giving the number of hours of endurance, not days?
Do you mean the endurance in the Ship Planner? I don't see endurance on the Ship Optimizer page. A screenshot with the tech/parameters you have used will definitely be helpful. Thanks!
Title: Re: (v0.5.15) Iceranger's Missile and Ship Optimizer
Post by: Snoman314 on August 09, 2022, 12:07:48 AM
Quote from: Iceranger link=topic=10999. msg161073#msg161073 date=1660020814
Do you mean the endurance in the Ship Planner? I don't see endurance on the Ship Optimizer page.  A screenshot with the tech/parameters you have used will definitely be helpful.  Thanks!

Sorry, yes, I do mean the Ship Planner.  It seems to happen for all the different tech combos I've tried.

Screenshots attached.
Title: Re: (v0.5.15) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on August 09, 2022, 12:54:55 AM
Quote from: Iceranger link=topic=10999. msg161073#msg161073 date=1660020814
Do you mean the endurance in the Ship Planner? I don't see endurance on the Ship Optimizer page.  A screenshot with the tech/parameters you have used will definitely be helpful.  Thanks!

Sorry, yes, I do mean the Ship Planner.  It seems to happen for all the different tech combos I've tried.

Screenshots attached.

Thank you for the screenshots. Indeed there is a bug where days are displayed as hours, and hours are displayed as days  :-[
Title: Re: (v0.5.15) Iceranger's Missile and Ship Optimizer
Post by: davidb86 on August 09, 2022, 11:20:48 AM
Perhaps Spock was concerned about communicating over an open line  ;D

I am impressed with both the speed of updates, as well as the very small number of bugs for a project of this size and complexity,  keep up the good work Iceranger
Title: Re: (v0.5.16) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on August 14, 2022, 10:54:52 AM
v0.5.16 is out. Minor bug fixes and improvements.

https://github.com/Iceranger03/Releases/raw/master/A4xCalc/A4xCalc_v0.5.16.zip (https://github.com/Iceranger03/Releases/raw/master/A4xCalc/A4xCalc_v0.5.16.zip)

* 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.
Title: Re: (v0.5.16) Iceranger's Missile and Ship Optimizer
Post by: Snoman314 on November 28, 2023, 04:22:18 AM
Sending love Iceranger's way as I realise how hard it's going to be update the missile optimiser...
Title: Re: (v0.5.16) Iceranger's Missile and Ship Optimizer
Post by: Nori on November 28, 2023, 03:43:49 PM
It's been so long since I read the changelog that I forgot how many missile changes there is. But yeah, this'll be a fun update.
Title: Re: (v0.5.16) Iceranger's Missile and Ship Optimizer
Post by: Iceranger on November 30, 2023, 11:04:40 AM
Sending love Iceranger's way as I realise how hard it's going to be update the missile optimiser...

Yes, this one might take a while. Removing the agility isn't the hard part at all, I already had a version when the agility removal was announced, to show what the missiles without agility could (or could not) do. The tricky part is, with the removal of agility, if I don't include the new missile E-war stuff in the optimization, then there isn't much left to optimize with :D
Title: Re: (v0.5.16) Iceranger's Missile and Ship Optimizer
Post by: Snoman314 on December 01, 2023, 03:31:13 AM
Sending love Iceranger's way as I realise how hard it's going to be update the missile optimiser...

Yes, this one might take a while. Removing the agility isn't the hard part at all, I already had a version when the agility removal was announced, to show what the missiles without agility could (or could not) do. The tricky part is, with the removal of agility, if I don't include the new missile E-war stuff in the optimization, then there isn't much left to optimize with :D

Yeah When I realised that it's no longer a tradeoff between 3 variables (warhead, speed, MR), but many different variables I realised I shouldn't wait around for a new optimiser version to come out. I'm anticipating seeing more constraint boxes, where the user narrows things down a bit.