Author Topic: (v0.5.9) Iceranger's Missile and Ship Optimizer  (Read 8079 times)

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Offline Iceranger (OP)

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Re: (v0.5.5) Iceranger's Missile and Ship Optimizer
« Reply #90 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...
 
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Offline Cobaia

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Re: (v0.5.5) Iceranger's Missile and Ship Optimizer
« Reply #91 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!

 
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Offline Iceranger (OP)

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Re: (v0.5.6) Iceranger's Missile and Ship Optimizer
« Reply #92 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
 
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Offline Iceranger (OP)

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Re: (v0.5.7) Iceranger's Missile and Ship Optimizer
« Reply #93 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
 
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Offline Iceranger (OP)

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Re: (v0.5.8) Iceranger's Missile and Ship Optimizer
« Reply #94 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

« Last Edit: August 17, 2020, 10:10:24 AM by Iceranger »
 
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Offline Iceranger (OP)

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Re: (v0.5.9) Iceranger's Missile and Ship Optimizer
« Reply #95 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
 
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Offline MasonMac

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Re: (v0.5.9) Iceranger's Missile and Ship Optimizer
« Reply #96 on: August 22, 2020, 02:38:50 PM »
J-Java? Ye fool, don't you know assembly is the only way to go?
 

Offline kenlon

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Re: (v0.5.9) Iceranger's Missile and Ship Optimizer
« Reply #97 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.
« Last Edit: August 28, 2020, 05:11:32 PM by kenlon »
 

Offline Iceranger (OP)

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Re: (v0.5.9) Iceranger's Missile and Ship Optimizer
« Reply #98 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.
« Last Edit: August 29, 2020, 09:05:41 AM by Iceranger »
 

 

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