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Messages - ptbptb

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1
Bugs prior to release 2.4 / Re: I try again, this time a hole in the map
« on: October 11, 2011, 10:44:32 am »
I don't know the background of bug #3411117 but there are two simple things that come to my mind.

#1. Find out exactly how large the strings can be. Check that strings generated are _not_ too large before trying to pass them. Note the problem in ufoconsole.log (and in the case of RMA try to generate another map?).

#2. Use something like https://github.com/antirez/smaz to compress the strings sent.

2
Can trigger similar bug by the following method:

1) Start skirmish game on RMA
2) Open console and try to load any other RMA

Maybe that helps.
What does RMA stand for?

3
Tactics / Re: *SPOILERS* Weapon Analysis
« on: October 09, 2011, 07:20:18 pm »
The Grenade Launcher

Official Data (With PB Grenades and Snapshot - Airburst)

Skill: Explosive
Damage: 150
Time Units: 8
Range: 15
Spreads: 1

Observed Data (untrained soldiers)

1 x Near Miss will kill an Unarmoured Taman, 2 x Near Miss will kill an Unarmoured Ortnok

Observed Range (Range * 2 = Time in TU to walk that distance)

Good Shot (80%) at Range 5 (10 TU)
OK Shot (50%) at Range 9 (18 TU)
Poor Shot* (32%) at Range 15 (30 TU)

* 15 is the max range.

See also attached graph.

NOTES:
The PB Grenade has an area effect - it's a great way of taking out a bunch of closely spaced enemies at once. Near misses are practically as good as a direct hit, so the accuracy given for this weapon is much less important than with other weapons. Note that if you shoot something too close to you (closer than 8TU), you'll also be hit by significant damage. 

Other things to watch out for
* Be careful when firing past walls or other obstructions. 'Grenade Launcher Suicide' isn't a nice way to go.
* With some skill and luck you can use the 'timed' shots to do damage further away than the normal range, or even around corners. Watch out that they don't bounce right back, though! Also it's worth testing the ground on a map as the 'bounce factor' varies widely.

Please feel free to do similar write ups for your favourite weapons. ;-)

4
Tactics / Re: *SPOILERS* Weapon Analysis
« on: October 09, 2011, 06:48:21 pm »
Using shift to... well, shift the aiming into the targets legs should at least theoretically raise the chances to hit, since the rocket will hit the ground nearby instead of just flying right past the target.
Oh, I'm with you now.  I know (somewhat) about the shift thing, but I've hardly used it at all so I'm not that familiar with how it works.  To be clear, if you hold the 'shift' button down when targeting it aims at the bottom (ground) of the level you have selected (number at left of screen), right?

[EDIT] Updated graphs with 'best fit' curve.

5
Tactics / Re: *SPOILERS* Weapon Analysis
« on: October 09, 2011, 06:03:26 pm »
Are you using a program to generate the graphs from the data or just generating the graph after manually entering the data into a spreadsheet?

Manually entered into a spreadsheet.

The later graphs should be more accurate as I missed a few tricks at first. The ones there now aren't that bad, though.

6
Tactics / Re: *SPOILERS* Weapon Analysis
« on: October 09, 2011, 06:01:21 pm »
I'd suggest putting the age old rocket launcher tip "Aim for the legs!" in the notes section.
I hadn't actually heard that one.  I do know that I always have the "confirm" option set for moving / firing.  I don't fire unless I see the 'Taman' / 'Ortnok' tag float up and the targeting grid turn red so I know I've actually clicked in the right place.

7
Hmm, I thought it was, but it looks like I slipped up and tried starting a new game before hitting the [Post] button. The fact that attachments aren't uploaded until _after_ you hit [Post] has tripped me up before. :-(

8
Tactics / Re: *SPOILERS* Weapon Analysis
« on: October 09, 2011, 02:34:36 pm »
The Heavy Needler

Official Data (With Snap Shot)

Skill: Assault
Damage: 110
Time Units: 10
Range: 250
Spreads: 2

Observed Data (untrained soldiers)

2 hit will kill an Unarmoured Shevar

Observed Range (Range * 2 = Time in TU to walk that distance)

Good Shot (80%) at Range 5 (10 TU)
OK Shot (50%) at Range 10 (20 TU)
Poor Shot (20%) at Range 17 (34 TU)

See also attached graph.

Please feel free to do similar write ups for your favourite weapons. ;-)

P.S. Ranges taken on a straight line are best.

9
Tactics / *SPOILERS* Weapon Analysis
« on: October 09, 2011, 01:07:36 pm »
The Rocket Launcher

Official Data (With HE Rocket)

Skill: Explosive
Damage: 120
Time Units: 14
Range: 250
Spreads: 0.4

Observed Data (untrained soldiers)

1 hit will kill an Unarmoured Taman, 2 hits will kill an Unarmoured Ortnok, 2 hits will kill a Bloodspider

Observed Range (Range * 2 = Time in TU to walk that distance)

Good Shot (80%) at Range 15 (30 TU)
OK Shot (50%) at Range 30 (60 TU)
Poor Shot (20%)* at Range 65 (136 TU)

* Estimated value.

See also attached graph.

NOTES:
The HE Rocket has an area effect. This means that if you shoot something too close to you (closer than 10TU), you'll also be hit by significant damage.  It also means that you targets standing in front of walls, etc., are easier to kill.

OVERALL NOTES:
Based on the data here, the Rocket Launcher has 3 x the effective range of the Heavy Needler.

Please feel free to do similar write ups for your favourite weapons. ;-)

P.S. Ranges taken on a straight line (not diagonal) are easiest (unless you do want to work out the hypotenuse each time?).

10
Bugs prior to release 2.4 / Single player skirmish crash on scout_crash
« on: October 09, 2011, 10:45:11 am »
Crashed on trying to start a single player skirmish game on scout_crash map. (Dropped back to opening screen of UFO AI).

This does not seem to be (easily) repeatable. It might be relevant that I started, then exited from, another skirmish map before changing my mind and going with scout_crash.

11
Bugs prior to release 2.4 / Not a bug as such - comment on +farm2 field
« on: October 08, 2011, 06:38:42 pm »
Not sure what forum this should go in, but anyway ...

I think the number of hay bales generated on the little field in +farm2 is excessive.  From a realism, and gameplay, point of view I think about 1/3 to 1/2 that many should be plenty.

12
Feature Requests / debug_finishproduction ... could we have one?
« on: October 08, 2011, 06:18:09 pm »
Like the subject says, I think it would be convenient if there was a debug command to finish the production currently underway in each base.

13
Bugs prior to release 2.4 / Assertion failed buf->len==0
« on: October 07, 2011, 11:48:37 pm »
Got this crash in the middle of a battle on the fighter_crash map.  It's happened before, seemingly at random. I don't think the log or the save file is going to be much use, but included for completeness.

14
Feature Requests / Combine 'Misc' and 'Other' tabs?
« on: October 07, 2011, 08:28:59 pm »
I've just noticed that it says "Disasse..." on the last tab of the Production screen. 

How about combining Other and Misc there (and in the Buy/Sell screen)? They are both short lists and the titles of the tabs don't really distinguish between them very clearly.

15
I suppose I need to do it properly and mess around with repository checkouts. :-/

Done, and the bug went away as expected.

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