In the spirit of new forums, and of this sub-forum specifically, I’ve done my best interpretation of IceRanger’s Missile Designer/Optimizer Tool, based upon the spreadsheet.
It should be correct as far as 2.7.1 goes. I have not worked in decoys into the “solver” portion for AMM’s to hit ASM’s or for ASM’s to hit Ships, nor has ECM/ECCM been factored in. It produces a representative of the in-game Missile Designer and then some “solvers” in which it will show what settings it has applied in the Designer window. I will work on fleshing out the rest over the coming days/week. The Engine Designer portion is on my current list, but the “ship builder”/”ship bridge hull” are probably outside of my comfort zone.
It does not touch anything from the database or game code. (No Pull, No Push, No Read, No Write)
I am not a coder/programmer, AI has done the heavy lifting on that, with me arguing with it on MSP and Missile Size not being the same thing constantly. I have entered all the base values and formulas and then gone and verified the results through multiple iterations. If a problem/error is seen/noticed/etc. Please let me know and I’ll work on a solution.
It is fairly bare-bones, but also straight-forward I feel. Any questions or feedback, feel free to ask/give.
Here is the landing page, there is only one tool there for now, but hopefully more to come.
https://aurora4x-tools.cc/
4 Likes
It seems like this tool isn’t taking into account the max power boost tech correctly or I’m not understanding how to use the settings correctly, especially since it lets you select up to a 6x modifier for engine boost in the tech section but as far as tech in-game goes it maxes out at a 3x modifier which enables the 600% engine power option for missiles.
I tried using this to recreate a missile I currently use that was designed using IceRanger’s tool and then modified to fit within the current game options with a hit chance of 50% against a target moving at 6,000 km/s.
The first picture is the missile that I am using in game designed based on what IceRanger’s tool spit out.
The second picture is what this tool spits out when I try to redesign that missile with the Max Engine Power Modifier in the tech tab set to the 2.5x that I have researched in-game, and thus the designer screen sets 2.50x as the max engine power mod available.
As you can see that results in a missile that is half the speed of what is actually able to be done in game with roughly those same settings, roughly since the tool doesn’t actually let you go three places after the decimal and if you try it rounds it back to two places.
This last picture is what I was able get after setting the Max Engine Power Modifier under the tech tab to 5.00x and then setting it to 5.00x on the designer screen as well.
This results in a missile that is basically what I was able to get in-game.
In my opinion to stay consist with the way things are presented in-game the engine power mod dropdown on the designer screen should be set to max out at 2x whatever you set it to in the tech tab and the tech tab should max out at a 3x modifier instead of the current 6x.
Some other suggestions to improve the tool are:
- The Designer screen should show the size of the missile, at least in MSP if not also showing it in tons, unless I am blind I don’t see that shown anywhere.
- ECCM should be a toggle button like thermal guidance and retargeting because that’s how it is in the game with its 0.25 MSP cost.
- On the topic of thermal guidance the options in the dropdown in the tech tab don’t seem to be the correct values for what is in-game. In-game the values are 15%, 20%, 25%, 32%, 40%, 50%, and 60%. While the tool has them as 10%, 15%, 20%, 25%, 30%, 40%, 50%, 60%, 70%, 80%, 90%, 100%, everything after 60% should go away, 15% should be the lowest and 30% should be changed to 32%.
- The EP listed for the Engine Power Per MSP on the tech tab don’t seem to match what is shown in-game, for example the tool lists Ion Drive as 12.5 EP but in-game its listed as 0.625. This one doesn’t seem to be a big deal since it doesn’t seem to have actually impacted the final design, but for consistency with the way information is presented in-game I’d love to see those adjusted to match what the game shows for the Engine Power per MSP line.
Beyond that I look forward to seeing more for this tool so that we can have a replacement to IceRanger’s that fits with the current game balance and settings/options.
Thanks for the suggestions and the feedback.
To address your first issue:
On the Tech tab, one sets their current Tech. Now the confusion may come from in that Tab, the Engine Power Modifier is “set” for Missiles only. So if your Max Power Boost is 2.5, in the Tech area it would need to be set to 5.
- Well look at that, it does it in the Solver area, I must not have “copy pasted” all the display code. That is an easy fix (I think)
- ECCM is a tad harder, I’ll probably have to do a toggle like the others and that “Activates” a selection box for the ECCM strength, which will become important when that gets implemented.
- EP/HP is listed “Correctly” in the Tech tab, but everything else uses the actual Missile EP/MSP formula. And I believe that is best corrected by changing the Hull Tab title to match what the actual Tech Level does. (You’ll notice on your ingame screen shot the Engine Power per MSP is 0.625 as well.)
Will reply again when I get it updated.
@Kourgath223
Ok,
Max Power Boost in Tech area now reflects actual Tech Level researched. The Boost selected in Design Mode will allow a choice up to twice that value by 0.05 steps.
Missile Stats show Missile Total Size (Upper Right Hand Corner)
Changed the Label on Engine Tech and clarified there it is EP/HS. (This is mainly because this specific page is going to be doing more “work” later)
ECCM is still not fixed. That is going to take more time that I won’t have for another 12 hours or so.
The boxes could do with being a little bigger, the up/down arrows display over the numbers.
Done.
Also added Missile ECCM and Target Decoy input fields on solver.
Oh and also fixed the ATG array to match up in game numbers. 0%, 15%, 20%, 25%, 32%, 40%, 50%
You might want to add a limit as missiles can’t exceed 270,000 km/s
Done. I rarely hit HI-TECH so I forgot about the speed limit.