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AP accuracy logic?

Posted: Thu Jul 25, 2013 3:45 pm
by GottaLove88s
Pip, Is there a thread where the detailed calculations for AP and HE firing stats are covered?

I'm looking into AP accuracy (for warships, lol) and I see that, if a ship doesn't move, its AP accuracy might exceed 100%, even though the highest AP accuracy % in its stats (squads.csv) is 70%.

Is there a firing without moving bonus? Of about 50%? Is that 50% coded into squads.csv anywhere?

I thought there was just the firing after move fast penalty... but it seems there is more at work under the hood...

:? :?: :? :?:

Re: AP accuracy logic?

Posted: Thu Jul 25, 2013 3:57 pm
by pipfromslitherine
There isn't anywhere like that, no. Given that the scripts are accessible it didn't seem to make sense (the detailed tooltips also provide fairly full information on all the variables).

Cheers

Pip

Re: AP accuracy logic?

Posted: Thu Jul 25, 2013 4:06 pm
by GottaLove88s
Good point... I've switched on the Advance UI Tooltip... Should use that more often...

It shows a 'No movement penalty: 50% bonus' which seems to roundup the 70% AP accuracy to 105%.

Is that 50% bonus hard coded for all units? Or is that 50% picked up from squads.csv?

Thanks!

Re: AP accuracy logic?

Posted: Thu Jul 25, 2013 4:07 pm
by GottaLove88s
Actually, I guess I can find that in the UI tooltip code?
Where is that?
:D

Re: AP accuracy logic?

Posted: Thu Jul 25, 2013 4:32 pm
by AndrewGardner
The firing without moving bonus (1.5 x accuracy) is not a unit attribute, it is specified in CalculateChanceToHitAP in FireLogic_AP.bsf.

Re: AP accuracy logic?

Posted: Thu Jul 25, 2013 8:15 pm
by GottaLove88s
Thanks for the clarification Andrew.

That helps me a lot for finalising warship squads.csv

Essentially, if I want AP accuracy to max out at <100% for any ship that has not moved, I have to set the base value at <66%?

Have almost finalised our unit stats (at last! :D)