This is definitely calculating DPS slightly wrong.
I've been modding turret weapons, and I've run into a problem with bullets that have a higher reload rate than ammunition, and a reload less than 1.
My DPS calculation for the specific weapon I am working on kicks back a value of 103 DPS. The game kicks back 96 DPS. Your calculator also kicks back a value of 103. Which is hilarious to me.
My calculation kicks out 103 DPS, your calculator kicks out 103 DPS, the game says 96 DPS.
I'm not a math whiz, and my calculation is far simpler than yours, my calculation also works fine when reload is > or = to 1. So, all my calculations for bolt/gatling guns correspond fine with the IN game outputs. Pulse lasers if they have <ammunition value="3" reload="0.5" /> with a reload < 1 kicks out a figure that doesn't match the in game weapon MW outputs.
There may be a few variations that even I didn't account for in the calculator. I too have noticed such discrepancies with some of the base weapon types in the game. My speculation:
1. Hidden stats sewn into weapon effects - /libraries/effects.xml ( <!-- Area DMG --> <element id=“3” ref=“dummyemitter_macro” forkeffect=“explosion_m_01_distortion01” duration=“2.0” forklod=“megaeffect”> <areadamage range=“150” falloff=“1.0” duration=“1.0” delay=“0.0” /> </element> ) This can be accounted for in the calculator if spelled out in the bullet properties.
2. Stitched hidden effects into the weapon itself, not the bullet ( <macros> <macro name="turret_otas_xl_firestorm_macro" class="turret"> <component ref="turret_otas_xl_firestorm" /> <properties> <identification name="{19532,203}" basename="{19532,203}" shortname="{19532,203}" makerrace="otas" description="{19532,303}" /> <bullet class="bullet_otas_turret_xl_firestorm_macro" /> <rotationspeed max="10" /> <reload rate="0.5" time="1" /> <hull max="40500" threshold="0.2" /> </properties> </macro> </macros> ) That's something I haven't tried to calculate. The calculator doesn't take it into account. My option in this case is <reload />
3. There may be more options hidden by developers that no one knows about.
P.S. All weapons that I created - I did on the calculator and took into account the known to me points - in the game is displayed correctly. P.P.S. My working versions: 1
Sorry, but your formula seems to have a bug and calculates the dps wrong.
Example 1. M Mk2 Pulselaser 4 shots in clip x 86 damage = 344 damage 6 shots per second. 0.7 seconds reload
Remove one shot to calculate the rate of fire correctly. The first shot in a clip is "in the barrel" and is fired at second 0. Which many forget to do. 3/6 = 0.5 seconds to empty the clip. 0.5 seconds time to empty + 0.7 second reload = 1.2 seconds.
Now we take the 4 shots dealing damage and divide by the result from above. 4 / 1.2 = 3.33 shots per second. 3.33 shots per second x 86 damage = 286.66 damage per second.
Example 2. ARG M Flak turret. 9 shots in clip x 110 damage = 990 damage 3 shots per second. 3 seconds reload
Remove one shot to calculate the rate of fire correctly. The first shot in a clip is "in the barrel" and is fired at second 0. Which many forget to do. 8/3 = 2.66 seconds to empty the clip. 2.66 seconds time to empty + 3 second reload = 5.66 seconds.
Now we take the 9 shots dealing damage and divide by the result from above. 9 / 5.66 = 1.59 shots per second. 1.59 shots per second x 110 damage = 174.9 damage per second.
No. You wrong. DPS calculates correct in this calculator.
If we have calculation in your method - then if we have rof 0.033333.... = 2 per min (2/60): 2 shots per min = 1-st on 0 sec 2-nd on 60 sec. >>> if we shoots 2 min now we have rof 0.025. - this is incorrect, because DPS calculates this: 1-st shot on 0 sec, 2-nd shot on 60 sec, 3-d shot on 120 sec!!!! (we have 3/120 and 0.025 rof). OR 1-st shot on 0 sec, 2-nd shot on 30 sec, 3-d shot on 60 sec, 4-th shot in 90 sec, 5-th shot on 120 sec. rof on first min in your calculates 0.05 or 0.0333, on second min we have rof 0.025 or 0.0416... THIS CORRECT >>> shot THEN interval + shot THEN interval etc THIS INCORRECT >>> interval THEN shot + interval THEN shot
ALL REAL WEAPONS IN WORLD CALCULATES THIS METHOD - BECAUSE THIS CORRECT. (AK, M4A1 etc).
1-st shoot ALWAYS calculates (I repeat - the shot counts and then the interval between shots, and not vice versa). 1-st shot on 0 sec + 2-nd on 30 sec (we have rof 0.0333...), 3-d shot on 60 sec (0 sec on new min) + 4-th on 90 sec (we still have rof 0.0333...).
P.S. - i tested in weapons. P.P.S. - the game has several guns with errors and hidden characteristics - because of which the numbers may not match - but everything else is displayed correctly.
I just tested it and nope. Your calculator is indeed wrong.
Your calculator for M Pulse Laser Mk2 says 2.93 shots per second. 252 dps. I say 3.33 shots per second 286 dps.
Test: Nemesis Vanguard. 10000 health. 1x M Pulse Laser Mk2 firing at it. Nemesis Vanguard is destroyed after 35 seconds of firing. 10000 / 35 = 286. 3.33 shots per second and 286 dps is therefore correct.
THIS CORRECT >>> shot THEN interval + shot THEN interval etc
Yes. This is correct.
THIS INCORRECT >>> interval THEN shot + interval THEN shot
NO! My calculator does >>> shot THEN interval + shot THEN interval etc!
Terran laser, pulse laser, and several other types of weapons have in-game bug or hidden calculus (game mechanics). I don't know where. The other types of weapons are counted correctly.
Just take my Alternative Equipment mod - it's all based on the calculator and there are NO DIFFERENCES in the game!!!
I'll even say more, those game figures that you cited - also erroneous - you can even look on the Internet - with these weapons is something strange. People take a stopwatch and shoot at the ship and it turns out that the weapon does more damage than written in the game.
Again - this bug is present on some types of weapons, but the rest is calculated and displayed correctly! Including weapons from my mod.
People take a stopwatch and shoot at the ship and it turns out that the weapon does more damage than written in the game.
That is because the game does calculate "Interval - Shot" for clip-based weapons. Pulselaser, Bolt Repeater, Flak, etc. This bug happens to weapons with a clip because of an error in the formula. The same error that exists in your calculator. The "Interval - Shot" causes a lower rate of fire and thus dps to be calculated.
This is how the game and your calculator does calculate it incorrectly and does indeed "Interval - Shot." M Mk2 Pulselaser as example again. Numbers are rounded. 4 shots in clip 6 shots per second. 0.7 seconds reload
4 shots / 6 rate of fire = 0.67 seconds to empty the clip. 0.67 seconds time to empty + 0.7 second reload = 1.37 seconds.
4 shots / 1.37 = 2.92 shots per second. This creates a calculation of "Interval - Shot" and is incorrect. Showing lower rate of fire and dps than the weapon really has.
_____________
The correct way to calculate rate of fire for clip-based weapons is this. 4 shots in clip 6 shots per second. 0.7 seconds reload
Remove 1 shot from the clip here to create the correct calculation of "Shot - Interval" 3 shots / 6 rate of fire = 0.5 seconds to empty the clip. 0.5 seconds time to empty + 0.7 second reload = 1.2 seconds.
4 shots / 1.2 = 3.33 shots per second. This creates a calculation of "Shot - Interval" and is correct. Your numbers will now match with the actual things happening and your calculator will work correctly.
Well, with that I have explained the little bug in your tool and how to fix it. Have a nice weekend!
I create mod Alternative Equipment - and most of the weapons there have clip. All calculates and work correct!!!
Important!!! - Not all weapons in game with clip calculates with this bug!!!
My calculator is correct! Your calculator create first double shot effect!
Your calculation - is BIG MISTACE (you calculates double first shot - this leads to a variable firing rate and variable dps)! Base Calculation for Ter Pulse Laser in game - buged too!!! Real DPS for this weapon in game have about 300! I repeat - you can find videos with tests for this weapon on youtube!
P.S. What you say about THIS Elon Musk?! >>>
P.P.S. Nothing to fix!!! "thx" And all my weapons i tested on stopwatch - all calculations is correct!
8 comments
I've been modding turret weapons, and I've run into a problem with bullets that have a higher reload rate than ammunition, and a reload less than 1.
My DPS calculation for the specific weapon I am working on kicks back a value of 103 DPS. The game kicks back 96 DPS. Your calculator also kicks back a value of 103. Which is hilarious to me.
Here is the bullet macro I am calculating.
<macros>
<macro name="bullet_gen_turret_m_laser_01_mk1_macro" class="bullet">
<component ref="bullet_gen_s_laser_01_mk1" />
<properties>
<ammunition value="3" reload="0.5" />
<bullet speed="1855" lifetime="1.844" amount="1" barrelamount="2" icon="weapon_laser_mk1" timediff="0.019" angle="0.32" maxhits="1" ricochet="0" scale="0" attach="0" />
<reload rate="7" />
<damage value="16" repair="0" />
<effects>
<impact ref="impact_gen_s_laser_01_mk1" inside="impact_gen_s_laser_01_mk1_inside" />
<bigobjectimpact ref="impact_gen_s_laser_01_mk1_bigobject" inside="impact_gen_s_laser_01_mk1_bigobject_inside" />
<launch ref="muzzle_turret_gen_m_laser_01_mk1" />
</effects>
<weapon system="turret_midrange" />
</properties>
</macro>
</macros>
My calculation kicks out 103 DPS, your calculator kicks out 103 DPS, the game says 96 DPS.
I'm not a math whiz, and my calculation is far simpler than yours, my calculation also works fine when reload is > or = to 1. So, all my calculations for bolt/gatling guns correspond fine with the IN game outputs. Pulse lasers if they have <ammunition value="3" reload="0.5" /> with a reload < 1 kicks out a figure that doesn't match the in game weapon MW outputs.
I too have noticed such discrepancies with some of the base weapon types in the game.
My speculation:
1. Hidden stats sewn into weapon effects - /libraries/effects.xml
( <!-- Area DMG -->
<element id=“3” ref=“dummyemitter_macro” forkeffect=“explosion_m_01_distortion01” duration=“2.0” forklod=“megaeffect”>
<areadamage range=“150” falloff=“1.0” duration=“1.0” delay=“0.0” />
</element> )
This can be accounted for in the calculator if spelled out in the bullet properties.
2. Stitched hidden effects into the weapon itself, not the bullet
( <macros>
<macro name="turret_otas_xl_firestorm_macro" class="turret">
<component ref="turret_otas_xl_firestorm" />
<properties>
<identification name="{19532,203}" basename="{19532,203}" shortname="{19532,203}" makerrace="otas" description="{19532,303}" />
<bullet class="bullet_otas_turret_xl_firestorm_macro" />
<rotationspeed max="10" />
<reload rate="0.5" time="1" />
<hull max="40500" threshold="0.2" />
</properties>
</macro>
</macros> )
That's something I haven't tried to calculate. The calculator doesn't take it into account.
My option in this case is <reload />
3. There may be more options hidden by developers that no one knows about.
P.S. All weapons that I created - I did on the calculator and took into account the known to me points - in the game is displayed correctly.
P.P.S. My working versions:
1
2
Example 1.
M Mk2 Pulselaser
4 shots in clip x 86 damage = 344 damage
6 shots per second.
0.7 seconds reload
Remove one shot to calculate the rate of fire correctly. The first shot in a clip is "in the barrel" and is fired at second 0. Which many forget to do.
3/6 = 0.5 seconds to empty the clip.
0.5 seconds time to empty + 0.7 second reload = 1.2 seconds.
Now we take the 4 shots dealing damage and divide by the result from above.
4 / 1.2 = 3.33 shots per second.
3.33 shots per second x 86 damage = 286.66 damage per second.
Example 2.
ARG M Flak turret.
9 shots in clip x 110 damage = 990 damage
3 shots per second.
3 seconds reload
Remove one shot to calculate the rate of fire correctly. The first shot in a clip is "in the barrel" and is fired at second 0. Which many forget to do.
8/3 = 2.66 seconds to empty the clip.
2.66 seconds time to empty + 3 second reload = 5.66 seconds.
Now we take the 9 shots dealing damage and divide by the result from above.
9 / 5.66 = 1.59 shots per second.
1.59 shots per second x 110 damage = 174.9 damage per second.
DPS calculates correct in this calculator.
If we have calculation in your method - then if we have rof 0.033333.... = 2 per min (2/60):
2 shots per min = 1-st on 0 sec 2-nd on 60 sec. >>> if we shoots 2 min now we have rof 0.025. - this is incorrect, because DPS calculates this: 1-st shot on 0 sec, 2-nd shot on 60 sec, 3-d shot on 120 sec!!!! (we have 3/120 and 0.025 rof).
OR 1-st shot on 0 sec, 2-nd shot on 30 sec, 3-d shot on 60 sec, 4-th shot in 90 sec, 5-th shot on 120 sec.
rof on first min in your calculates 0.05 or 0.0333, on second min we have rof 0.025 or 0.0416...
THIS CORRECT >>> shot THEN interval + shot THEN interval etc
THIS INCORRECT >>> interval THEN shot + interval THEN shot
ALL REAL WEAPONS IN WORLD CALCULATES THIS METHOD - BECAUSE THIS CORRECT. (AK, M4A1 etc).
1-st shoot ALWAYS calculates (I repeat - the shot counts and then the interval between shots, and not vice versa).
1-st shot on 0 sec + 2-nd on 30 sec (we have rof 0.0333...), 3-d shot on 60 sec (0 sec on new min) + 4-th on 90 sec (we still have rof 0.0333...).
P.S. - i tested in weapons.
P.P.S. - the game has several guns with errors and hidden characteristics - because of which the numbers may not match - but everything else is displayed correctly.
Your calculator for M Pulse Laser Mk2 says 2.93 shots per second. 252 dps.
I say 3.33 shots per second 286 dps.
Test:
Nemesis Vanguard. 10000 health. 1x M Pulse Laser Mk2 firing at it.
Nemesis Vanguard is destroyed after 35 seconds of firing. 10000 / 35 = 286.
3.33 shots per second and 286 dps is therefore correct.
Terran laser, pulse laser, and several other types of weapons have in-game bug or hidden calculus (game mechanics). I don't know where.
The other types of weapons are counted correctly.
Just take my Alternative Equipment mod - it's all based on the calculator and there are NO DIFFERENCES in the game!!!
I'll even say more, those game figures that you cited - also erroneous - you can even look on the Internet - with these weapons is something strange. People take a stopwatch and shoot at the ship and it turns out that the weapon does more damage than written in the game.
Again - this bug is present on some types of weapons, but the rest is calculated and displayed correctly! Including weapons from my mod.
P.S. In fact Terran Pulse Laser have 300+ dps.
This bug happens to weapons with a clip because of an error in the formula. The same error that exists in your calculator. The "Interval - Shot" causes a lower rate of fire and thus dps to be calculated.
This is how the game and your calculator does calculate it incorrectly and does indeed "Interval - Shot."
M Mk2 Pulselaser as example again. Numbers are rounded.
4 shots in clip
6 shots per second.
0.7 seconds reload
4 shots / 6 rate of fire = 0.67 seconds to empty the clip.
0.67 seconds time to empty + 0.7 second reload = 1.37 seconds.
4 shots / 1.37 = 2.92 shots per second.
This creates a calculation of "Interval - Shot" and is incorrect. Showing lower rate of fire and dps than the weapon really has.
_____________
The correct way to calculate rate of fire for clip-based weapons is this.
4 shots in clip
6 shots per second.
0.7 seconds reload
Remove 1 shot from the clip here to create the correct calculation of "Shot - Interval"
3 shots / 6 rate of fire = 0.5 seconds to empty the clip.
0.5 seconds time to empty + 0.7 second reload = 1.2 seconds.
4 shots / 1.2 = 3.33 shots per second.
This creates a calculation of "Shot - Interval" and is correct. Your numbers will now match with the actual things happening and your calculator will work correctly.
Well, with that I have explained the little bug in your tool and how to fix it. Have a nice weekend!
I create mod Alternative Equipment - and most of the weapons there have clip. All calculates and work correct!!!
Important!!! - Not all weapons in game with clip calculates with this bug!!!
My calculator is correct! Your calculator create first double shot effect!
Your calculation - is BIG MISTACE (you calculates double first shot - this leads to a variable firing rate and variable dps)! Base Calculation for Ter Pulse Laser in game - buged too!!! Real DPS for this weapon in game have about 300!
I repeat - you can find videos with tests for this weapon on youtube!
P.S. What you say about THIS Elon Musk?!
>>>
P.P.S. Nothing to fix!!! "thx" And all my weapons i tested on stopwatch - all calculations is correct!