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13th

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Xlllth

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8 comments

  1. mercbeast
    mercbeast
    • member
    • 6 kudos
    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. 

    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.
    1. Xlllth
      Xlllth
      • member
      • 14 kudos
      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 

      2
      
  2. Karlas20
    Karlas20
    • member
    • 0 kudos
    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.
    1. Xlllth
      Xlllth
      • member
      • 14 kudos
      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.
    2. Karlas20
      Karlas20
      • member
      • 0 kudos
      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
      This is what your calculator does.
    3. Xlllth
      Xlllth
      • member
      • 14 kudos
      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.

      P.S. In fact Terran Pulse Laser have 300+ dps.
    4. Karlas20
      Karlas20
      • member
      • 0 kudos
      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!
    5. Xlllth
      Xlllth
      • member
      • 14 kudos
      God Damn! Are You Read what i wright?!

      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!