ship to ship distance of attacking fleet

ship to ship distance; support/discussion/questions

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thunderchero
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ship to ship distance of attacking fleet

Post by thunderchero »

Hi Everyone,

This has been bugging me for a long time. how and does BOTF calculate distance between ships of same type with in your attacking fleet?

this post has all values except this value.

viewtopic.php?f=9&t=93&p=16235&sid=b711 ... c4e#p16235

I found to increase distance I can use UE and change the model radius larger, but this has ill effect in how model displays in research screen.

from observation it looks like it could use a multiplier of this value. no model can be with in model radius (value in hob) X 2 ?

I have ran some tests using hobs set to 1.0 scale, using mpr++ I can edit the scale of only the model being displayed and if I increase model size to 2.0 in mpr++ only it appears as if I rotated the model the furthest points would just touch.

any one have any ideas or suggestion on how I should start searching in ida?

thanks for reading

thunderchero
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Re: ship to ship distance of attacking fleet

Post by thunderchero »

Hi Everyone,

with my limited searching skills of assembly code I have found 1 part of the puzzle . :shock:

what I have found is ship type separation (escort, cruiser, artillery and support)

Code: Select all

0x182c04 584e04  00 00 00 00 00 00 F8 3F 
edit; (shared with cloak approach) if changed cloak approach should be adjusted

at default value 1.5 (Above angle)
Image

at new value 3.0 (Above angle)
Image

it also effect distance up and down

at default value 1.5 (side angle)
Image

at new value 3.0 (side angle)
Image

I hope someone else can take a look at my changes in assembly to see if I am looking at this correctly or might have any new ideas or suggestions in finding distance between same type.

thunderchero
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Re: ship to ship distance of attacking fleet

Post by Flocke »

great discovery :up:
and sry I'm of no help here, I'd have to search/test myself till eventually I find the right value.

but you can't be too far away as this value must be used in ship positioning code and in there also must hide the code for positioning ships of same type :wink:
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Re: ship to ship distance of attacking fleet

Post by thunderchero »

Thanks for encouragement Flocke,

I did some more testing of other values in that area and found some more info

Code: Select all

0x182bf4 0.5 no change?
0x182bfc 6.28318530717958 combat distance multiplier?
0x182c04 1.5 type distance (shared with cloak approach) if changed cloak approach should be adjusted
0x182c0c 300.0 cloak approach
0x182c14 6.0 no change?
0x182c1c 1.52587890625E-5 no change
0x182c24 1.570796326794895 changed direction of fleet (they were facing away from each other)  
0x182c74 6.5536e4 no change?
0x182c7c 0.5 no change?
0x182c84 1.52587890625E-5 no change
0x195690 6.0 no change?
0x195698 20.0 no change?
0x1956d0 0.817 moves second type (+ values rearward - values forward) 
0x1956d8 0.5  moves second type (+ values left - values right)
0x1956e0 -2.89e-1 moves second type (+ values up - values down)
0x1956e8 0.817 moves third type (+ values rearward - values forward)
0x1956f0 -0.5  moves third type (+ values left - values right)
0x1956f8 -2.89e-1 moves third type (+ values up - values down)
0x195700 0.817 moves forth type (+ values rearward - values forward)
0x195708  0.0  moves forth type (+ values left - values right)
0x195610 5.77e-1 moves forth type (+ values up- values down)
0x195618 1.634 Starbase Combat Distance 
this info gives some interesting possibilities, but still not what I am still looking for.

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Re: ship to ship distance of attacking fleet

Post by thunderchero »

Hi Everyone,

I found the location that will spread all ships of same type. :grin: :grin: :grin:

Code: Select all

0x182b24 584d24  33 33 33 33 33 33 C3 3F -> 00 00 00 00 00 00 F0 3F
at default value 0.15 (Above angle)
Image

at new value 1.00 (Above angle)
Image

Both images above use first change

Code: Select all

0x182c04 584e04  00 00 00 00 00 00 F8 3F -> 00 00 00 00 00 00 08 40
edit; (shared with cloak approach) if changed cloak approach should be adjusted

this value also spread out ships up and down.

Now with all the info in this topic ships should be able to be moved just about anywhere.

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Re: ship to ship distance of attacking fleet

Post by Martok »

Nice find, chief! That does look a lot better. :smile:
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Re: ship to ship distance of attacking fleet

Post by Gh0st »

nice improvement.
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Re: ship to ship distance of attacking fleet

Post by Flocke »

congratulations thunderchero, very nice find! :grin:
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Re: ship to ship distance of attacking fleet

Post by anjel »

ou yeah, no more overlaped ships in certain points of view !!! :mrgreen:
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Re: ship to ship distance of attacking fleet

Post by thunderchero »

Thanks Everyone,

I still wanted to do some more testing today and found the order that is put into lead position.

scout
artillery
command
support

first type = center front
second type = middle right
third type = middle left
forth type = center back up

so this need to be corrected

Code: Select all

0x1956d0 0.817 moves second type (+ values rearward - values forward) 
0x1956d8 0.5  moves second type (+ values left - values right)
0x1956e0 -2.89e-1 moves second type (+ values up - values down)
0x1956e8 0.817 moves third type (+ values rearward - values forward)
0x1956f0 -0.5  moves third type (+ values left - values right)
0x1956f8 -2.89e-1 moves third type (+ values up - values down)
0x195700 0.817 moves forth type (+ values rearward - values forward)
0x195708  0.0  moves forth type (+ values left - values right)
0x195610 5.77e-1 moves forth type (+ values up- values down)
so unfortunately placing artillery behind fleet would only work if all 4 types are always present. :mad:

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Re: ship to ship distance of attacking fleet

Post by adi »

Very nice find, Thunder! Do you think we have any chance to get these parameters mod-able from UE? I know DCER is MIA; but maybe someone else has time, knowledge, passion and the source code from UE to give us the tools to make us, mere mortals, feel like gods by modding our games.
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Re: ship to ship distance of attacking fleet

Post by Lathon »

adi wrote:Very nice find, Thunder! Do you think we have any chance to get these parameters mod-able from UE? I know DCER is MIA; but maybe someone else has time, knowledge, passion and the source code from UE to give us the tools to make us, mere mortals, feel like gods by modding our games.
Anyone can download the source code. Perhaps you can give it a try :wink:
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Re: ship to ship distance of attacking fleet

Post by thunderchero »

Lathon wrote:
adi wrote:Very nice find, Thunder! Do you think we have any chance to get these parameters mod-able from UE? I know DCER is MIA; but maybe someone else has time, knowledge, passion and the source code from UE to give us the tools to make us, mere mortals, feel like gods by modding our games.
Anyone can download the source code. Perhaps you can give it a try :wink:
it would be much easier to just create a patch file for QD "BotF Patcher"

viewtopic.php?f=4&t=2515

just open a text document and add this;

Code: Select all

NAME: ship to ship distance of attacking fleet
AUTHOR: thunderchero
DESC: Separates ships in combat

>> 0x00182b24  33 33 33 33 33 33 C3 3F
>> 0x00182c04  00 00 00 00 00 00 F8 3F

<< 0x00182b24  00 00 00 00 00 00 F0 3F 
<< 0x00182c04  00 00 00 00 00 00 08 40
then "save as" ship_to_ship_distance_of_attacking_fleet.patch in "patches" folder

then add changes with bof_patcher.exe

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Re: ship to ship distance of attacking fleet

Post by adi »

aha, i never used QD's patcher tool; so he made it like a reader of these files of a certain format: what to do to apply the patch, what to do to remove the patch; i will sure try it; Thanks for the hint!
Just to be sure, numbers are in double format, first one (@ 0x00182b24) is used to separate the ships inside the type group and the second one (@ 0x00182c04) to separate type groups.
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Re: ship to ship distance of attacking fleet

Post by thunderchero »

Hi Everyone,

RF reported an error related to this code change.

Code: Select all

0x182b24 584d24  33 33 33 33 33 33 C3 3F -> 00 00 00 00 00 00 F0 3F
The code change above was the first value tested and spread ships very well (too well) it changes vanilla value 0.15 to 1.0 in larger combat 500+ ships some ship types were not displayed (very strange)

so to keep things more standard changes new suggested value should be 0.30 (since other values were doubled)

Code: Select all

0x182b24 584d24  33 33 33 33 33 33 C3 3F -> 33 33 33 33 33 33 D3 3F 
here are some images of different values

here is other new values (x2) with vanilla value 0.15
Image

here is other new values (x2) with value 0.30 (x2)
Image

here is other new values (x2) with value 0.60 (x4)
Image

thunderchero
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