ship to ship distance of attacking fleet
Moderator: thunderchero
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7963
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
ship to ship distance of attacking fleet
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
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
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7963
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: ship to ship distance of attacking fleet
Hi Everyone,
with my limited searching skills of assembly code I have found 1 part of the puzzle .
what I have found is ship type separation (escort, cruiser, artillery and support)
edit; (shared with cloak approach) if changed cloak approach should be adjusted
at default value 1.5 (Above angle)
at new value 3.0 (Above angle)
it also effect distance up and down
at default value 1.5 (side angle)
at new value 3.0 (side angle)
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
with my limited searching skills of assembly code I have found 1 part of the puzzle .
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
at default value 1.5 (Above angle)
at new value 3.0 (Above angle)
it also effect distance up and down
at default value 1.5 (side angle)
at new value 3.0 (side angle)
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
- Flocke
- BORG Trouble Maker
- Posts: 3258
- Joined: Sun Apr 27, 2008 2:00 am
- Location: Hamburg, Germany
- Contact:
Re: ship to ship distance of attacking fleet
great discovery
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
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
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7963
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: ship to ship distance of attacking fleet
Thanks for encouragement Flocke,
I did some more testing of other values in that area and found some more info
this info gives some interesting possibilities, but still not what I am still looking for.
thunderchero
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
thunderchero
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7963
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: ship to ship distance of attacking fleet
Hi Everyone,
I found the location that will spread all ships of same type.
at default value 0.15 (Above angle)
at new value 1.00 (Above angle)
Both images above use first change
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.
thunderchero
I found the location that will spread all ships of same type.
Code: Select all
0x182b24 584d24 33 33 33 33 33 33 C3 3F -> 00 00 00 00 00 00 F0 3F
at new value 1.00 (Above angle)
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
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.
thunderchero
Re: ship to ship distance of attacking fleet
Nice find, chief! That does look a lot better.
"Evil is easy, and has infinite forms." -- Pascal
Re: ship to ship distance of attacking fleet
nice improvement.
- Flocke
- BORG Trouble Maker
- Posts: 3258
- Joined: Sun Apr 27, 2008 2:00 am
- Location: Hamburg, Germany
- Contact:
Re: ship to ship distance of attacking fleet
congratulations thunderchero, very nice find!
Re: ship to ship distance of attacking fleet
ou yeah, no more overlaped ships in certain points of view !!!
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7963
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: ship to ship distance of attacking fleet
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
so unfortunately placing artillery behind fleet would only work if all 4 types are always present.
thunderchero
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)
thunderchero
Re: ship to ship distance of attacking fleet
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.
Re: ship to ship distance of attacking fleet
Anyone can download the source code. Perhaps you can give it a tryadi 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.
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7963
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: ship to ship distance of attacking fleet
it would be much easier to just create a patch file for QD "BotF Patcher"Lathon wrote:Anyone can download the source code. Perhaps you can give it a tryadi 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.
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 add changes with bof_patcher.exe
thunderchero
Re: ship to ship distance of attacking fleet
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.
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.
- thunderchero
- Site Administrator aka Fleet Admiral
- Posts: 7963
- Joined: Fri Apr 25, 2008 2:00 am
- Location: On a three month training mission, in command of the USS Valiant.
Re: ship to ship distance of attacking fleet
Hi Everyone,
RF reported an error related to this code change.
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)
here are some images of different values
here is other new values (x2) with vanilla value 0.15
here is other new values (x2) with value 0.30 (x2)
here is other new values (x2) with value 0.60 (x4)
thunderchero
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
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 is other new values (x2) with vanilla value 0.15
here is other new values (x2) with value 0.30 (x2)
here is other new values (x2) with value 0.60 (x4)
thunderchero