View unanswered posts | View active topics It is currently Wed May 27, 2026 5:12 am



Reply to topic  [ 5 posts ] 
 Something New to Me 
Author Message
Ambassador
User avatar

Joined: Mon Feb 09, 2004 3:00 am
Posts: 3141
Location: Kansas
Unread post Something New to Me
Running a fighter hit detection and found that in the current non-beta that fighter hits will sometimes be aborted by the space. I had never seen that before. It is not a display error as TWX didn't detect the hit. The caps are below:

Command [TL=00:00:00]:[1] (?=Help)? : M
<Move>

To which Sector ? 9201


Do you want to engage the TransWarp drive? Yes
Sector 9201 is 6 hops away from here.

All Systems Ready, shall we engage? Yes

Fighter was killed here


ÛÛÛÛ WARNING! WARNING! Space Debris/Asteroids narrowly avoided! ÛÛÛÛ

Sector : 9201 in uncharted space.
Ports : Meginjarder Primus, Class 2 (BSB)
Planets : (E) ..
(O) ..
Traders : Lieutenant J.G. Prom [2], w/ 225 ftrs, enemy in sector and this display showing - shouldn't
in dust (Talos Scout)
Annoyance chk [1], w/ 8,000 ftrs,
in dust (Animoso Standard Issue)
Ships : cb [Owned by] test [1], w/ 255,000 ftrs,
(Kvertoo RedRum)
NavHaz : 1% (Space Debris/Asteroids)
Warps to Sector(s) : 9292

Command [TL=00:00:00]:[9201] (?=Help)? : L


"Enemy view"

You have to destroy the fighters to remain in this sector.

Your fighters: 227 vs. theirs: 1
Option? (A,D,I,R,?):? A
<Attack>
How many fighters do you wish to use (0 to 227) [0]? 99
You lost 2 fighter(s)
You destroyed 1 enemy fighters.
You destroyed all the fighters.

Sector : 9201 in uncharted space.
Ports : Meginjarder Primus, Class 2 (BSB)
Planets : (E) ..
(O) ..
Traders : Annoyance chk [1], w/ 8,000 ftrs,
in dust (Animoso Standard Issue)
Ships : cb [Owned by] test [1], w/ 255,000 ftrs,
(Kvertoo RedRum)
NavHaz : 1% (Space Debris/Asteroids)
Warps to Sector(s) : 9292

Falcon appears in a brilliant flash of warp energies!
Falcon lands on ...
Falcon lifts off from ...
Falcon is surrounded by a glowing corona of warp energies!
Falcon's ship vanishes from scanners with a brilliant flash!
Falcon's ship just exploded into a brilliant fireball!
Falcon warps out of the sector.

_________________
               / Promethius / Enigma / Wolfen /

"A man who has no skills can be taught, a man who has no honor has nothing."


Thu Jan 13, 2011 2:57 am
Profile ICQ
Veteran Op
User avatar

Joined: Thu Jun 02, 2005 2:00 am
Posts: 5558
Location: USA
Unread post Re: Something New to Me
Promethius wrote:
Running a fighter hit detection and found that in the current non-beta that fighter hits will sometimes be aborted by the space. I had never seen that before. It is not a display error as TWX didn't detect the hit. The caps are below:


If you're using spaces in your macro, you can abort
not only fighits, but quite a few things too. Not all
of which is good.

The falcon pod out is kindof interesting tho. I guess
he fused on the other side, altho that's some pretty
unusual timing.

I have a za99999* after all of my twarp macros to
prevent hanging on figs caused by exactly this issue.

_________________
May the unholy fires of corbomite ignite deep within the depths of your soul...

1. TWGS server @ twgs.navhaz.com
2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads
3. Open IRC chat @ irc.freenode.net:6667 #twchan
4. Parrothead wrote: Jesus wouldn't Subspace Crawl.

*** SG memorial donations via paypal to: dpocky68@booinc.com
Image


Thu Jan 13, 2011 3:12 am
Profile ICQ WWW
1st Sergeant

Joined: Tue Dec 28, 2010 7:57 am
Posts: 49
Unread post Re: Something New to Me
I've had this problem when using multiple spaces in macros and scripts.


Thu Jan 13, 2011 1:26 pm
Profile
Ambassador
User avatar

Joined: Mon Feb 09, 2004 3:00 am
Posts: 3141
Location: Kansas
Unread post Re: Something New to Me
The detection worked probably 4 out of 5 times on the fig getting killed. I was macroing the fighter kill although I wasn't aborting any displays. I had the advantage of watching both "players" and trying the kill at different times.

The colonizer was not using twarp jump verification before warping - that is an option on the script I am rewriting and meant mainly for use when your base warp point is safe. Since this is a public script, I figured someone would use it in a truce and end up getting fused when their base fighter gets taken out so I am making it as safe as I can w/o slowing it down.

So far I've tested 14 different combinations of the options, and still have more to test. Good thing is once this part is done, the last half of the script should be easy.

There are so many variables that affect colonizing performance, I am not sure how to get a baseline. I know the new script is faster than proEcolonizer3x with some modes active for red colonizers in head-to-head testing, and using the same jump points, move routes, and ships. What I don't know is what is considered good performance on colonist moves per second.

_________________
               / Promethius / Enigma / Wolfen /

"A man who has no skills can be taught, a man who has no honor has nothing."


Thu Jan 13, 2011 2:30 pm
Profile ICQ
Ambassador
User avatar

Joined: Mon Feb 09, 2004 3:00 am
Posts: 3141
Location: Kansas
Unread post Re: Something New to Me
Finally getting somewhere on the colonizing script rewrite. I know most people use M()M and botted colonizers, but for those that don't then this script might be of interest at some point. I still have more testing to do so it isn't ready for release. The interesting part of the testing may be the ore used for the different modes of colonizing and the actual differences in speed (which vary somewhat between tests).

Changes from ProEcolonizer3:
Eliminated "All Keys"
More accurate ore usage estimate
More accurate time estimate
Addition of e-warp/e-warp mode
Addition of b-warp/e-warp mode
Addition of cols/second delivery info
Improved colonizing summary (see below test results).
Menu layout change, more intuitive (maybe)
Start at Cit, Planet or Command prompts (command for multiple planets)
Auto-jets 2nd ship's holds for two-ship colonizing.
Insures base fig down before running cols
Check port types to see if selling ore, bypasses in menu if not
Base sector fig kill detection (may still fuse in BTTW mode, but less
probable). Ports at Sol, or on planet at base if kill detected.

Testing setup:
6 hops to Terra
6 hops to base
Ships 255 holds

10k colo move, ore/beam planet being colonized

EW - E-warp, TW - T-Warp, BW - T-pad/Beam Warp, BTTW - Balls-to-the-wall.

{ e-Warp Colonizers }

Run Time: Hrs: 0 Min: 2 Sec: 12 | Mode: EW/EW
Total Cols: 10200 | Avg Cols/Sec: 77
Ore Used: 0

Run Time: Hrs: 0 Min: 1 Sec: 18 | Mode: EW/EW/2Ship
Total Cols: 10200 | Avg Cols/Sec: 130
Ore Used: 0

Run Time: Hrs: 0 Min: 1 Sec: 38 | Mode: EW/TW
Total Cols: 10191 | Avg Cols/Sec: 103
Ore Used: 774 | Ore Remaining: 7494178

Run Time: Hrs: 0 Min: 1 Sec: 4 | Mode: EW/TW/2Ship
Total Cols: 10428 | Avg Cols/Sec: 162
Ore Used: 792 | Ore Remaining: 7493386

Run Time: Hrs: 0 Min: 0 Sec: 58 | Mode: EW/TW/BTTW/2Ship
Total Cols: 10428 | Avg Cols/Sec: 179
Ore Used: 792 | Ore Remaining: 7492594

{ Blue Colonizers }

Run Time: Hrs: 0 Min: 0 Sec: 33 | Mode: TW/TW
Total Cols: 10191 | Avg Cols/Sec: 308
Ore Used: 1548 | Ore Remaining: 7491046

Run Time: Hrs: 0 Min: 0 Sec: 30 | Mode: TW/TW/2Ship
Total Cols: 10428 | Avg Cols/Sec: 347
Ore Used: 1584 | Ore Remaining: 7489462

Run Time: Hrs: 0 Min: 0 Sec: 31 | Mode: TW/TW/BTTW/2Ship
Total Cols: 10428 | Avg Cols/Sec: 336 ???????
Ore Used: 1584 | Ore Remaining: 7487878

Run Time: Hrs: 0 Min: 1 Sec: 13 | Mode: BW/eWarp
Total Cols: 10200 | Avg Cols/Sec: 139
Ore Used: 2400 | Ore Remaining: 7485478

Run Time: Hrs: 0 Min: 0 Sec: 31 | Mode: BW/TW
Total Cols: 10191 | Avg Cols/Sec: 328
Ore Used: 3354 | Ore Remaining: 7482142

Run Time: Hrs: 0 Min: 0 Sec: 23 | Mode: BW/TW/BTTW
Total Cols: 10191 | Avg Cols/Sec: 443
Ore Used: 3354 | Ore Remaining: 7478788

{ Red Colonizers } (Jump point 4 hops away, 2 hops to Terra)

Run Time: Hrs: 0 Min: 1 Sec: 10 | Mode: TW/Jump/TW
Total Cols: 10191 | Avg Cols/Sec: 145
Ore Used: 1290 | Ore Remaining: 7477498

Run Time: Hrs: 0 Min: 1 Sec: 3 | Mode: TW/Jump/TW/BTTW
Total Cols: 10191 | Avg Cols/Sec: 161
Ore Used: 1290 | Ore Remaining: 7476208

Run Time: Hrs: 0 Min: 0 Sec: 50 | Mode: TW/Jump/TW/2Ship
Total Cols: 10428 | Avg Cols/Sec: 208
Ore Used: 1320 | Ore Remaining: 7474888

Run Time: Hrs: 0 Min: 0 Sec: 46 | Mode: TW/Jump/TW/BTTW/2Ship
Total Cols: 10428 | Avg Cols/Sec: 226
Ore Used: 1320 | Ore Remaining: 7473568

Run Time: Hrs: 0 Min: 0 Sec: 58 | Mode: BW/Jump/TW
Total Cols: 10191 | Avg Cols/Sec: 175
Ore Used: 2494 | Ore Remaining: 7471074

Run Time: Hrs: 0 Min: 0 Sec: 49 | Mode: BW/Jump/TW/BTTW
Total Cols: 10191 | Avg Cols/Sec: 207
Ore Used: 2494 | Ore Remaining: 7468580

Run Time: Hrs: 0 Min: 1 Sec: 38 | Mode: BW/eWarp
Total Cols: 10200 | Avg Cols/Sec: 104
Ore Used: 1600 | Ore Remaining: 7466980

_________________
               / Promethius / Enigma / Wolfen /

"A man who has no skills can be taught, a man who has no honor has nothing."


Sun Jan 16, 2011 3:57 am
Profile ICQ
Display posts from previous:  Sort by  
Reply to topic   [ 5 posts ] 

Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by wSTSoftware.