that happens because with that little extra power in the dessie, if the shot is directed at a BS it will put the BS hull at 70%, what happens in this case is, at 70% hull there is a chance for the ship to explose, and if another ship be one of the cargos hits this BS, it will also have a chance to explode and so on and so on, so that little extra fire power simply puts all BSs hit by a dessie in danger of explosion thats why you see more losses with that extra fire power
TrashSim - OGame combat simulator
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Hello , I don't know if it is a known bug .. but i have to report it ..
The deut profit calculated always as deut factor = 1 .. so if you have 0.5 as deut factor it shows the deut consumption as 0.5 but it is substracted from the deut profit as deut factor = 1 : here is an example :Here we have the deut factor = 1 : Fuel Consumption = 2.742.858 and the deut profit is = 2.742.858 which is right ..
So now if we change the deut factor to 0.5 that whats happening.
As for deut factor = 0.5 Fuel Consumption = 1.371.429 but trashsim keep substracting the deut profit as : 2.742.858 which is deut factor = 1
Thank you.
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^ this might be due to Rapid Fire from The Dessies to your BC, as the Extra 10%dmg might just be Enough to Trigger some to Explode and Enable Rapid FireSorry Coudnt find a way to Del post, -
I don't know if this thread is active (since the developer is, but nothing has been posted here for a year)
I have 3 questions:
1)Is there any chance to get a source code for simulation? I want to understand the game more, so looking at battle algorithm directly would be a great help2)Does DtDF change between universes? Where can I find the values other than through trashsim (like in-game or on forum)?
3)Is it normal that the website doesn't calculate rebuild of defenses when it counts losses of defender? Like destruction of all defenses gives millions of "losses" for defender, while in reality most of that is returned as nothing happened
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1) I can't help you with that one.
2) Yes it changes between unis - you can scroll down on the forum and see the specs for each of the universes regarding fleet speed, economy speed, DtDF and % DF.
3)Yes that's normal, all HoF are posted as total damage, not necessarily final damage once the defense rebuild is factored in.
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3)Yes that's normal, all HoF are posted as total damage, not necessarily final damage once the defense rebuild is factored in.
What's the point in that? It doesn't show the true consequences of the battle... The person lost a lot less than wriitten -
What's the point in that? It doesn't show the true consequences of the battle... The person lost a lot less than wriitten
Well they lost that amount in the fight, so just because some of it was rebuild after, doesn't mean it didn't get destroyed in the first place - hence it makes sense to do it in this manner
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Well they lost that amount in the fight, so just because some of it was rebuild after, doesn't mean it didn't get destroyed in the first place - hence it makes sense to do it in this manner
That's not useful outside of reporting to forum - I understand why Ogotcha uses that understanding (and why it is used more than topRaider)
But when I'm using battle simulator, I want to compare true economic losses, not to watch what number to be proud ofIf anything, there should be a way to see actual values
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It's been a long long time since I simmed attacks (just mine these days) but if you're looking for what would likely remain after an attack, I believe you can simulate the next wave and it will repopulate a random amount of defense based on the algorithms to help you determine how many ships you need to send for a second wave. Someone may have to confirm or correct me, but I believe it's roughly 1/3 of your defenses are rebuilt after an attack, so you can just use that number and estimate.
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To answer your first question, I won't share the simulator algoritme, but on this link you can get a general understanding on how it works: https://ogame.fandom.com/wiki/Combat
This is the way simulators have worked in OGame for years now. I think there are a lot of people against any changes on that matter. But it's possible for me to add some kind of a personal setting which would take the 70% & 85% into account when calculating the losses of defence.
If you use the next wave system, I'll restore 70% of your defence and with the engineer enabled it'll be 85%.
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Dear users,
I'm aware that OGame released their update to increase cargo capacity based on your hyperspace technology level. It happened a bit faster than I anticipated.
I've already been working on an update to add a best/worst-case scenario view of the simulation result and will also add the new feature to the simulator.
As for when the update will be finished, I don't know, but I hope to release it in March.
Grtz
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Trash Sim seems to have battle calculation issues right now. I am playing Fenrir, 80% def to debree and the last 3 battles I have simmed on the same guy with the def actually reprobed has been wrong by quite a bit. It showed me gaining 500k the first battle, and 400 k the second and I barely broke even, and then when I simmed my 5-1 fleet ratio I lost about 400k even though the fleet fled and I should have broke even in that simulation! Not sure what is wrong with Fenrir and Trash Sim, worked fine a week ago.
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@RacerA1
About the fleeing fleet, you need to Sim max 4.99:1. Of the defender has admiral than he has a 3:1 escape ratio. Did the server settings perhaps change this last week?hypertech now raises cargo capacity
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Yeah, but that shouldn't influence the result in that way.
Did you use RIPs in the battle or did the defender have RIPs?
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There was no RIP's, it was simmed with the API's and techs were on spot. As for the fleet ratio, I figured he might have commander or officer and it was 3-1 but even still It was simmed without fleet and was still off. I haven't retried today, but I will and I will reset my API
Not sure if I can post this but here, sim, 450 lf and 305 cr with 7/7/9 against this API#
sr-en-158-1b7e4af2dc9829ea152d412e581d2f1712ff6368 and remove the fleet and see if it shows a profit or break even. -
If he has all commanders he'll probably also have the engineer.
This would mean that the defence losses are divided by 2 (so half), which would result in less debris and thus less profit.When the fleet flees this is what I get:
Without engineer, worst case:
M: +483.920
C: +105.962
D: -76.741
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T: +513.141With engineer, worst case:
M: +95.460
C: +3.222
D: -68.741
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T: +29.941 -
Ok that seems to be about right then. My own fault then for not simming with Engineer as well
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There seemed to be a problem with the DNS of universeview.be. And there are still a few problems with my CDN.
They should be fixed but there can be some annoying caching that needs to resolve itself.
I'm hoping all problems will be resolved in the morning. -
Seems like my DNS provider is having troubles again, they're on it!
Sorry for the inconvenience but this is out of my hands sadly...