Tortuga's Fleet Combat Simulation Environment
Mar 21, 2019 0:19:42 GMT -6
JagdFlanker, garrisonchisholm, and 2 more like this
Post by tortugapower on Mar 21, 2019 0:19:42 GMT -6
With the hype building for Rule the Waves 2, I returned to my Fleet Combat Simulator project. This topic is meant to collect feedback on my current simulator.
After some testing in private with folks from my Discord (many thanks to them, in particular oaktree and alekius ), I ironed out the early bugs. I would consider this a beta version, ready for public testing.
What the simulator does:
+ Generates combat results (ships damaged or sunk) for the meeting of two fleets
+ Allows you any number of any type of ships in either fleet
+ Reads each ship file and generates combat performance parameters
+ Shows a round-by-round description of who wants to move where, who is targeting whom, and the damage done upon any penetrating hits.
+ Abstracts range into 1000 yard chunks; ships move only in 1-D
+ Simulate (some amount of) courage plus common sense, such that ships flee when damaged and an entire fleet retreats when they have little chance to win
+ Allows ships to withdraw if they move outside of vision range (i.e., the battle's weather conditions). This is not a fight "to the death".
- Factor ship role into target choice. The targeting algorithm is a likely area for improvement.
- Tell you the difference between an outright miss and a non-penetrating hit
- Allow re-engagements, where fleets come back into contact
- Model torpedoes properly (right now they are like powerful, short-range guns)
- Track ammunition (ships have infinite currently, including torpedoes)
- Lots of other things, I'm sure
The ultimate goal of this project is to provide an optional alternative for entering the tactical combat environment. For my follow-up program ("Tortuga's Rule the Waves Battle Event Simulator"), I plan to take in an actual RtW battle file for simulation. That said, it is not intended to replace the game's main function of ship combat whatsoever, but rather act as a optional auto-resolve for battles not of interest to the player or if a player is short on time.
(This is an .exe and may be flagged by your anti-virus as malicious. It's not.)
INSTRUCTIONS: Please see the next post, below!
After some testing in private with folks from my Discord (many thanks to them, in particular oaktree and alekius ), I ironed out the early bugs. I would consider this a beta version, ready for public testing.
DESCRIPTION: A fleet combat simulator that takes two lists of divisions -- with ships defined by Rule the Waves ship design files -- and pits them in combat against each other.
DISCLAIMER: This is an independent production, and not associated with NWS in anyway. It's my own thing.
+ Generates combat results (ships damaged or sunk) for the meeting of two fleets
+ Allows you any number of any type of ships in either fleet
+ Reads each ship file and generates combat performance parameters
+ Shows a round-by-round description of who wants to move where, who is targeting whom, and the damage done upon any penetrating hits.
+ Abstracts range into 1000 yard chunks; ships move only in 1-D
+ Simulate (some amount of) courage plus common sense, such that ships flee when damaged and an entire fleet retreats when they have little chance to win
+ Allows ships to withdraw if they move outside of vision range (i.e., the battle's weather conditions). This is not a fight "to the death".
What the simulator does NOT do, at least not yet:
- Calculate chance to hit very intelligently. (Currently there is no modeling of deck vs. belt penetration, no ROF decrease from weather or smoke build-up, plus other simplifications.)- Factor ship role into target choice. The targeting algorithm is a likely area for improvement.
- Tell you the difference between an outright miss and a non-penetrating hit
- Allow re-engagements, where fleets come back into contact
- Model torpedoes properly (right now they are like powerful, short-range guns)
- Track ammunition (ships have infinite currently, including torpedoes)
- Lots of other things, I'm sure
The ultimate goal of this project is to provide an optional alternative for entering the tactical combat environment. For my follow-up program ("Tortuga's Rule the Waves Battle Event Simulator"), I plan to take in an actual RtW battle file for simulation. That said, it is not intended to replace the game's main function of ship combat whatsoever, but rather act as a optional auto-resolve for battles not of interest to the player or if a player is short on time.
I appreciate any feedback people can offer after testing!