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Post by tortugapower on Jan 4, 2020 14:34:59 GMT -6
Hi all, My combat auto-resolve is almost done. There is a lot of interest (after showing it on my channel), but I want the first public release to be somewhat polished. Therefore, I've been testing this with some people through my Discord, but if anyone else is interested in testing this, please do and provide any feedback you have. DOWNLOADS: 1) Current version (0.607) (0.608) of the RtW2 combat simulator: 2) Settings file: rtw2_sim.ini (418 B) Place rtw_sim.ini and the rtw_combat_sim.exe in the Save folder of your RtW2 installation directory. USAGE:1) When a battle opens in your game (the tactical environment), immediately save and exit the game. 2) Open rtw_sim.ini with any text editor (default Windows is Notepad). Edit the Game=1 to the game of the battle that you want to simulate. (E.g for save game slot four, set Game=4). 3) Run the rtw_combat_sim.exe 4) Open and load the game. Run the combat one minute (press Space Bar). The combat will end and display the battle results summary screen. LOG and BACKUP FILE:A verbose log of the simulator combat can be found as "log.txt" in the Save folder, same place as the .exe and .ini files. It is broken down as follows: - Introduction and participating ships list - Aerial combat and strikes, if any - Gunnery combat rounds - Battle conclusion: remaining health of each ship, and remaining ships summary line for each fleet Every time the simulator .exe runs, it will create a backup of the combat file before changing it. This backup appends ".bak" to the file. For instance, if simming Game3, the Game3/RTWGame3.SAC file will be copied to Game3/RTWGame3.SAC.bak. If you like, you can open the log.txt file and go to the very end for a summary of the combat. If you don't like what you see, or if there are any problems loading the game after the simulator runs, delete RTWGame#.SAC and rename RTWGame#.SAC.bak to RTWGame#.SAC. KNOWN ISSUES:- balance of the air-to-air combat is not correct (for both escorts vs. cap, and cap vs. bombers)
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Post by tortugapower on Jan 4, 2020 14:38:43 GMT -6
CHANGE LOGS: <Most recent changes here.>
0.608 - Fixed debugging artifact that prevented combat file from updated
And here are the version change logs since posting this on my Discord: 0.607 - Modified FirstSighting parameter to prevent multiple combat conclusions --> removed GameEnded changes - Improved air strike logging
0.606 - Allowed whitespace padding at end of ship design file names - Split "scouts" into floatplanes (no flight deck) and DB/TB bomber scouts - Added check to see if aircraft have a place to land (if not, they ditch) --> aircraft ditching routine for sensibly eliminating extras over capacity - Eliminate DP-AA firing from sunk ships
0.605 - Change GameEnded value in updated SAC file (to prevent multiple endings)
0.604 - Fixed AMCs not loading into fleets and fights
0.603 - Improved logging of SAC loading/parsing
0.602 - Fixed air-to-air combat bugs (crash and logging issue)
0.601 - Flattened directory structure - Added Airship base & bombardment target to ship class exclusions 0.600 (Initial RtW2 Alpha) - Conversion from RtW1 combat simulator. - Complete overhaul of SAC file reading/parsing - added scouting phase and air strikes
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Post by seawolf on Jan 4, 2020 23:02:04 GMT -6
- balance of the air-to-air combat is not correct (for both escorts vs. cap, and escorts vs. bombers) Have you considered basing it off of the way WITP AE does it?
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Post by tortugapower on Jan 5, 2020 11:46:29 GMT -6
- balance of the air-to-air combat is not correct (for both escorts vs. cap, and escorts vs. bombers) Have you considered basing it off of the way WITP AE does it?
I don't know what WitP does, precisely. Is it very different?
The actual combat calculation in my current one are very simple. I hope to get to the point where I'm opening the .bcs and incorporating the actual aircraft values.
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Post by reaperfrank on Jan 8, 2020 5:59:00 GMT -6
How do i get it to run a soon as i open the .exe it closes before it can do anything, its not the only one that does it, any ideas one how do fix this would be helpful.
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Post by tortugapower on Jan 8, 2020 10:24:16 GMT -6
How do i get it to run a soon as i open the .exe it closes before it can do anything, its not the only one that does it, any ideas one how do fix this would be helpful. Once you run the .exe once, it has already changed the combat file. You won't see anything (other than the box that pops up and then closes). After you run the .exe (once!), then you open the game in RtW2 as if you are returning to the battle. When you press space bar or move ahead by one minute, the battle will end. Note: if you ran the simulator multiple times, you may end up with weird results (like all ships being sunk).
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Post by kotori87 on Jan 25, 2020 10:46:08 GMT -6
I've been playing with this in my current playthrough as Russia. It can have some interesting results, sometimes far more one-sided than you'd expect. A few examples: In a war in 1912, Germany had many more capital ships than me, but was short on escorts. In the first fleet battle, my capital ships retreated from their superior numbers, and the destroyers charged to cover the retreat. Both sides' destroyers took severe losses. In the second fleet battle, Germany had almost no destroyers left, since they'd all been sunk in the previous battle. Same basic thing happened, my capital ships retreated while the escorts moved to cover the retreat. The destroyer flotilla closed, fired torpedoes, and virtually annihilated the German fleet. The same thing happened again in the third fleet battle, and then Germany sued for peace. It's good to know that the auto-resolver has no issues with launching torpedoes. If I'd tried that in-game, most of the DDs would have refused to fire due to the "friendly ship in line of fire" bug. In a war in 1926 vs Germany and Japan, there was heavy fighting in the east. Most of my heavy forces were tied up against Germany, but I had a few older BBs and one fleet carrier to face Japan. Since Japan had no carriers of their own, they had no CAP and suffered extreme losses against my air wing. Over the course of four or five fleet battles, the Japanese navy simply ceased to exist outside of a few cruisers and destroyers. Issues I've found so far: 1) Damage is not always properly carried from the simulator into game. Sometimes ships that the simulator decides was sunk end up surviving with zero damage in-game, and other ships that the simulator determines had survived end up sinking. 2) I get an error message about objective not found whenever I load the game after running the auto-resolve simulator. This does not affect the game in any way or cause any noticeable problems, but it only happens after running the auto-resolver. On a lesser note: 3) airstrike ranges and fleet detection does not seem to consider in-game plane ranges. When I had a CV present, I consistently detected the enemy and launched the first strike at 200km, even though none of my carrier-based planes can reach those distances. This has turned battles in my favor, but it is not right. 4) there does not seem to be any consideration of land-based aircraft, either scouting or striking. Although several battles were fought within range of enemy airfields, they never even showed up in the auto-resolver. Disclaimers: All my testing so far has been in v1.14. I just downloaded v1.15 and intend to continue my game in the new version. Also, I have not fought any carrier-vs-carrier battles yet, so I have no idea how the air-vs-air works out.
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Post by akinesia on Jan 25, 2020 18:54:04 GMT -6
So far i have loved using it. There was only one battle where i felt it was way off and i just reloaded the autosave and played on.
The battle was a major fleet action with 2 very comparable fleets. Germany VS USA. 8-10combined BB&BC 4-6 CA & CL 12-20 DD per side. the battle ended up somehow as a total domination by Germany. 6-8 capital ships sunk 2-4 crusiers and 6-10 DD with out any German losses. That was a wierd outlier because the US Ships were larger on a class by class basis so a noticable tonnage advantage for the US and ended with a total domination.
Outside of that one battle I have seen results that look very solid.
One thing I would look at is if there is a way to make sure the fleet completes the mission. IE: Bombardment, Convoy destruction ETC...
Thank you for this mod it makes the game far more playable for me. The tactical battles are my least favorite part of the game. The strategic game and ship designs are amazing.
Thank you for this mod and as always
Rule The Waves
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Post by kotori87 on Jan 26, 2020 11:35:32 GMT -6
Just fought a major fleet action twice. Once in the simulator, once in-game for comparison. Battle was as follows: The Russian fleet had 7 dreadnoughts, 4 super-dreadnoughts (Yamato-equivalents), 2 BCs, 3 fleet carriers, 2 light carriers, 13 light cruisers, and 58 destroyers. The German fleet had 16 dreadnoughts, 6 battlecruisers, 4 pocket battleships (think Deutschland but faster, classified as a BC in-game), 2 heavy cruisers, 4 light carriers, 7 light cruisers, 25 destroyers, and 8 frigates. The simulator result was rather one-sided. At the end of the day, Fleet 1 (Russia) has: 11 of 11 BBs, 2 of 2 BCs, 3 of 3 CVs, 2 of 2 CVLs, 13 of 13 CLs, 57 of 58 DDs. Fleet 2 (Germany) has: 0 of 16 BBs, 1 of 10 BCs, 1 of 4 CVLs, 1 of 2 CAs, 1 of 7 CLs, 14 of 25 DDs, 8 of 8 KEs. Tortuga salutes the fallen... Checking through the simulator log, I saw that the lopsided results were largely due to the imbalance in number of aircraft. My planes hit faster and harder, knocking out half their aircraft launching capacity before they even launched their first strike. From there, they caused extensive damage on the German fleet before the surface battle began, while German strikes were largely ineffective. I then loaded the backup file to play through the battle myself, to see how close I could get. The result was remarkably good, considering that the entire fight took place on top of the enemy's home port. More German ships survived, but that was purely because they withdrew to port the moment they got hit. Had this battle taken place in open water, I believe the result would have been every bit as lopsided as the simulator battle. Unlike the simulator, I did take two noteworthy losses from German airstrikes. One old dreadnought (without torpedo protection) took two torpedo hits to the engine room and sank, and one light carrier got hit by three torpedoes and sank instantly. Of great interest was the air combat results. In the simulator, Russia scored 156 aircraft hits, while Germany scored 21 hits. It doesn't really distinguish between bomb and torpedo hits, so I don't know that breakdown. In the game, I counted everything up afterwards and got remarkably similar tallies. Russia scored 71 torpedo hits and 53 bomb hits for a total of 124 hits. Germany managed 18 bomb hits and 6 torpedo hits, for a total of 24 hits. Keep in mind that land aircraft were present for the battle, but did not significantly contribute to either result. Attachments:
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Post by akinesia on Feb 13, 2020 10:13:29 GMT -6
I use this for most of the battles in my games. I have found it to be very good and the losses for the most part are in the range I would have from manual control.
The biggest issue I have is the mod doesn't seem to try to accomplish the mission pbjectives but other than that I am still well pleased with the results.
I have played 4 complete games now using the mod for 90% or more of the battles.
Thanks and Rule The Waves
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Post by ryanr315 on Jun 9, 2020 20:51:19 GMT -6
Tortuga I try to run the sim and the black box pops up and then disappears. The box says "Could not open file....etc." Any ideas? I followed all the instructions, just isn't working for me. Thanks in advance.
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Jack
New Member
Posts: 29
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Post by Jack on Jun 11, 2020 8:51:59 GMT -6
Is this working with current RTW2 versions?
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Post by tordenskjold on Jun 13, 2020 4:32:14 GMT -6
Is this working with current RTW2 versions? I guess it is. Apparently, all this program does is to load an ongoing battle scenario from the save folder and then approximate its outcome from the dispositions of the involved ships.
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Jack
New Member
Posts: 29
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Post by Jack on Jun 13, 2020 5:30:52 GMT -6
Is this working with current RTW2 versions? I guess it is. Apparently, all this program does is to load an ongoing battle scenario from the save folder and then approximate its outcome from the dispositions of the involved ships. Great thanks, I need to try this out then. I desperately need some sort of auto resolve for those countless small scale engagements.
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