Post by bob999 on Jun 29, 2020 10:14:34 GMT -6
Dear Modders:
I am looking at the differences between the ship files and the same ship's description in the .sca file that is created when a battle starts.
The origin of some variables in the sca file are clear, things like course, speed, Ship0Name, Ship0LL.
Some things are easy to figure out. Ship0Mount0TorpsLeft is related to whether the mount has reloads and has fired. Similarly, if a ship definition file has 3 triple main turrets:
[Turret0]
Guns=3
Pos=Y
ROFPenalty=0
[Turret1]...
[Turret2]...
the sca file will have holding places for
Ship0Turret0Silenced...
Ship0Turret1Silenced...
Ship0Turret2Silenced...
Other things are a bit more opaque. Each main turret has 100 rounds per gun (RPG=100 in the ship file), the sca file shows:
Ship0TurretAmmo0=240
Ship0TurretAmmo1=60
Ship0TurretAmmo2=0
I figure that RPG is rounds per gun and so 100x3 = 300, split by SAP and HE and ??
Key Question:
But how are things like the Ship0CurrentFloatPoints and Ship0CurrentSuperstructurePoints determined for the sca file? They do not add up to the ship's displacement, and I don't see a simple relationship between the two (but I haven't tried regression).
There is also a disconnect between the "Obsolete Date" in the ship file and the Ship0ObsoleteDate in the sca file (the sca file containing the obsolete date from the bcs file, but that is almost 2x the ship file value).
Crew quality is also odd, being "20" in the bcs file, but "1" in the sca. And fuel endurance? It's a big number; is it in hours or minutes?
And what about the Ship0Id? Is there any relationship to the Ship File? The shipId is stored in the bcs file, and used in the sca file. But I don't see any relationship for ships to files or ships to class, as the following shows:
Ship0Id=548
Ship1Id=449
(these are sister ships, same class, same rebuild)
I did find a note about the shipId in the thread "Can Someone explain the shipID mechanism", and it's clear that one's .bcs file is where it's stored for the game itself. But it's not clear how it's generated.
Has any documentation been developed for these files?
Regards,
Bob
I am looking at the differences between the ship files and the same ship's description in the .sca file that is created when a battle starts.
The origin of some variables in the sca file are clear, things like course, speed, Ship0Name, Ship0LL.
Some things are easy to figure out. Ship0Mount0TorpsLeft is related to whether the mount has reloads and has fired. Similarly, if a ship definition file has 3 triple main turrets:
[Turret0]
Guns=3
Pos=Y
ROFPenalty=0
[Turret1]...
[Turret2]...
the sca file will have holding places for
Ship0Turret0Silenced...
Ship0Turret1Silenced...
Ship0Turret2Silenced...
Other things are a bit more opaque. Each main turret has 100 rounds per gun (RPG=100 in the ship file), the sca file shows:
Ship0TurretAmmo0=240
Ship0TurretAmmo1=60
Ship0TurretAmmo2=0
I figure that RPG is rounds per gun and so 100x3 = 300, split by SAP and HE and ??
Key Question:
But how are things like the Ship0CurrentFloatPoints and Ship0CurrentSuperstructurePoints determined for the sca file? They do not add up to the ship's displacement, and I don't see a simple relationship between the two (but I haven't tried regression).
There is also a disconnect between the "Obsolete Date" in the ship file and the Ship0ObsoleteDate in the sca file (the sca file containing the obsolete date from the bcs file, but that is almost 2x the ship file value).
Crew quality is also odd, being "20" in the bcs file, but "1" in the sca. And fuel endurance? It's a big number; is it in hours or minutes?
And what about the Ship0Id? Is there any relationship to the Ship File? The shipId is stored in the bcs file, and used in the sca file. But I don't see any relationship for ships to files or ships to class, as the following shows:
Ship0Id=548
Ship1Id=449
(these are sister ships, same class, same rebuild)
I did find a note about the shipId in the thread "Can Someone explain the shipID mechanism", and it's clear that one's .bcs file is where it's stored for the game itself. But it's not clear how it's generated.
Has any documentation been developed for these files?
Regards,
Bob