Mod Unit DB

Post here if you want to help developing something for FAF.

Re: Mod Unit DB

Postby ZLO_RD » 16 Mar 2014, 21:45

i really like what i read here :)

Got into database clicked on 1rst unit and it was shield disruptor "Absolver" and it antishield DPS is not mentoined there, as well as in current database, but as i remember it deals about 650 damage per shot to shields...

UEF strat sub "Ace" nuke deals 0 damage according to your DB

Wreck mass and health calculated wrong as i suspect (in both databases), at least in game wreck leave 81% mass not 90%

maybe it is not needed, but if you want perfection in your database.... air staging facility for cybran: vision range is not displayed in database :D

looking at sera t2 flack atm:
72 damage ( radius) = damage total, seconds
turret pitch: 35° ±80° (180°/s), turret yaw: 0° ±180° (180°/s)
firing tolerance: 2
range: 40

can't really understand is it 72 dps or 72 per shot, but how much does it shoot per second (reload time) is not mentoined

Oh now i see some info right from bluprints and it is really funny for me, maybe mass multiplyer and healt multiplyer for wreck overlap in some way...
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Re: Mod Unit DB

Postby lextoc » 16 Mar 2014, 21:45

burnstreet wrote:I now have a preview version of the mod unit db on http://burnstreet2.bplaced.net/

I'd love to get feedback about it.

I am planning to open source it soon, just have to clear licensing with raging_squirrel for his lua parser before.

Help is welcome, there is enough to do to make it great:
  • graphics
    • nicer / more icons
    • layout / design elements
  • html/js: completing / improving the frontend
  • python: completing / improving the backen

looks great !
I'm watching you!
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Re: Mod Unit DB

Postby burnstreet » 16 Mar 2014, 22:47

ZLO_RD wrote:i really like what i read here :)

Got into database clicked on 1rst unit and it was shield disruptor "Absolver" and it antishield DPS is not mentoined there, as well as in current database, but as i remember it deals about 650 damage per shot to shields...

UEF strat sub "Ace" nuke deals 0 damage according to your DB

Wreck mass and health calculated wrong as i suspect (in both databases), at least in game wreck leave 81% mass not 90%

maybe it is not needed, but if you want perfection in your database.... air staging facility for cybran: vision range is not displayed in database :D

looking at sera t2 flack atm:
72 damage ( radius) = damage total, seconds
turret pitch: 35° ±80° (180°/s), turret yaw: 0° ±180° (180°/s)
firing tolerance: 2
range: 40

can't really understand is it 72 dps or 72 per shot, but how much does it shoot per second (reload time) is not mentoined

Oh now i see some info right from bluprints and it is really funny for me, maybe mass multiplyer and healt multiplyer for wreck overlap in some way...

thanks for the feedback.

dps calculations aren't yet implemented, the whole weapons data area is still very much a TODO area.
I should probably work more on the data side before spending time on bling again :)
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Re: Mod Unit DB

Postby burnstreet » 16 Mar 2014, 23:38

Apparently none of the air stagings have a vision range in their bp. I just checked in the normal unit db, there is none mentioned there, too.
So it seems FA has a default vision range? is there something like a default bp all units inherit from?
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Re: Mod Unit DB

Postby burnstreet » 16 Mar 2014, 23:42

ZLO_RD wrote:Wreck mass and health calculated wrong as i suspect (in both databases), at least in game wreck leave 81% mass not 90%

The old db uses a constant 0.9 factor, I use wreckage.buildcostmass as factor, which is .9 most of the time as far as I can see.

As far as I remember, the reclaim for structures should also be .5, not .9 or .81.
May it be that the game does not use these values from the bps but overrides them somewhere?
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Re: Mod Unit DB

Postby burnstreet » 17 Mar 2014, 00:06

ok, last update for today:
- physics information shown
- times shown in proper format
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Re: Mod Unit DB

Postby Serafijn » 26 Mar 2014, 16:12

burnstreet wrote:I now have a preview version of the mod unit db on http://burnstreet2.bplaced.net/

I'd love to get feedback about it.

I am planning to open source it soon, just have to clear licensing with raging_squirrel for his lua parser before.

Help is welcome, there is enough to do to make it great:
  • graphics
    • nicer / more icons
    • layout / design elements
  • html/js: completing / improving the frontend
  • python: completing / improving the backen


If I am not mistaken your db lacks the functionality of comparing two units or buildings side-by-side, something that is possible with the FAF-db.
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Re: Mod Unit DB

Postby burnstreet » 26 Mar 2014, 22:41

Serafijn wrote:
burnstreet wrote:I now have a preview version of the mod unit db on http://burnstreet2.bplaced.net/

I'd love to get feedback about it.

I am planning to open source it soon, just have to clear licensing with raging_squirrel for his lua parser before.

Help is welcome, there is enough to do to make it great:
  • graphics
    • nicer / more icons
    • layout / design elements
  • html/js: completing / improving the frontend
  • python: completing / improving the backen


If I am not mistaken your db lacks the functionality of comparing two units or buildings side-by-side, something that is possible with the FAF-db.

Yes, it still lacks many features, you are welcome to help complete it :D
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Re: Mod Unit DB

Postby Dragonfire » 31 Oct 2014, 13:25

Any progress?

Open Source would be usefull ...
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Re: Mod Unit DB

Postby Dragonfire » 04 Nov 2014, 18:18

My native language is not english, please correct me, because I want to improve my skills # Resource Overview
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