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Minefield Problem Tue, 06 May 2003 08:56 Go to next message
pgarnold is currently offline pgarnold

 
Petty Officer 3rd Class

Messages: 48
Registered: November 2002
Location: near Washington, D.C.
I ran into a problem during a testbed I was running for a game. The situation was an attack on a SD planet with my fleet 8.94 lyrs. to the south-east of the planet. The SD had both a standard minefield set to detonate and a speed trap in place. My fleet had some chaff and so I wanted to run into the minefield at max warp to take it out and follow up with main fleet.

Problem: No matter what I did in the testbed, I could NOT get my chaff to hit either the standard minefield OR the speed trap. I ran tests from warp 5 up to warp 9 and could NOT get even one hit for 42 chaff that were involved. I ran the tests multiple times with the same result. Chaff were split into single ships.

The game is on AutoHost using JCR4. Can anyone give me a clue as to why I could not get a minefield hit?

Paul

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Re: Minefield Problem Tue, 06 May 2003 10:49 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
I think it is likely that the mine detection realizes that you could go warp 3 to make the trip, and slows the ships down to that speed, thereby having all of them 'safely' travel through the mine field.

By the way, the odds of hitting a speed trap at warp 9 in a 8ly radius mine field is only 70%. But with 42 of them, you'd expect to have multiple hits.

A solution is to send the fleet all the way through the field going at least 65ly (I'd prefer to go warp 10 and at least 82ly).

Try your test again with that way and see what happens. Also to chaff sweep a that standard field you probably need a bigger fleet of chaff. You only have about a 21% chance of hitting at warp 9 going through the whole field, and after each hit the odds keep going down.

Hmm, I just did some calculations, and 42 is the expected number you need at warp 10, although with 10% losses you'd want to have 47. And probably more to deal with the random factors. At warp 9 you need to have 49 (again, I'd go with more). Warp 10 needs fewer fleets, but more ships die. Usually fleets are the problem, which is why I prefer warp 10.

Also this size field (8.92 ly radius or 79 mines) is just about ideal, as each hit destroys 10 mines, the last one is 9 mines big. If it were 71 mines you'd need more chaff.


[Updated on: Tue, 06 May 2003 11:01]




- LEit

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Re: Minefield Problem Tue, 06 May 2003 12:14 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
LEit wrote on Tue, 06 May 2003 16:49

I think it is likely that the mine detection realizes that you could go warp 3 to make the trip, and slows the ships down to that speed, thereby having all of them 'safely' travel through the mine field.

I doubt that, AFAIK Stars! looks at the set speed ... but this could be tested if someone has the free time. Grin

Quote:

A solution is to send the fleet all the way through the field going at least 65ly (I'd prefer to go warp 10 and at least 82ly).

Going through the field is indeed (always) better, your chaff travels double the distance through the field (16ly in your case) and gives more chance for hits.

And less chance to trigger the battle board overload bug (but with the numbers you are using this is not going to happen anyway),

regards,
mch

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Re: Minefield Problem Tue, 06 May 2003 13:07 Go to previous messageGo to next message
EDog is currently offline EDog

 
Lt. Junior Grade

Messages: 417
Registered: November 2002
Location: Denver, Colorado, USA
It's also entirely possible that quite by accident you triggered the N/S or E/W minefield immunity without intending to do so. If you moved your fleet directly north, south, east, or west, there is a bug which prevents ships from hitting mines. This is considered a cheat, but it sounds like you may have pulled it off inadvertently. Kind of a pain when you're trying to hit mines!

Or am I remembering wrong and JRC4 fixed that bug? I don't think it did, but I'm mostly goofy about things anyway these days...
Crazy
EDog



http://ianthealy.com
Born, grew up, became an adventurer

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Re: Minefield Problem Tue, 06 May 2003 13:51 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
EDog wrote on Tue, 06 May 2003 19:07

It's also entirely possible that quite by accident you triggered the N/S or E/W minefield immunity without intending to do so. If you moved your fleet directly north, south, east, or west, there is a bug which prevents ships from hitting mines. This is considered a cheat, but it sounds like you may have pulled it off inadvertently. Kind of a pain when you're trying to hit mines!

Or am I remembering wrong and JRC4 fixed that bug? I don't think it did, but I'm mostly goofy about things anyway these days...
Crazy
EDog


Thought of that too but IIRC jRC4 indeed fixed those bugs (or should have), but Paul is probably using jRC3 for his tests. Anyway I rejected that idea because Paul can't trigger both bugs at the same time Wink as he mentioned there are a standard and a speedbump in orbit.

regards,
mch


[Updated on: Tue, 06 May 2003 13:52]

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Re: Minefield Problem Tue, 06 May 2003 14:00 Go to previous messageGo to next message
regiss

 
Petty Officer 1st Class

Messages: 65
Registered: November 2002

And pgarnold mentioned he's going from south-east to the planet.

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Re: Minefield Problem Tue, 06 May 2003 16:11 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
Micha wrote on Tue, 06 May 2003 12:14


I doubt that, AFAIK Stars! looks at the set speed ... but this could be tested if someone has the free time. Grin



OK, I just sent 500 chaff (each in it's own fleet) 25ly on the diagonal (to avoid any ns/ew bugs) at warp 10. They were going through a both a speed and a std mine field. They were not going to the source, or beyond it, just 25 ly into the field, they started at the edge.

There were 41 that died to reactor failure for going warp 10 (somewhat less then the 50 expected).

There were 22 that hit the standard mines, that wasn't enough to chaff sweep the field. The expected number of hits is 167. While you should expect some fairly high variation in that number, 22 is not reasonable. It did leave a nice trail of debris.

There were NONE that hit the speed traps. The odds that one of them could go warp 10 through 25ly of speed traps is 0.815% (less then 1%). The odds that 437 could make the trip are too close to zero to calculate.

Therefore, for mine hits only, it will reduce your speed to the minimum needed to make the trip.

One other wierd thing I noticed is that not all chaff had the same fuel at the end of the trip. One had 110, one had 108, the rest all had 109...



- LEit

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Re: Minefield Problem Tue, 06 May 2003 16:27 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
As a side note, this agues against scout chaff if you plan on doing chaff sweeping.

A scout with only 50mg fuel can only go 82 or 83 ly at warp 10 if you have IFE, if not, then 81 ly at warp 9 is probably the fastest you can go.

A frigate with 125mg fuel can go the full 100 ly at warp 10 even without IFE.

It's probably not a huge factor, but it could be a factor in a battle or two.



- LEit

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Re: Minefield Problem Tue, 06 May 2003 18:32 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Quote:

Can anyone give me a clue as to why I could not get a minefield hit?


Well ... the other race might have you set to friend. Laughing Wink

Regards,
mch

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Re: Minefield Problem Thu, 08 May 2003 09:40 Go to previous messageGo to next message
pgarnold is currently offline pgarnold

 
Petty Officer 3rd Class

Messages: 48
Registered: November 2002
Location: near Washington, D.C.
Ok, I have rerun the testbed and the results are still strange:

Sent my 42 chaff at warp 10 all the way through field and out other end. This is 18 lyrs. distance. Lost 6 due to reactor failure, the rest did NOT have one minefield hit.

Again this is moving in a south-east to north-west vector using JRC3 throught both a standard minefield set to explode AND a speed trap minefield. So minefield bugs are not at work here, I have race set to enemy in testbed, also fleet shows up as RED, futher confirmation that it is set to enemy status.

I ran a second test, this time using whole fleet that included chaff, FFs, DDs, and IS fuel transports. Of 108 ships, 13 were lost to reactor failure, the rest did NOT hit the minefields not once all going warp 10 for a distance of 18 lyrs.

I would send this one off to Jeff, if he was still doing bug fixes.

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Re: Minefield Problem Thu, 08 May 2003 10:57 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
I wrote about that above. You have to go more then 81 ly to get to warp 10 for mine field hits.

LEit wrote on Tue, 06 May 2003 16:11


OK, I just sent 500 chaff (each in it's own fleet) 25ly on the diagonal (to avoid any ns/ew bugs) at warp 10. They were going through a both a speed and a std mine field. They were not going to the source, or beyond it, just 25 ly into the field, they started at the edge.

There were 41 that died to reactor failure for going warp 10 (somewhat less then the 50 expected).

There were 22 that hit the standard mines, that wasn't enough to chaff sweep the field. The expected number of hits is 167. While you should expect some fairly high variation in that number, 22 is not reasonable. It did leave a nice trail of debris.

There were NONE that hit the speed traps. The odds that one of them could go warp 10 through 25ly of speed traps is 0.815% (less then 1%). The odds that 437 could make the trip are too close to zero to calculate.

Therefore, for mine hits only, it will reduce your speed to the minimum needed to make the trip.

One other wierd thing I noticed is that not all chaff had the same fuel at the end of the trip. One had 110, one had 108, the rest all had 109...




- LEit

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Re: Minefield Problem Thu, 08 May 2003 11:40 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
LEit wrote on Tue, 06 May 2003 22:11

Micha wrote on Tue, 06 May 2003 12:14


I doubt that, AFAIK Stars! looks at the set speed ... but this could be tested if someone has the free time. Grin



OK, I just sent 500 chaff (each in it's own fleet) 25ly on the diagonal (to avoid any ns/ew bugs) at warp 10. They were going through a both a speed and a std mine field. They were not going to the source, or beyond it, just 25 ly into the field, they started at the edge.

There were 41 that died to reactor failure for going warp 10 (somewhat less then the 50 expected).

There were 22 that hit the standard mines, that wasn't enough to chaff sweep the field. The expected number of hits is 167. While you should expect some fairly high variation in that number, 22 is not reasonable. It did leave a nice trail of debris.

There were NONE that hit the speed traps. The odds that one of them could go warp 10 through 25ly of speed traps is 0.815% (less then 1%). The odds that 437 could make the trip are too close to zero to calculate.

Therefore, for mine hits only, it will reduce your speed to the minimum needed to make the trip.


Surprised Very surprised! Thanks for testing that! Very good to know!
Even more surprising that some blew up going warp10 but in fact they were going warp5? Confused

Quote:

One other wierd thing I noticed is that not all chaff had the same fuel at the end of the trip. One had 110, one had 108, the rest all had 109...


True weird too, but not as shocking as the above. Grin
BTW, was that he amount of fuel the chaff would have had if they indeed would have travelled at warp5?

Regards,
mch

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Re: Minefield Problem Thu, 08 May 2003 13:11 Go to previous message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
going warp 25 ly at warp 5 with a qj5 is going to cost 1 or 2 mg of fuel (I've deleted that test)

The game only treats you as going min speed for mine hits, for everything else (fuel, warp 10 losses, and what shows in everyone elses scanner) it uses what your orders are.



- LEit

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