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Posted
10 hours ago, LIONOFWALES said:

Not a bad map mate... but the one in game is better... sorry.

 

 

not a bad post ... every other  post over last 3 years in forum is better .......sorry

 

  • Like 4
Posted
16 hours ago, LIONOFWALES said:

Not a bad map mate... but the one in game is better... sorry.

Are you being serious? Felix’s provides all of the tools that the in game map is missing, so much so that the dev’s basically endorse it over their own tool and quit working on it, lol (they’re removing the trader tool as of the last word).

Posted

With the new RvR changes it's going to be important to be able to select County capitals, all ports in a County, and show the County boundaries again.  (if there's a way, I'm not seeing it right now)

 

Posted
2 hours ago, Barbancourt said:

With the new RvR changes it's going to be important to be able to select County capitals, all ports in a County, and show the County boundaries again.  (if there's a way, I'm not seeing it right now)

 

Yes, working on it ^^ No eta though

  • Like 7
Posted

Another minor suggestion to Cannons List:

1. Move Reload Time from generic to damage column

2. Add Weight to Generic column

3. Switch sequence of columns from Crew - Damage - Dispersion - Generic - Penetration 

                                                          to      Damage - Penetration - Crew - Dispersion - Generic

4. Maybe switch from DPS to DPM in Damage column? 

 

  • Like 2
Posted

I need some help with calculating repairs when modules are applied. Maybe @jodgi, @Tom Farseer or @qw569 has an idea:

1. Amount of repairs

  • Data from game file 'armor repair.xml': REPAIR_VOLUME_PER_ITEM 300, REPAIR_PERCENT 0.2
  • To calculate the amount of repairs needed: side armour hp / REPAIR_VOLUME_PER_ITEM * REPAIR_PERCENT
  • Add the module 'Northern Carpenters' (id 1435) to the ship, for example: REPAIR_ARMOR REPAIR_PERCENT 0.03
  • How is the calculation changed, i.e. where to apply the 0.03? Will REPAIR_PERCENT be 0.23 (0.2 + 0.03) or 0.206 (0.2 * 1.03)?

2. Speed of repairs

  • Data from game file 'armor repair.xml': REPAIR_MODULE_TIME 90 (secs)
  • Add the module 'Northern Carpenters' (id 1435) to the ship, for example: REPAIR_MODULE_TIME –3 %
  • Is the repair time lowered by –3 %, ie. 87 secs?
  • Like 1
Posted (edited)
1 hour ago, Felix Victor said:

I need some help with calculating repairs when modules are applied. Maybe @jodgi, @Tom Farseer or @qw569 has an idea:

1. Amount of repairs

  • Data from game file 'armor repair.xml': REPAIR_VOLUME_PER_ITEM 300, REPAIR_PERCENT 0.2
  • To calculate the amount of repairs needed: side armour hp / REPAIR_VOLUME_PER_ITEM * REPAIR_PERCENT
  • Add the module 'Northern Carpenters' (id 1435) to the ship, for example: REPAIR_ARMOR REPAIR_PERCENT 0.03
  • How is the calculation changed, i.e. where to apply the 0.03? Will REPAIR_PERCENT be 0.23 (0.2 + 0.03) or 0.206 (0.2 * 1.03)?

With Northern Carpenters will be 0.2+0.03=0.23

My very very old explanation of repair (100 was old value of REPAIR_VOLUME_PER_ITEM)

 

Edited by qw569
  • Like 5
Posted

I think I have the calculation right (thanks to @qw569) for the modules except for the perks.

  1. Expert Carpenter: PERK_HULL_REPAIR_PERCENT_MODIFIER 0.05
  2. Rigging Specialist: PERK_SAIL_REPAIR_PERCENT_MODIFIER 0.025

The values are not added to the repairs needed (hull hp * repair percent / repair volume). I tested it. Has anyone an idea what the modifiers do when they are not added to 'repair percent'?

Btw: You can test the current version here: https://na-map-test.netlify.com/

  • Like 2
Posted

FYI, hostilities showed up yesterday for Regional capitals, however today no hostilities are showing. Still the best map for the game...should be paid for it. :)

  • Like 2
Posted (edited)
17 hours ago, Felix Victor said:

This was until the Twitter bot got blocked because of too many tweets. Hope it gets unblocked soon.

Twitter bot is back. Map is updated, some of the older data is missing though (cannot get more than 100 entries through standard API). Will work properly tomorrow at the latest.

Edited by Felix Victor
  • Like 2
Posted (edited)
3 hours ago, Felix Victor said:

Twitter bot is back. Map is updated, some of the older data is missing though (cannot get more than 100 entries through standard API). Will work properly tomorrow at the latest.

I have increased the threshold for reporting hostility by more than 4 times.

Perhaps the records will be less :D

PS

On 25 April the threshold increased by 2 times and result 458 tweets :D

 

image.png.c6a59bdb192f42fb716718e668125e38.png

Edited by qw569
  • Like 2
Posted
1 hour ago, Barbancourt said:

clickable dot, either national or neutral

It is because of the incomplete twitter data. Will be automatically resolved by the next maintenance at the latest.

  • Like 1
Posted (edited)

As there are still so many port battles scheduled, some of them are not shown on the map. This is due to the limit of 100 tweets that the map bot can access through the standard Twitter api.

Results of (most of) the port battles are shown though.

Edited by Felix Victor
  • Like 2
Posted (edited)
26 minutes ago, Felix Victor said:

As there are still so many port battles scheduled, some of them are not shown on the map. This is due to the limit of 100 tweets that the map bot can access through the standard Twitter api.

Results of (most of) the port battles are shown through.

Try to make query with date/time strings (first part of tweets)?

For example if you add "[30-04-2019 13:" to the query then you get all records from 30-04-2019 13:00 to 30-04-2019 13:59.

https://twitter.com/search?f=tweets&vertical=default&q=from%3Azz569k "[30-04-2019 13%3A"&src=typd

Edited by qw569
  • Like 1
Posted (edited)
On 4/30/2019 at 3:45 PM, qw569 said:

For example if you add "[30-04-2019 13:" to the query then you get all records from 30-04-2019 13:00 to 30-04-2019 13:59.

Done as suggested. Thanks again.

Map can now display all twitter messages again.

Edited by Felix Victor
  • Like 4

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