Mission Computer Mistake

mass damage and energy damage inverted

I was just poking around with calculations, and just happened to notice that the mass damage and energy damage slots are in the wrong places.

By the calculation, when shields up, damage = (massd / 4) + energyd

Which is fine, that makes perfect sense.

However, if you take the example of a heavy rocket, which kills mantas and confederate patrol ships in a single hit, the calculations clearly shows that the inputted values are inverted.

MassDamage = 225
EnergyDamage = 110

(225 / 4) + 110 = 166.25 not enough to kill a patrol ship or manta

The real value is in fact (110 / 4) + 225 = 252.5 which is the damage that actually occurs

Might do well to swap those two names around, I'm more than certain that some people will get rather confused at some point because of this.

PM the author.

I don't know who the author is, the file didn't come with a read-me.

Verden Leafglow, on Nov 12 2005, 04:49 PM, said:

I don't know who the author is, the file didn't come with a read-me.
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www.google.com

You can get anything from that, including some EV research.

I don't know whether this is that important anymore though. Not many play the original EV anymore, let alone make plug-ins for it. Good luck though.

David Arthur is the creator of Mission Computer.

Click on his name to PM him.

Thanks. 🙂

I have the latest version.

As though the example I gave above wasn't strange enough, I've found something even more perplexing.

After entering some values and testing a new weapon, it turned out that this weapons DOES conform to the massdamage and energydamage values as shown in the editor, like there's nothing wrong...then I go back to check and recheck my calculations on the heavy rockets again and again, only to discover that I was indeed correct, there too. So what I have here is massdamage and energydamage being themselves or each other at their own whim for no apparent reason...

A genuine case of P&~P? This is just weird.

The wëap 'editor' included with MissionComputer is in fact an RDL script generated directly from the original templates, which it matches exactly, so whatever your problem is, it's nothing to do with MissionComputer (if you look at the same resources in ResEdit, you'll see that the values it reports are identical).

With regard to the problems you're having, I can't provide a precise explanation without research, but I'd suggest that you give up trying to find mathematical precision in the engine's behaviour; it often takes into accounts distances and the difference between types of explosions in ways that aren't easily accessible to you.

Verden Leafglow said:

I don't know who the author is, the file didn't come with a read-me.

I suggest you take a look at 'MissionComputer Help' in the Help menu. 🙂

Just for the sake of argument, I opted to swap the values for Mass Driver (30 massd, 0 energyd) to see how the damage would change. The result was that it barely changed at all, when it should be rather significant.

I'm beginning to think that the mathematical calculation is incorrect.