theriansim.com - simulators and utilities

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Woody
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Re: theriansim.com - simulators and utilities

Postby Woody » Tue 24 May 2016, 13:35

I can help, the Kitten is obviously confused. ;) ;)
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aknoth
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Re: theriansim.com - simulators and utilities

Postby aknoth » Tue 24 May 2016, 19:40

lifewarden,

can you give me these data by text as my firewall at work is blocking your images (ex : solone + cedar + lith 60 => xx)
and give me the result for regular quality level ?

THX

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Re: theriansim.com - simulators and utilities

Postby aknoth » Wed 25 May 2016, 19:20

05/25/2016 : runic bow and poisons are fixed, confident balm has been added in both specific and general simulators

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Re: theriansim.com - simulators and utilities

Postby Lifewarden » Thu 26 May 2016, 06:52

oops I'm a bit late it seems :X Ty man, works like a charm now

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Re: theriansim.com - simulators and utilities

Postby aknoth » Thu 26 May 2016, 07:06

no pb.

The sim result is now ok, but the use of this recipe (despite just for ups) remains to be found... :?

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Re: theriansim.com - simulators and utilities

Postby Lifewarden » Thu 26 May 2016, 07:16

aye agreed, simulation confirms that, unfortunately, the best we can do is this "precise" one (down 1 quality level from the perfect)
Rune: Mag : Rune: Mag - (intense 70), Bow Back : Exanese Plank, Bow Belly : Yew Plank, Bowstring : Jutug Fiber, 78 lvl, 66 dmg
cuz the max in wood we can get is
83 (83/83)
58 (companion)
54 (tool)
52 (temple)
4,9 (ring)
7,2 (pot)
=78,7
If only we could up personal to 84/84 somehow... or something... Then we could switch to the perfect quality in that combo and get 68 dmg one. Maybe there is a way :D

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Re: theriansim.com - simulators and utilities

Postby aknoth » Fri 03 Jun 2016, 13:55

06/03/2016 - Public harveting sites

Thanks to new exports given by Falkarma, there is a new tool on "misc" section. It gives public harveting sites. However XML source is far from being exhaustive for the moment.

You can now chose to set max difficulty for your crafts in general simulator. A new feature to ease component selection is coming (like winter, be careful)

I did not update the database with the new version now, I want to check the differences between the before.

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Re: theriansim.com - simulators and utilities

Postby aknoth » Mon 01 Aug 2016, 12:05

8/01/2016 - You can now set your personal lists of basic items in ordrer to preselect or filter the components used in general simulator. To set up a new list, you should use the model and "save as list" option. I am not sure this improvement will be permanent, I will see according to your comments on that.

Sewing, tanning, foundrywork and forge are now available in the "skill progession tool"

Please let me know here or on the site's chat if there is something wrong. Thanks !

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Re: theriansim.com - simulators and utilities

Postby aknoth » Fri 02 Sep 2016, 14:34

09/02/2016 - 70 runes and runes in personal lists

Next update should anable us 70 rune activations, they have been added in the simulator.

You can select them in personal lists.

I will be pretty busy IRL next two weeks, I will do my best to fix bugs.

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Re: theriansim.com - simulators and utilities

Postby aknoth » Tue 13 Sep 2016, 11:17

09/13/2016 :

1.21 database update with...
New glasses
Denhium
...

and

Stone Jaw in megamachineum

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Re: theriansim.com - simulators and utilities

Postby isprite » Tue 13 Sep 2016, 11:29

Are theriansim was broken? There are incorrect stats show.

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Re: theriansim.com - simulators and utilities

Postby aknoth » Tue 13 Sep 2016, 12:28

I thought I fixed it, can you give me an example ?

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Re: theriansim.com - simulators and utilities

Postby isprite » Tue 13 Sep 2016, 14:43

All ok for now. Thank you.

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Woody
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Re: theriansim.com - simulators and utilities

Postby Woody » Tue 13 Sep 2016, 17:20

runic values seem a little off... gala billhook 60 rune shows 60 not 59

Is that an avergaging issue?
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Re: theriansim.com - simulators and utilities

Postby Lifewarden » Tue 13 Sep 2016, 17:26

Maybe there is a fix hint somewhere in that? 59 hammer always rounded to 60 from 59 aswell

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Re: theriansim.com - simulators and utilities

Postby aknoth » Wed 14 Sep 2016, 14:01

Diffences by just one are always rounding issues. Even with applying the right formula with correct rounding options (half-even), silverlight engine does not give every time the result it is supposed to give.

Mac issues are even more odd to me... I have no clue what I can do about it, if you have an idea ? I heard some of you are IT specialists (which I am not)

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Re: theriansim.com - simulators and utilities

Postby Gopol » Wed 14 Sep 2016, 14:39

The MAC/PC issue should be handled by Vyrtis somewhere in the far future. I have made some guesses and pointed to some docs about that issue in a post on the French forum a while ago. I think I could take that the problem into account in my constructability spreadhseet (French only simulator) but I don't wan't to bother with that ( too much work for little gain).


Concerning the simulators, avoiding the rounding issue is difficult. One has to understand that the rounding error is usually in the game, not in the simulator. This is assuredly the case for all those 60 that are really 59 in the game.

If the simulator uses a java like mathematical library and you don't take precautions against rounding issues, you are actually likely to get the same rounding errors as in the game. But maybe not and you might add rounding errors of your own. To ensure total adequation with the in-game rounding seems a titanesque task to me (and I know some technical details of the stuff).

What I do in my offline openOffice simulators is detect situations where that *might* be a rounding issue and put a warning next to the result. It think that it is actually impossible to do more than that in a spreadSheet.

As for errors in the formulas used in the simulators, some of us now have access to some of the formulas in the database of the game so we can crosscheck. Only some of the formulas however, we don't have access, for instance, to the constructability formulas of the massive mechanisms. (I guess because those follow a different logic : there is probably a "base formula" that gets derived per type of craft depending on the amounts of ingredients or something like that. Which explains why the final parameters for those formulas aren't round numbers like almost every other parameters in almost every other formulas)

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Re: theriansim.com - simulators and utilities

Postby Lifewarden » Wed 14 Sep 2016, 15:34

From my limited knowledge of silverlight (mostly from C#... it's a pity that I never used silverlight to program anything, it was already half-dead when I took a peek at it :?) it does have a very limited implementation of math.round() which doesn't allow programmer to specify, what way exactly a midpoint rounding should go, thus many programmers make their own overload of round() which may work differently than expected... Why not ask the Devs directly I wonder? Otherwise we may make guess after a guess for all the eternity :roll:

p.s. my wild guess: maybe a wrong overload is used in one of the methods somewhere?.. Cuz if default math.round() is used for, say, 59.5, it will return 59...

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Woody
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Re: theriansim.com - simulators and utilities

Postby Woody » Wed 14 Sep 2016, 18:15

I don't have programming knowledge but in my maths days ( albeit 20 years ago lol )... I think it is the basic roundup / rounddown difference in how a *.5 is handled. I wonder if changing the round in the simulaters to rounddown is possible... could it be THAT easy? prolly not :D
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Re: theriansim.com - simulators and utilities

Postby Lifewarden » Wed 14 Sep 2016, 18:53

dudes can you link here the formula with an exact numbers for the hammer pls?


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