kc3kai / kancolle-replay Goto Github PK
View Code? Open in Web Editor NEWSortie Replay and Simulation by @fourinone41
License: MIT License
Sortie Replay and Simulation by @fourinone41
License: MIT License
An error occurs when importing Friend Fleet from KCNav.
Uncaught TypeError: Cannot read properties of undefined (reading 'split')
at Object.kcnavToSaveComps (convert.js:581:47)
at Proxy.<anonymous> (ui-main.js:830:29)
I'm trying to convert poi battle records into kc3-replayer-compatible ones, and am wondering if there is a document describing the minimal data structure used by this replayer? - I know it's simply battle records used by KC3Kai, but I want to know the full set of fields used by this replayer so I can have a better idea on how the conversion should be done properly.
This might end up creating a document specifying the structure used by replayer (btw where is the wiki for this repo?) and I'm more than happy to collaborate on this.
I noticed that fit bonuses are not taken into account when calculating a ship's stats. For example, T3 Sonars have a bonus of +3 ASW when equipped on Shigure, so when I equip two of them plus a T3 DCP on a level 87 Shigure K2, I should get a total of (70 (base) + 28 (equip) + 6 (bonus) =) 104 ASW stat. But I only got 98.
Is this planned to be supported? Or is it intentional to not support equipment bonuses?
enemy jet is facing the wrong direction.
replay for debugging: http://i.imgur.com/8Cqe79J.png
武藏改二 has 5 slots and use 補強增設 can have 6 ,but simulator only 5 slots.
As Quoted from Source: https://www.facebook.com/kc3kai/posts/1689451074675718?comment_id=1689458054675020&comment_tracking=%7B%22tn%22%3A%22R%22%7D
There's an error, Zero Fighter Model 21 (Skilled) couldn't ranked up
Erm Actually I'm Using Manual Mode To Choose The Equipment. But Here's The Screenshot
Looks like you guys forgot to add ImproveType parameter on T21 Zero Fighter Skilled (Equip ID 96) =))
This will be potentially crucial to changing boss battle results -- hopefully we get to see an implementation for friendly fleet support in the future?
I'm not sure if it's because the production version version hasn't been updated but I can't load this file with that replayer. The stack trace is
TypeError: data.api_ship_ke is undefined
Stack trace:
processAPI@http://kc3kai.github.io/kancolle-replay/player.js:429:1
loadCode/f@http://kc3kai.github.io/kancolle-replay/player.js:2370:4
loadCode@http://kc3kai.github.io/kancolle-replay/player.js:2384:7
loadImage/preview.onload@http://kc3kai.github.io/kancolle-replay/battleplayer.html:30:5
Today I finished the E3 transportation phase.
I tried to play the replay, and find that the 2nd fleet of Abyssal Task force
killed by the Air Strike reinforcement were not correctly shown.
Not sure about is it the replay wrong, or the replay simulation got bug.
Bug report:
1.Nagato and Mutsu's special shouldn't trigger when number2 BB is Taiha'd.
2.New depth charge projectors(+12 and +15 ones) do have synergy with sonar which works differently with old DCPs.
Request:
1.Add repair team/goddess comsuption in average resupply section.
To see how moral-less 3-2A runs go?
I have tried the "import from code" feature, but I find its format is completely different when I trace the source code.
This format is widely adopted by many KanColle tools, like http://www.kancolle-calc.net/deckbuilder.html
Example:
{"version":3,"f1":{"s1":{"id":467,"lv":129,"luck":53,"items":{"ix":{"id":42},"i1":{"id":144,"rf":7},"i2":{"id":144,"rf":7},"i3":{"id":94,"rf":7},"i4":{"id":108,"rf":0}}},"s2":{"id":119,"lv":132,"luck":45,"items":{"ix":{},"i1":{"id":58,"rf":6},"i2":{"id":58,"rf":6},"i3":{"id":41,"rf":0}}},"s3":{"id":146,"lv":95,"luck":13,"items":{"ix":{},"i1":{"id":58,"rf":6},"i2":{"id":58,"rf":6},"i3":{"id":41,"rf":0}}},"s4":{"id":466,"lv":135,"luck":24,"items":{"ix":{"id":42},"i1":{"id":113,"rf":7},"i2":{"id":110,"rf":7},"i3":{"id":113,"rf":7},"i4":{"id":110,"rf":7}}},"s5":{"id":156,"lv":138,"luck":8,"items":{"ix":{"id":42},"i1":{"id":157,"rf":7},"i2":{"id":52,"rf":7},"i3":{"id":113,"rf":7},"i4":{"id":52,"rf":7}}},"s6":{"id":196,"lv":110,"luck":53,"items":{"ix":{},"i1":{"id":100,"rf":7},"i2":{"id":52,"rf":7},"i3":{"id":52,"rf":7},"i4":{"id":61,"rf":7}}}},"f2":{"s1":{"id":455,"lv":35,"luck":11,"items":{"ix":{},"i1":{"id":75,"rf":0},"i2":{"id":75,"rf":0}}},"s2":{"id":454,"lv":33,"luck":11,"items":{"ix":{}}},"s3":{"id":135,"lv":23,"luck":13,"items":{"ix":{},"i1":{"id":75,"rf":0},"i2":{"id":75,"rf":0}}},"s4":{"id":163,"lv":7,"luck":7,"items":{"ix":{}}}},"f3":{"s1":{"id":351,"lv":59,"luck":12,"items":{"ix":{}}},"s2":{"id":306,"lv":61,"luck":10,"items":{"ix":{},"i1":{"id":75,"rf":0},"i2":{"id":75,"rf":0}}},"s3":{"id":180,"lv":72,"luck":15,"items":{"ix":{}}},"s4":{"id":179,"lv":71,"luck":15,"items":{"ix":{},"i1":{"id":75,"rf":0},"i2":{"id":75,"rf":0}}},"s5":{"id":203,"lv":66,"luck":12,"items":{"ix":{},"i1":{"id":75,"rf":0},"i2":{"id":75,"rf":0}}},"s6":{"id":434,"lv":72,"luck":14,"items":{"ix":{}}}},"f4":{"s1":{"id":320,"lv":66,"luck":18,"items":{"ix":{},"i1":{"id":75,"rf":0},"i2":{"id":75,"rf":0}}},"s2":{"id":345,"lv":62,"luck":10,"items":{"ix":{},"i1":{"id":75,"rf":0},"i2":{"id":75,"rf":0}}},"s3":{"id":314,"lv":60,"luck":30,"items":{"ix":{},"i1":{"id":75,"rf":0},"i2":{"id":75,"rf":0}}},"s4":{"id":329,"lv":66,"luck":13,"items":{"ix":{},"i1":{"id":75,"rf":0},"i2":{"id":75,"rf":0}}},"s5":{"id":300,"lv":67,"luck":12,"items":{"ix":{}}},"s6":{"id":346,"lv":79,"luck":11,"items":{"ix":{}}}}}
which means:
(1)瑞鶴改二甲 Lv129 天山一二型(村田隊)★7,天山一二型(村田隊)★7,天山一二型(友永隊)★7,熟練艦載機整備員
(2)北上改二 Lv132 61cm五連装(酸素)魚雷★6,61cm五連装(酸素)魚雷★6,甲標的
(3)木曾改二 Lv95 61cm五連装(酸素)魚雷★6,61cm五連装(酸素)魚雷★6,甲標的
(4)翔鶴改二甲 Lv135 流星(六〇一空)★7,烈風(六〇一空)★7,流星(六〇一空)★7,烈風(六〇一空)★7
(5)大鳳改 Lv138 零式艦戦53型(岩本隊)★7,流星改★7,流星(六〇一空)★7,流星改★7
(6)飛龍改二 Lv110 彗星(江草隊)★7,流星改★7,流星改★7,二式艦上偵察機★7(2-1)萩風 Lv35 ドラム缶(輸送用),ドラム缶(輸送用)
(2-2)嵐 Lv33 empty,empty
(2-3)長波 Lv23 ドラム缶(輸送用),ドラム缶(輸送用)
(2-4)まるゆ Lv7(3-1)江風改 Lv59 empty,empty,empty
(3-2)能代改 Lv61 ドラム缶(輸送用),ドラム缶(輸送用),empty
(3-3)Z3 zwei Lv72 empty,empty,empty
(3-4)Z1 zwei Lv71 ドラム缶(輸送用),ドラム缶(輸送用),empty
(3-5)初雪改 Lv66 ドラム缶(輸送用),ドラム缶(輸送用),empty
(3-6)睦月改二 Lv72 empty,empty,empty(4-1)磯風改 Lv66 ドラム缶(輸送用),ドラム缶(輸送用),empty
(4-2)高波改 Lv62 ドラム缶(輸送用),ドラム缶(輸送用),empty
(4-3)酒匂改 Lv60 ドラム缶(輸送用),ドラム缶(輸送用),empty
(4-4)野分改 Lv66 ドラム缶(輸送用),ドラム缶(輸送用),empty
(4-5)初風改 Lv67 empty,empty,empty
(4-6)照月改 Lv79 empty,empty,empty
Can we make it so that when the deck builder is loaded, it also reflects the LBAS?
When output from the Aerial Combat Sim, I think it will be included in the data.
When creating a deck from scratch or
Morale defaults to 49 after importing a deck.
The same goes for the support fleet.
This has a big impact on win rate.
In order to simulate the sparkling state, it is necessary to change the morale. more in the text box of each ship one by one, which is very inconvenience.
I want my fleet and friendly fleet to be in Sparkling state by default or by pressing a Mamiya Irako button.
It's a rough hack, but an example of setting it to a sparkling state by default
diff --git a/js/simulator-ui/fleet-editor.js b/js/simulator-ui/fleet-editor.js
index 0f86b7f..02c1eda 100644
--- a/js/simulator-ui/fleet-editor.js
+++ b/js/simulator-ui/fleet-editor.js
@@ -121,7 +121,7 @@ var FLEET_MODEL = {
level: level,
hp: sdata.HP,
hpInit: sdata.HP,
- morale: 49,
+ morale: isFriend ? 52 : 49,
fuelInit: 100,
ammoInit: 100,
statsBase: {
Just a small feature request for the battle replayer, I would like to see a button to copy direct link to the clipboard when you input an image to the replayer, I would also like to see a feature to copy direct link and node together so when someone clicks on the link it will send them directly to the battle node.
At the moment you can use something like this and basically I would just link to have this feature made more visible for everyone.
I noticed that in the simulator, whenever I choose a preset abyssal fleet, it is always the comps from phase 1. Do you plan on supporting phase 2?
What license is kancolle-replay?
I noticed that, no matter what, night battle cut-ins never seem to occur when a battle is being simulated, independently of high luck values, searchlights, star shells, they just never seem to happen.
source: KC3Kai/KC3Kai#1676
1.If you use headquarters-type equipment, I guess that the current specifications allow you to evacuate any ship at any time. However, this cannot consider route branching such as search value. Therefore, I would like to be able to individually specify the ships that are allowed to evacuate and escort for each node, and set the maximum number of them.
2.Currently when I edit fleet info, I have to re-import the eval for each node. This is very time consuming. Therefore, I would like to have a function that allows you to set whether or not to grant special effects in advance, and automatically grant special effects when the fleet is edited (or when calculation starts).
3.I think that operability will be further improved if ships, equipment, and base air groups can be moved and replaced with a mouse drag.
This sentence uses machine translation. Please ask questions if anything is unclear.
Thanks for the great tools as always.
The current "one support fleet apply to all" is unrealistic. Also they have different appear rate. Should also provide a checkbox for user to select are they sparkled
If a ship is carrying a Damage control goddess with Retreat on heavily damaged, the ship is still not able to advance.
a feature request. Is it possible to load image from query strings as if there are provided in "Load from URL" section?
For example, here is a replay:
http://i.imgur.com/wS8pIvJ.png
And to load it automatically, one can provide something like:
http://kc3kai.github.io/kancolle-replay/battleplayer.html?fromImg=http://i.imgur.com/wS8pIvJ.png
in which the stuff after fromImg=
is URL to the replay image.
this could make it more convenient for users to share their replays.
Music on 4-4 boss node in replay player is bugged, instead of kaga enka it plays 5-3 boss bgm. Here example: http://i.imgur.com/RJrxpvE.png
from KC3Kai/KC3Kai#1386
kcSHIPDATA.js lists Souya's fuel/ammo consumption as follows:
AGS: 20, 5
AGL: 20, 0
AGB: 25, 0
According to other sources, rather than 5/0/0, the ammo value should be 10/5/5.
These 0
values are causing division by zero here (in the line handling ammo values):
...which causes the ammo consumption values to become NaN'd:
As many times in the past, loading image from url doesn't work anymore.
I tried both with gyazo and imgur
http://i.imgur.com/ZRffNxf.png
https://i.gyazo.com/a067dca361a1cd2dbd4af1beba2ad7b2.png
But every time nothing shows up, except the message "Invalid URL" after a minute or so.
I tried many things, from removing http:// to loading it from page url
http://kc3kai.github.io/kancolle-replay/battleplayer.html?fromImg=http://i.imgur.com/ZRffNxf.png
http://kc3kai.github.io/kancolle-replay/battleplayer.html?fromImg=http://i.gyazo.com/a067dca361a1cd2dbd4af1beba2ad7b2.png
nothing works; I also tried loading an old replay without airbases or combined and that I know for sure it worked back then, no results.
I have the suspicion that it breaks mostly after updates, happened in the past and usually during or right after events
Shooting order in night battle should be different from day battle second round. In night battle, the sunk ship should be skipped, and no succeeding active/alive ships taking over its position even if the ship sunk before night battle(sunk in day battle).
Succeeding active/alive ships taking over the position of sunk ship in end of day battle first round, but not in night battle
Here's an example when night battle start, sunk ships happened in day time
our enemy
1 okay 1 okay
2 okay 2 okay
3 okay 3 sunk
4 okay 4 sunk
5 okay 5 sunk
6 okay 6 okay
Expetced shooting order like:
our 1 -> enemy 1 ->
our 2 -> enemy 2 ->
our 3 -> enemy 3(skip) ->
our 4 -> enemy 4(skip) ->
our 5 -> enemy 5(skip) ->
our 6 -> enemy 6
But I see from Replayer is:
our 1 -> enemy 1 ->
our 2 -> enemy 2 ->
our 3 -> enemy 6 (smallest succeeding to 3rd) ->
our 4 -> skip ->
our 5 -> skip ->
our 6 ->
This is the rule for day battle second round, but not for night battle, seems some logic error here, maybe miss-using the day battle rule into night battle?
is it possible to add night battle against submarines using combined fleet? it would be great if it's added as it is a very old mechanic that is still not added in simulator.
These are things that would affect retreat rate. Also, adding damecon consumption rate estimate could help too.
Hello, can u fix these things from KC3 Emulator:
- CV can equip Search Ligh,
- The Left side always got advantaved the Right side.
-- Vũ Bảo via Facebook fan page messaging
So that it would be possible to sinulate only part of a battle.
When using a support expedition, and one of the enemy fleets consists of submarines only, the script crashes.
In kcsim.js
and in kcsimcombined.js
(version from the latter file shown):
//support phase
if (Fsupport && !NBonly && !aironly && alive1.length+subsalive1.length > 0 && alive2.length+subsalive2.length > 0) {
var shipsS = Fsupport.ships;
if (C) {
BAPI.data.api_support_flag = 2;
BAPI.data.api_support_info = { api_support_airatack:null, api_support_hourai:null };
/*if type == 2*/ BAPI.data.api_support_info.api_support_hourai = { api_cl_list:[0,0,0,0,0,0,0], api_damage:[0,0,0,0,0,0,0], api_deck_id:3};
}
var hou = (BAPI)? BAPI.data.api_support_info.api_support_hourai : undefined;
for (var i=0; i<shipsS.length; i++) {
var ship = shipsS[i];
var target = choiceWProtect(alive2);
Here, alive2=[]
and subsalive2=[SS,SS,SS,SS,SS,SS]
. The script crashes on choiceWProtect([])
.
The solution would be to either skip the outer if statement or the inner for loop (unsure which is appropriate). Patch for the former:
//support phase
if (Fsupport && !NBonly && !aironly && alive1.length+subsalive1.length > 0 && alive2.length > 0) {
var shipsS = Fsupport.ships;
Recently a feature added to KC3 Strategy Room Ship Library page, which could compare player's abyssal encounter data (ship 5 stats and equipment) with embedded data from kcSHIPDATA.js
.
So I have scanned those ships marked with unknownstats: true
, get some correct stats for them (as long as my encounter history is correct).
Request @fourinone41 to check these changes. Also update kcSHIPDATA.js
on this side if no problem.
Changes of kcSHIPDATA.js
at main repo:
KC3Kai/KC3Kai@8043afb
To anyone who are holding more encounter data, could be nice if go Ship Library, check & report the different stats to us.
Someone else is making a similar simulator in Japanese and induced a number of concerns, which some of those should also apply to this simulator and thus I think it's good to look at that: http://ja.kancolle.wikia.com/wiki/%E3%82%B9%E3%83%AC%E3%83%83%E3%83%89:758
got an error while loading the following replay:
http://i.imgur.com/OjiG4PZ.png
TypeError: Cannot read property '0' of null(…) (player.js:2845)
[Show Fleet Details] button for combined fleet does not show the escort fleet.
Sample: http://imgur.com/GfluIMU
It seems that if this plane is equipped, the status of air battle would become AP no matter other planes are equipped. Would you please check this out?
HP setting
Currently, HP max is 999, but now there is HP 2400 boss so please make HP max to 9999
Also, if you copy+paste a sortie code to simulator, it cannot change HP.
For example, if you paste
{"f1":{"form":"13","s1":{"id":"1501","lvl":"1","hp":"999","fp":"6","tp":"15","aa":"6","ar":"5","ev":"14","asw":"25","los":"3","luk":"1","rng":"1","spd":"10","tacc":"","items":{"i1":{"id":"501"},"i2":{"id":"0"},"i3":{"id":"0"},"i4":{"id":"0"},"i5":{"id":"0"},"i6":{"id":"0"}},"morale":"49","fuel":"100","ammo":"100"}}}
to there, but it wil still make HP 20 DD i-class, rather than HP 999 DD i-class.
Please make Striking force fleet (7 ships) available.
Please make abyssal combined fleet of night-start battle like 2017 Fall/ 2018 Winter event.
In those events, if there is "abyssal" combined fleet on night-start battle node, it will do night battle onee (if there is BB, twice) and go to day battle.
But in current simulator, if there is "abyssal" combined fleet on night-start battle node, 2nd fleet of abyssal will disappear and acts as same as normal night battle.
I used the customizer tho :"> loaded kumano, HP default is 67? idk
bug report, level max still 150, and setting kumano level to married adds 17? instead of 7
same with Suzuya
Eugen got 13 HP upon marriage
Central Hime who is a installation type but work like a battle ship , yet she still work like other installation type that need plane to be able to attack.
and artillery imp also i think.
and sir can you release the sources so other ones can work individual and make this better? I would be really grateful if you could do it.
We've already got Abyssal Combined Fleet now, so please add it into the battle simulator.
So that when people using the simulator they can know if the trial result really depend on what they want to check, or is the relative formula implemented in the same way as as the one people have in their mind
Hello there. I have been testing with different support fleet recently and I realise that the shelling support is way too accurate as compared to in-game. I suspect that the base accuracy term used by the simulator is 90, same as that of day time shelling. But there are multiple sources suggesting that it should be around 64 for BBs and somewhat lower for CVs.
Is there any chance to modify the base accuracy of shelling support by the simulator? Any way, if you need any help with Chinese translation, feel free to bug me on github or in my stream (https://www.twitch.tv/divinity_123).
sources:
http://nga.178.com/read.php?tid=8785343
http://nga.178.com/read.php?tid=8194190
Cheers.
The more settings there are, the more obscene the scrolling becomes for the user. One idea is to allow the user to jump to each section from a sort of control panel that follows the scrolling. It would also be nice to be able to start the simulation (this could be done with keyboard shortcuts).
One more thing.
I think it would be more functional if the retrieval of the calculation results could be expanded.
For example, currently it shows the amount of resources required for S-victory and sinking the flagship, but it would be helpful to show the amount of resources required for A-victory or B-victory or more (it would be good to make this the default or an option).
Also, I would like to have the ability to copy the results to the clipboard as an example as follows
撤退率:63.2%,S率:4.1%,旗艦撃沈率:9.8%
旗艦撃沈あたり
燃料:15810.3
弾薬:11596.9
鋼材:5823.8
ボーキ:5997
バケツ:34.3
or
撤退率:1.4%,S率:87.9%
S勝利あたり
燃料:83.9
弾薬:65.5
鋼材:16.5
ボーキ:0
バケツ:0.2
and so on.
It would be nice if the words could be adjusted according to the language
I use this feature in my own extension and it is so easy to use that I think it is worth to have it as a standard feature
Tell people not to minmax their fleet setup base on results from this simulator since this is not a perfect simulator
From what I can tell, Anti-submarine warfare with seaplane tenders isn't working properly. Mizuho, Chitose, Chiyoda, or Akitsushima equipped with a Seaplane Bomber won't perform ASW in the simulated runs of 1-5 I tested out of curiosity just a moment ago.
As long as conditions are met, sortie simulator allows submarine touch to fire up to 3 times in one day battle, once for each shelling round. I checked a few dozen battles on 58-4-S in KCNav and I can't find a single example of this happening. Submarine touch seems to fire at most once during the day and once at night in a single battle in the actual game.
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