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Thread title | Replies | Last modified |
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DookiCape hitrate report anomaly | 6 | 05:10, 4 December 2013 |
I have been using DookiCape as the movement system for a bot I am working on while I test the targeting. It has been working fine until just a little while ago, when It seems to be calculating the normalized hit totally inaccurately causing the flattener to not be enabled. There may be other problems, Shadow and other top bots get around a 20% hitrate vs it , instead of around 11% before. I didn't change anything movement wise so I have no idea whats happening... Ideas anyone?
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Reviewing the code... The only thought I have is if you did something to screw up detection of the enemy firing bullets, their shots fired would be lower and their hit percentage would be higher.
But I also think the normalized hit rate may be functioning correctly and the result is just not what you expect. :-) It takes distance and max escape angle into account, so theoretically it's immune to things like different distances and bullet powers, but guns and movements still have strengths and weaknesses. To get within a percent or two, I'd probably want to run about 10-20 matches if I saw variance like that, if it is actually just variance.
I have run over 10 matches now and enemy bot hitrate is listed as raw 20+%, in the past (month) this never happened. In addition, I actually am getting hit much more: I am losing the battles very severely to bots with advanced guns. (Now you can say " Make your own movement system instead of complaining about mine!")
Oh, I see. I thought those were the normalized hit rates and you thought they were calculated incorrectly. But those are the real hit rates, and you believe it's because the flattener isn't being enabled, because the normalized hit rates are behaving differently? The first thing I'd look for is a change in distancing. At close ranges, normalized hit rates may be low but you're still getting hit a lot.
And no, I don't mind at all, I like hearing about people using my stuff. :-)