1.2.0

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So I was testing some other stuff and decided while I was at it to bung some yatagan variants through my benchmarks.
Note, take the figures with a grain of salt as there can be up to 1% jitter and these are all quite close. Also my figures often show .5 to 1% higher than the rumble, but what I got was:

  • jk.sheldor.nano.Yatagan 1.1.7 79.6%
  • jk.sheldor.nano.Yatagan 1.2.1 78.8%
  • nz.jdc.nano.Yatagan117a 1.0.0 79.4%
  • nz.jdc.nano.Yatagan117b 1.0.0 79.0%

1.1.7 and 1.2.1 are your released versions, both scores align reasonably with the rumble and show 1.2.1 being down a little.
117a is a copy of 1.1.7 with the movement code change suggested above.
117b is a copy of 117a, but with the addition of setAdjustGunForRobotTurn(true);

Not sure what is causing the (relative) weakness in 1.2.1, it could be the change in energy detection, or it could be putting oscillate first in the table, or another table bug. Another possibility is the gun adjust. I have varying results with that and often find it hurts rather than helps the score. The result of the otherwise identical 117b being worse than 117a leads me to believe the gun adjust is a factor.

Nz.jdc (talk)10:30, 13 June 2013

It looks like putting the oscillate first was the issue, 1.2.2 is tied with 1.1.7. I wonder if the setAdjustGunForRobotTurn(true); would be better replaced by setAdjustRadarForGunTurn(true); to cut down on the radar lock issues?

Skilgannon (talk)13:49, 13 June 2013

Version 1.2.2 isn't tied with 1.17, it's an all-around improvement. See a comparison here.

Infinity radar is fundamentally inaccurate. An adjustment wouldn't be worth the codesize.

Sheldor (talk)16:54, 13 June 2013

Yeah, but even infinity lock will slip ~5x less if we change to setAdjustRadarForGunTurn instead. Seriously, it slips a lot, watch it in some battles.

Skilgannon (talk)18:44, 13 June 2013

I suppose we could try it.

Sheldor (talk)19:03, 13 June 2013
 
 

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