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  • FCS's/Gunner's accuracy and its cap

    10. 06. 2007 20:05

Sayoyin
Have you ever wondered how does your gunners accuracy and FCS accuracy revision value work
together? If you do, then you have come to the right place.

I found out a while ago a method that allows you so see the REAL accuracy value that is
applied to your guns. It's very convenient that you can also know whats the accuracy
ability of your gunners and the effect of FCS accuracy rating.

To see this for yourself you need a program that can capture the debug messages that a
program outputs. DebugView from www.sysinternals.com does a great job at this. Just go to
www.sysinternals.com then to Miscellaneous Utilities section and download DebugView.

Now run DebugView program, launch Navyfield, and join a room with your ship (or make a
room in area 14 and close it so no one bothers you =) ). Now press Alt+Tab (to minimize
NF) and check out whats on DebugView.

What we are interested in are the lines that go like this (copy paste from DebugView, just
click on line and Ctrl+C, or use Edit->Copy menu option):
[508] Mine Turret Accuracy (0,1) FCS(7300), Force(20951),
RevLvl(66), LimitFactor(576700), Limit(28684), Accuracy(282)
This represents one of the front turrets, all the front turrets are exactly the same, even
if there are different types of guns mounted in them. Now the rear turret:
[508] Mine Turret Accuracy (0,2) FCS(7300), Force(21389),
RevLvl(66), LimitFactor(576700), Limit(28684), Accuracy(286)

*Note: I'll refer to the values shown by DebugView with double quotes on them. For
example: "FCS", "Force", "RevLvl", "LimitFactor", "Limit" and "Accuracy".

Now let explain what this lines mean, starting from the left:

************************************************************

"[508]" is the Process Identifier (PID), if we look in Task Manager to the Processes tab
and show the column showing the PIDs (in menu, View->Select Columns...) we'll see that the
PID refers to Navyfield.exe. In your case the number will probably be different, but Task
Manager will show that it refer to Navyfield.exe, so we are sure that this info comes from it.

*************************************************************

"Mine Turret Accuracy" you may ask yourself "mines?", but actually it must by a typo from
Korean devs. They meant "My" instead of "Mine". So the info shown refers to the turrets
on your ship.

*************************************************************

"(0,1)" this tells you which turrets the info refers to. The first zero means the
primary weapons (primary=0, sec .ondary=2), the second number mean either front or back
(fr .ont=1, back=2).

*************************************************************

"FCS(7300)" ok here comes the interesting part. I was using P-Project with PS Aiming FCS
when this info was generated. PS Aiming FCS has an accuracy revision of 73. This number
gets multiplied by 100 to obtain "FCS", 7300 as shown. Like stated above, I will use
"FCS" in all formulas, so remember to use accuracy revision times 100 when doing calculations.

*************************************************************

"Force(20951)" "force? what force?" remember in NF the sailors are called forces. So
this number probably is related to the accuracy ability of your gunners. It took some
time to figure out how this number is really calculated. Here's the formula for it:

"Force" = (3 * true_ability * FCS)/1000000

Note that true ability is calculated from a sailors ability and number of veterans/experts
like this:

true_ability = (4*veterans + experts) * accuracy_ability

You might get a different number from what you can see in DebugView, but the difference is
minimal. Also note that you might already have hit the cap (which will be explained
shortly), in which case the "Force" you see in DebugView will be far smaller than the one
you calculate.

*************************************************************

"RevLvl(66)" simply the level of the sailor in the respective gun slot in your ship.

*************************************************************

"LimitFactor(576700), Limit(28684)" "OMGWTFBBQ!!!!one" yeah this two values had me
thinking about it for a looooong while. Just now (after several months) did I manage to
understand what they really mean and how to calculate them. I didn't want to post this
guide without fully understanding them first (as the debug messages might be patched once
this info was public, making further testing impossible).

Anyway, putting it simple, "Limit" is THE accuracy cap. That little bugger is the reason
you can't block all guns. "LimitFactor" is used in the process of calculating "Limit".
"Limit" ... well, limits the maximum value that "Force" can have. The reason I didn't
understand how "Limit" work was that back then my level 66 KM gunner couldn't reach
"Limit". Now my gunners are level 83 and reach "Limit" easily (I didn't bother to check
until now xD ). Now look at what happens (with new higher level gunner):

[2560] Mine Turret Accuracy (0,1) FCS(8000), Force(33317),
RevLvl(83), LimitFactor(792000), Limit(33317), Accuracy(413)

"Force" has the same exact value as "Limit". This has "accuracy cap" written all over it.
When I calculate "Force" with the new stats of my gunner (2424 accuracy, 116 veterans,
301 experts, 247 recruits, "FCS" 8000 ) I get 44504. But in the message in DebugView
"Force" gets capped down to 33317. So it definitely has to be the accuracy cap. I can
lower my recruits all the way down to 81 and "Force" stays the same (with 81 recruits
only, calculating "Force" yields 33378). At 80 recruits, "Force" goes down to 33280 in
DebugView (with 80 recruits only, calculating "Force" yields 33311).

I did only some minor testing, but if I lower my front gunner's (the one I just used for
calculations) recruits down to 81 (losing 29% ability, still hitting the cap) while
leaving my rear gunner maxed out, both seem to have the same spread (tested KM's lv49 8"
guns). But when I remove all but one recruit to the front gunner (losing %43 ability,
losing only %14 more than in first test), there's a noticeable difference in spread
between them. The ideal would be to test some other guns out (specially BB guns), but I
don't have the patience right now. Maybe another day.

All you need to know is how to calculate said cap. It seems it works pretty much the same
for all nations/ships/shipclasses/FCS. Please do try it out for yourself and confirm (or
disprove) my resuls:

"LimitFactor" = "FCS" * ( 1.2 * "RevLvl" )

Note that after you multiply "RevLvl" (the level of the sailor in the gun) by 1.2, you
need to round down always. For example with a level 44 sailor (the type of sailor doesn't
matter, you always get the info from DebugView, so you can try it with all your sailors),
1.2 times 44 equals 52.8. But in DebugView "LimitFactor" is clearly 52 times "FCS". So
the decimals are clearly rounded down (or simply ignored).

And finally:

"Limit" = ( "LimitFactor" / 85 ) + ( 3 * "FCS" )

*************************************************************

"Accuracy(282)" Luckily this one is easy =) :

"Accuracy" = ( "Force" + "FCS" ) / 100

Again, you always round down after dividing by 100. You'll also can note that since "FCS"
is added to whatever "Force" is, even with 0 ability you can still have at least the
accuracy that FCS provides (which isn't much).

*************************************************************

One last very interesting aspect =). You know how some guns can block while others don't,
well I just realized that you can find out the exact effect "some" guns have on accuracy.
I tried a lot of guns when I first found about this, none of the had any effect at all.
But I forgot to test the ONE gun that KM blocks, trip 5.9" :

[2560] Mine Turret Accuracy (0,1) FCS(10500), Force(36750),
RevLvl(83), LimitFactor(1039500), Limit(43729), Accuracy(472)

Same FCS (80 accuracy revision, "FCS" should be 8000) as the one in "LimitFactor"/"Limit"
section. But now we have 2500 EXTRA accuracy to the FCS. We COULD say that that gun has
an accuracy revision of 25, which then gets multiplied by 100, yielding 2500 extra "FCS"
accuracy.

I could tell you which guns have and don't have some accuracy revision right now, in
normal NF. But I read that info from "somewhere" and don't know if they would want it
released. To give you a clue, only the guns that block have it. You can find out for
yourselves =).

Well that's all. I hope you had the patience to read all the way thru =).
  Index

  • Re : FCS's/Gunner's accuracy and its cap

    08. 03. 2010 08:29

ljsevern
Bump for Jonarobinson. Remember, the Acc and Reload caps have been increased since
this guide.

  • Re : FCS's/Gunner's accuracy and its cap

    05. 21. 2010 02:06

MESY
yup.

old rld cap was like 1950k - 2050k and now about 2400k + / -

  • Re : FCS's/Gunner's accuracy and its cap

    05. 20. 2010 06:41

Pegleg85
@danita - Thanks and well said. The new reload cap has been (sorta) calculated as
20% higher than the old cap and I guess you are right, that is the limiting factor for
putting my gunners on a diet.

  • Re : FCS's/Gunner's accuracy and its cap

    05. 20. 2010 00:54

danita
Since before the cap increases, Debugview stopped showing the accuracy
calculations that were being done.
Consequently it's impossible to give a new correct Accuracy cap formula.

Just add a few levels on top of the old caps and it should be alright.
Unless they raised the cap a whole lot, the reload cap will still be the limiting factor
on when you have to stop removing recruits from gunners anyway.

  • Re : FCS's/Gunner's accuracy and its cap

    05. 19. 2010 11:57

Pegleg85
Sorry for necro, but has anyone calculated the post (September'09) patch accuracy cap?

  • Re : FCS's/Gunner's accuracy and its cap

    02. 01. 2010 13:07

Arathorn
Doesn't look good shivv,

http://www.navyfield.com/board/view.asp?
Num=156972&Sort=C06&Order=re_upday&PageSize=20&Page=1&SearchPart=title&Se
archText=debugview&Ctg_1=&Ctg_2=&Ctg_3=

  • Re : FCS's/Gunner's accuracy and its cap

    02. 01. 2010 12:59

Shivv1
Revival!

Can anyone still use debugview with Navyfield right now? Mine isn't working, and I wanted
to check if that was true across the board, or if something changed on my end.

  • Re : FCS's/Gunner's accuracy and its cap

    11. 08. 2009 23:38

fis8
thought i would bring this thread back from the dead to ask if anyone knows if this method
still works and if so, if anyone has the sailors to test the new caps?

Outcast5 has done some research here...
http://www.navyfield.com/board/view.asp?Num=159590&Sort=C06&Order=re_upday&PageSize=20&Page=4&Ctg_1=&Ctg_2=&Ctg_3=

and danita has researched the reload cap here...
http://www.navyfield.com/board/view.asp?Num=161530&Sort=C06

  • Re : FCS's/Gunner's accuracy and its cap

    11. 26. 2008 22:58

Fearil
A yr later, still very interesting, thanks.

  • Re : FCS's/Gunner's accuracy and its cap

    12. 30. 2007 09:33

Adalbert
you hit the acc cap when your gunners reach a true accuracy abiliy of around 4706 times
their level + 1 million.
With a +10 UK acc gunner that happens around lvl63, with a reload gunner at lvl 85. So
yes... elite gunners, vets on gunners or higher base stats only help you reach the reload
and acc cap faster.

Check out "http://www.navyfield.com/board/view.asp?Num=84358&Sort=D07" for more details.
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