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PostPosted: Fri Oct 16, 2009 1:17 pm 

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Don't worry, the rewrite is still in progress. It's said that no news is good news, but with programming projects no news too often means no more development. I've been busier than usual this past week since I gave a presentation at a programming conference. I picked up a couple of jQuery tricks at the conference; we'll see if I end up needing them.


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PostPosted: Fri Oct 23, 2009 1:44 pm 
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Faulty information in hotmod: It lists the Bismarck as having 700 ammo when it has 2100.

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PostPosted: Fri Oct 23, 2009 1:46 pm 

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Fixing now; thanks!


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PostPosted: Sat Oct 24, 2009 3:27 am 

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The rewrite is now functional and up in the beta area. I focused on getting functionality in before porting convenience features, so the old one's still better unless you need skill or flight time data.


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PostPosted: Sat Oct 24, 2009 4:08 am 
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I believe you have an off-by-one error in the skill-level selections. It goes up to Aero4 and CS/FE 7.

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PostPosted: Sat Oct 24, 2009 5:56 am 

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I believe you're right. Fixed. :smile:


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PostPosted: Sat Oct 24, 2009 7:52 am 
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I don't know if anyone else has tried using Hotmod in Google Chrome, but it seems to take Chrome about 20 seconds to load plane data when I switch to a new model. Firefox takes less than a second.

At first I thought jQuery might have been to blame. More than a few people have reported problems with jQuery in Chrome, but nothing like this kind of performance hit. I wouldn't call it completely exonerated, though. ;)

-c.

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PostPosted: Sat Oct 24, 2009 8:04 am 

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Hmm; I haven't been testing in Chrome. Even IE takes less than a second for me. Does this happen in the beta as well? jQuery use is pretty heavy in the old one, but I'm hardly using it at all in the beta. It would be simple to drop it entirely, which I might do anyway if I don't find more use for it.


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PostPosted: Sat Oct 24, 2009 8:17 am 
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Istatay wrote:
Hmm; I haven't been testing in Chrome. Even IE takes less than a second for me. Does this happen in the beta as well? jQuery use is pretty heavy in the old one, but I'm hardly using it at all in the beta. It would be simple to drop it entirely, which I might do anyway if I don't find more use for it.

I... um... hadn't noticed the beta link. :remycute:
No, the Hotmod beta doesn't have this problem at all. :smile:

-c.

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PostPosted: Sun Oct 25, 2009 5:23 pm 
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For me Chrome just doesn't load it.

Also, in beta something is wrong with the upgrades. It says I should have 215 cargo but I have 222.

EDIT: I mean something is wrong with the skills, not the upgrades.

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Last edited by Sunrunner on Mon Oct 26, 2009 8:04 am, edited 1 time in total.

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PostPosted: Sun Oct 25, 2009 5:27 pm 
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Are you accounting for skills?


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PostPosted: Mon Oct 26, 2009 8:03 am 
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Eskay wrote:
Are you accounting for skills?


ARGH, I'm an idiot. s/upgrades/skills.

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PostPosted: Mon Oct 26, 2009 4:14 pm 

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Hotmod has Creative Storage at 4%, but CS has never actually been 4% per level. :shifty:
It also appears to have a rounding error.

My Tbolt (base 130 cargo) at CS7:
Actual bonus = +31% (4.428571...%/level) for 170 cargo (7.142857.../level)
Expected bonus = +28% for 166.4 cargo (5.2/level)
Hotmod = 165 cargo (5/level)

My alt's Kingfisher (base 352 cargo) at CS8:
Actual bonus = +35% (4.375%/level) for 475 cargo (16.625/level)
Expected bonus = +32% for 464.64 cargo (14.08/level)
Hotmod = 464 cargo (14/level)


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PostPosted: Tue Oct 27, 2009 10:21 am 

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Thanks. I'll look into it when my brain's working better.

Unless someone knows the right formula?


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PostPosted: Tue Oct 27, 2009 1:21 pm 

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I think the formula is floor(BC * (1+0.044*CS))
where BC is the base cargo and CS is the level of Creative Storage.

At least according to the 2.4 compendium, and I don't think it's changed since then.

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PostPosted: Thu Nov 05, 2009 8:33 pm 
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We just had a request on the radio for saved designs. How does that feature sort in your plans?


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PostPosted: Thu Nov 05, 2009 9:06 pm 

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It's already on the list. These past couple of weeks have been odd/busy, and the weekend probably will be as well, but I should be back in gear next week.

Here's a tentative order for near-future updates:
— Gunmod bonuses for Hotshot. This will bring it to a "good enough" level, and then I can switch focus to Hotmod for a while.
— Upgrade filtering. This is the last feature in the original that's not in the rewrite, and thus the feature that will bring the rewrite out of beta. I'm going to start redrawing the whole table each time something changes instead of changing cells in-place. This will make filtering dead simple, and makes upgrade sorting and column reordering possible.
— Major performance boost when changing planes. Hotmod's already fast enough, but I came up with a simple solution that should be very quick to implement.
— Cookie support! At first, it will just remember your skill levels and most recently selected plane.
— Saved designs.
— More information: total upgrade costs, bonus per upgrade point, and filter by FL.


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PostPosted: Sun Nov 15, 2009 9:27 am 
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I've added Hotmod and Hotshot to Player-created Tools, and linked that page to the FAQ. If anyone thinks it should also be linked to the front page, feel free to put it there as well.

-c.

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PostPosted: Sun Dec 06, 2009 5:34 pm 

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great work! definitely useful.


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 Post subject:
PostPosted: Mon Dec 07, 2009 5:07 pm 

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Hotshot bug! Precision Fire is being counted as three times it's normal value!

A small MG is base 10, PF 5 is +25%... so it should be 12.5, not 17.5!

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