Ferryboat Liner and Skipray Blastboat stats
Ferryboat Liner and Skipray Blastboat stats
- Mark_Farlander
- Posts: 580
- Joined: Tue Jan 16, 2018 10:47 pm
I've noticed that the Ferryboat Liner has different shield and hull values in the X-Wing Alliance Upgrade craft pack v1.5 compared to the X-Wing Alliance v2.02 vanilla installation.
Vanilla XWA v2.02
Shield Rating: 200 SBD
Hull Rating: 152 RU
XWAUCP v1.5
Shield Rating: 50 SBD
Hull Rating: 38 RU
Since the Ferryboat Liner is classified as a Light Transport in the vanilla X-Wing Alliance v2.02 and as a Heavy Transport with the XWAUCP v1.5 installed, I guess this problem might be similar to the already solved Corvette hull stat issue. The factor 4 also seems to confirm this theory.
As for the Skipray Blastboat in the Tech Library the Combat Warhead Load is set to 12 in the vanilla XWA v2.02, but 0 with the XWAUCP v1.5 installed.
While flying the Skipray Blastboat in the simulator there are no bugs concerning the warhead load (tried all warhead types), except from the usual warhead count problem.
With warhead count problem I mean the Skipray Blastboat can be loaded in the simulator with 8 heavy rockets, but there are actually 10 warheads in total: 6 concussion missiles and 4 heavy rockets.
A similar issue happens with the Y-Wing when loaded with 8 proton torpedoes: the torpedoes are actually 10.
Vanilla XWA v2.02
Shield Rating: 200 SBD
Hull Rating: 152 RU
XWAUCP v1.5
Shield Rating: 50 SBD
Hull Rating: 38 RU
Since the Ferryboat Liner is classified as a Light Transport in the vanilla X-Wing Alliance v2.02 and as a Heavy Transport with the XWAUCP v1.5 installed, I guess this problem might be similar to the already solved Corvette hull stat issue. The factor 4 also seems to confirm this theory.
As for the Skipray Blastboat in the Tech Library the Combat Warhead Load is set to 12 in the vanilla XWA v2.02, but 0 with the XWAUCP v1.5 installed.
While flying the Skipray Blastboat in the simulator there are no bugs concerning the warhead load (tried all warhead types), except from the usual warhead count problem.
With warhead count problem I mean the Skipray Blastboat can be loaded in the simulator with 8 heavy rockets, but there are actually 10 warheads in total: 6 concussion missiles and 4 heavy rockets.
A similar issue happens with the Y-Wing when loaded with 8 proton torpedoes: the torpedoes are actually 10.
I don't judge tactics. The Battle is the best and only Judge.
- Darksaber
- Posts: 10931
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I can confirm your correct about the Ferryboat's stats
But your wrong about a vanilla XWA the Ferryboat it set to Freighter/Heavy Transport I've checked Disc, Gog and Steam in XWAUCPv1.5 it's set to Shuttle/Light Transport, (which it wrong) your stats are correct but you have the transport type the wrong way around.
As for the warhead load, your spec.rci file need to be regenerated go here and follow the instruction or download the file below
1. Extract batch file to your XWA DIR
2. Run batch file (your XWA game will start)
3. Enter the Craft Library (it will take a while for the craft to appear)
4. Skipray warhead load should be back to 12
5. exit game check the date of the Spec.rci file should have change to date you generate a new file
The XWAUCPv1.5 included a updated spec.rci file but I didn't check every single craft stat to see if it was correct
Just to note this is NOT and issue with the actual Opt files
When changing missile or torpedoes, from the standard missile used, the number your allocated is ALWAYS different for each type of weapon, must be and in game/exe thing and again IS NOT an issue.
Again you can check this for yourself with every single craft vanilla or modded.
Oh, your welcome.....
But your wrong about a vanilla XWA the Ferryboat it set to Freighter/Heavy Transport I've checked Disc, Gog and Steam in XWAUCPv1.5 it's set to Shuttle/Light Transport, (which it wrong) your stats are correct but you have the transport type the wrong way around.
As for the warhead load, your spec.rci file need to be regenerated go here and follow the instruction or download the file below
1. Extract batch file to your XWA DIR
2. Run batch file (your XWA game will start)
3. Enter the Craft Library (it will take a while for the craft to appear)
4. Skipray warhead load should be back to 12
5. exit game check the date of the Spec.rci file should have change to date you generate a new file
The XWAUCPv1.5 included a updated spec.rci file but I didn't check every single craft stat to see if it was correct
Just to note this is NOT and issue with the actual Opt files
When changing missile or torpedoes, from the standard missile used, the number your allocated is ALWAYS different for each type of weapon, must be and in game/exe thing and again IS NOT an issue.
Again you can check this for yourself with every single craft vanilla or modded.
Oh, your welcome.....
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“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
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Good Things Come To Those Who Wait....
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- Mark_Farlander
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Oops sorry, I have inverted them when I wrote my previous post.Darksaber wrote: ↑Tue Apr 17, 2018 1:09 pm
But your wrong about a vanilla XWA the Ferryboat it set to Freighter/Heavy Transport I've checked Disc, Gog and Steam in XWAUCPv1.5 it's set to Shuttle/Light Transport, (which it wrong) your stats are correct but you have the transport type the wrong way around.
Well, I've checked the stats for every single craft in the game with MXvTED v4.0 and I've compared XWA v2.02 with XWAU Craft Pack v1.5.
These are the only differences I've found:
Stormtrooper Transport (52 TRN) - Counter Measures
10 in XWA v2.02
0 in XWAUCP v1.5
The TIE Experimentals are Non flyable in XWA v2.02 / Flyable in XWAUCP v1.5 (except for T/E4)
Of course this is not an issue.
The same thing happens with Lambda Shuttle (50 SHU), Muurian Transport (57 MUTR) and YT-2400 Transport (60 YT-2400).
I can confirm all these crafts are now flyable in the simulator.
The Cargo Freighter (105 CF) is set to No Skirmish in XWA v2.02 and to Skirmish in XWAUCP v1.5.
I guess this is not an issue too.
The same thing happens with Homing Mines and Proximity Mines.
I don't judge tactics. The Battle is the best and only Judge.
- Mark_Farlander
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By the way, I actually excluded from the differences between vanilla X-Wing Alliance v2.02 and X-Wing Alliance Upgrade Craft Pack v1.5 the Shield Power and Hull Rate of the Mon Calamari Star Cruisers, which had already been discussed here: viewtopic.php?f=1&t=10749&start=275
I don't judge tactics. The Battle is the best and only Judge.
- Mark_Farlander
- Posts: 580
- Joined: Tue Jan 16, 2018 10:47 pm
I forgot to report that the batch file solved the warhead load issue for the Skipray Blastboat in the Tech Library, but of course only when I start the game from it.
I don't judge tactics. The Battle is the best and only Judge.
- Darksaber
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It sounds as though you starting the game with the batch file everytime, you do know that you only have to run it once from the batch file, enter the craft library to create the Spec.rci, after that you can start the game as normal!
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- Mark_Farlander
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I started the game with the batch file, opened the Tech Library, and the Combat Warhead Load for the Skipray Blastboat was set to 12.
Then I exited to Windows and I restarted the game using the X-Wing Alliance Launcher, I entered the Tech Library again, and the Combat Warhead Load for the Skipray Blastboat was set to 0.
I repeated this procedure 3 times and I've always got the same result.
Did I miss something?
Then I exited to Windows and I restarted the game using the X-Wing Alliance Launcher, I entered the Tech Library again, and the Combat Warhead Load for the Skipray Blastboat was set to 0.
I repeated this procedure 3 times and I've always got the same result.
Did I miss something?
I don't judge tactics. The Battle is the best and only Judge.
- JeremyaFr
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Hello,
Can you check that the file "spec.rci" has been generated? The date of the file in your XWA directory should have changed.
Can you check that the file "spec.rci" has been generated? The date of the file in your XWA directory should have changed.
- Mark_Farlander
- Posts: 580
- Joined: Tue Jan 16, 2018 10:47 pm
Spec.rci
Type of file: RCI File (.rci)
Location: C:\GOG Games\Star Wars - X-Wing Alliance
Size: 8.20 KB (8,400 bytes)
Size on disk: 12.0 KB (12,288 bytes)
Created: Sunday, July 30, 2017, 1:03:28 AM
Modified: Today, April 29, 2018, 1 hour ago
Accessed: Monday, April 23, 2018, 7:53:48 AM
Type of file: RCI File (.rci)
Location: C:\GOG Games\Star Wars - X-Wing Alliance
Size: 8.20 KB (8,400 bytes)
Size on disk: 12.0 KB (12,288 bytes)
Created: Sunday, July 30, 2017, 1:03:28 AM
Modified: Today, April 29, 2018, 1 hour ago
Accessed: Monday, April 23, 2018, 7:53:48 AM
I don't judge tactics. The Battle is the best and only Judge.
- JeremyaFr
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Does it work if you launch the game directly via XWingAlliance.exe instead of using the launcher?
- Mark_Farlander
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I've just tried the same experiment I did 2 posts ago, now starting the game directly via XWingAlliance.exe instead of using the launcher, but I got the same result.
I don't judge tactics. The Battle is the best and only Judge.
- Mark_Farlander
- Posts: 580
- Joined: Tue Jan 16, 2018 10:47 pm
I've just installed the old GOG version available before 24 January 2018 and updated it with XWAUCP v1.3, tried the same experiment both starting the game directly via XWingAlliance.exe and using the launcher, and I got the same usual result.
However, as I wrote in the first post of this topic, the problem of the warhead count for the Skipray Blastboat is only in the Tech Library, not in mission or in the simulator, so I guess the majority of the players won't care that much.
However, as I wrote in the first post of this topic, the problem of the warhead count for the Skipray Blastboat is only in the Tech Library, not in mission or in the simulator, so I guess the majority of the players won't care that much.
I don't judge tactics. The Battle is the best and only Judge.
- JeremyaFr
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Hello,
When the warheads are loaded, the warhead count is multiplied as follow:
This table is stored at address 0x05B12C0 (offset 1AFEC0) as an array of 11 unsigned short.
For the Y-Wing, 10 * ProtonTorpedos = 10*75% = 8.
When the warheads are loaded, the warhead count is multiplied as follow:
Code: Select all
None 0%
SpaceBombs 25%
HeavyRockets 50%
Missiles 100%
ProtonTorpedos 75%
AdvancedMissiles 100%
AdvancedTorpedos 75%
MagPulse 100%
IonPulse 100%
AdvancedMagPulse 100%
ClusterBombs 100%
For the Skipray, 6 Missiles + 4 HeavyRockets = 6*100% + 4*50% = 6 + 2 = 8.Mark_Farlander wrote: ↑Tue Apr 17, 2018 7:46 amWith warhead count problem I mean the Skipray Blastboat can be loaded in the simulator with 8 heavy rockets, but there are actually 10 warheads in total: 6 concussion missiles and 4 heavy rockets.
A similar issue happens with the Y-Wing when loaded with 8 proton torpedoes: the torpedoes are actually 10.
For the Y-Wing, 10 * ProtonTorpedos = 10*75% = 8.
- Mark_Farlander
- Posts: 580
- Joined: Tue Jan 16, 2018 10:47 pm
Nice finding.
Let's take the T-65 X-Wing as an example: the Combat Warhead Load is set to 8.
In mission or in the Flight Simulator you can load it with 8 Missiles (100%), 6 Proton Torpedoes (75%), 4 Heavy Rockets (50%), 2 Space Bombs (25%), 8 Advanced Missiles (100%), 6 Advanced Torpedoes (75%), 8 Mag Pulse Torpedoes (100%) or 8 Ion Pulse Torpedoes (100%).
These are the available warhead loads
Missiles: 12 (100%)
Proton Torpedoes: 12x0.75=9 but they are actually 10 in mission or in the simulator, because the warhead load for a fighter must be an even number since there are 2 warhead launchers with the same load, so the warhead load is rounded UP to the nearest even number.
However, if you set a Proton Torpedo warhead load for a Y-Wing in the simulator, you will see "(8)" in the craft weapon list. The warhead load in that list has been rounded DOWN to the nearest even number.
I was talking about this discrepancy, another "Craft stat rounding effect".
Of course both in mission and in the simulator the Proton Torpedoes are 10. A different number is only shown in the craft weapon list of the simulator.
Heavy Rockets: 12x0.5=6
Space Bombs: 12x0.25=3 but they are actually 4 in mission or in the simulator, (2) in the craft weapon list.
Advanced Missiles, Mug Pulse Torpedoes, Ion Pulse Torpedoes: 12 (100%)
Advanced Torpedoes: the load is just like Standard Proton Torpedoes
Let's take the T-65 X-Wing as an example: the Combat Warhead Load is set to 8.
In mission or in the Flight Simulator you can load it with 8 Missiles (100%), 6 Proton Torpedoes (75%), 4 Heavy Rockets (50%), 2 Space Bombs (25%), 8 Advanced Missiles (100%), 6 Advanced Torpedoes (75%), 8 Mag Pulse Torpedoes (100%) or 8 Ion Pulse Torpedoes (100%).
As for the BTL-A4 Y-Wing, its Combat Warhead Load is set to 12 (not 10).
These are the available warhead loads
Missiles: 12 (100%)
Proton Torpedoes: 12x0.75=9 but they are actually 10 in mission or in the simulator, because the warhead load for a fighter must be an even number since there are 2 warhead launchers with the same load, so the warhead load is rounded UP to the nearest even number.
However, if you set a Proton Torpedo warhead load for a Y-Wing in the simulator, you will see "(8)" in the craft weapon list. The warhead load in that list has been rounded DOWN to the nearest even number.
I was talking about this discrepancy, another "Craft stat rounding effect".
Of course both in mission and in the simulator the Proton Torpedoes are 10. A different number is only shown in the craft weapon list of the simulator.
Heavy Rockets: 12x0.5=6
Space Bombs: 12x0.25=3 but they are actually 4 in mission or in the simulator, (2) in the craft weapon list.
Advanced Missiles, Mug Pulse Torpedoes, Ion Pulse Torpedoes: 12 (100%)
Advanced Torpedoes: the load is just like Standard Proton Torpedoes
I don't judge tactics. The Battle is the best and only Judge.
- Mark_Farlander
- Posts: 580
- Joined: Tue Jan 16, 2018 10:47 pm
The Missile Boat has 2 warhead loads and 4 warhead launchers in total, but the percentage is only applied to the secondary load.
Combat Warhead Load: 80
Primary Warhead Load: 40 (always standard missiles)
Secondary Warhead Load: 40 (variable)
Available configurations
40 missiles + 40 (100%) missiles
40 missiles + 30 (75%) proton torpedoes
40 missiles + 20 (50%) heavy rockets
40 missiles + 10 (25%) space bombs
40 missiles + 40 (100%) advanced missiles
40 missiles + 30 (75%) advanced torpedoes
40 missiles + 40 (100%) magnetic pulse torpedoes
40 missiles + 40 (100%) ion pulse torpedoes
The Skipray Blastboat works in the same way, with just fewer warheads.
Combat Warhead Load: 12
Primary Warhead Load: 6 (always standard missiles)
Secondary Warhead Load: 6 (variable)
Available configurations
6 missiles + 6 (100%) missiles
6 missiles + 4 (6x0.75=4.5) proton torpedoes
6 missiles + 4 (6x0.5=3) heavy rockets
6 missiles + 2 (6x0.25=1.5) space bombs
6 missiles + 6 advanced missiles
6 missiles + 4 advanced torpedoes
6 missiles + 6 magnetic pulse torpedoes
6 missiles + 6 ion pulse torpedoes
This time the torpedo count is rounded DOWN both in mission and in the craft weapon list of the simulator, because 4.5 is nearer to 4 than to 6.
Only odd warhead count can cause different rounding.
Combat Warhead Load: 80
Primary Warhead Load: 40 (always standard missiles)
Secondary Warhead Load: 40 (variable)
Available configurations
40 missiles + 40 (100%) missiles
40 missiles + 30 (75%) proton torpedoes
40 missiles + 20 (50%) heavy rockets
40 missiles + 10 (25%) space bombs
40 missiles + 40 (100%) advanced missiles
40 missiles + 30 (75%) advanced torpedoes
40 missiles + 40 (100%) magnetic pulse torpedoes
40 missiles + 40 (100%) ion pulse torpedoes
The Skipray Blastboat works in the same way, with just fewer warheads.
Combat Warhead Load: 12
Primary Warhead Load: 6 (always standard missiles)
Secondary Warhead Load: 6 (variable)
Available configurations
6 missiles + 6 (100%) missiles
6 missiles + 4 (6x0.75=4.5) proton torpedoes
6 missiles + 4 (6x0.5=3) heavy rockets
6 missiles + 2 (6x0.25=1.5) space bombs
6 missiles + 6 advanced missiles
6 missiles + 4 advanced torpedoes
6 missiles + 6 magnetic pulse torpedoes
6 missiles + 6 ion pulse torpedoes
This time the torpedo count is rounded DOWN both in mission and in the craft weapon list of the simulator, because 4.5 is nearer to 4 than to 6.
Only odd warhead count can cause different rounding.
I don't judge tactics. The Battle is the best and only Judge.
- keiranhalcyon7
- Posts: 599
- Joined: Tue Jan 02, 2018 6:41 am
The rounding makes better sense if you consider the capacity on a per-launcher basis. The Blastboat torpedo count is rounded down because 3*.75 = 2.25, which is rounded to 2 (per launcher, so 4 total).
Thanks for that table, Jeremy. I've wondered how the specific warhead capacities were calculated for a long time. I still think it's ludicrous that the A-Wing has the same generalized capacity as the Y-Wing, but at least now I know the math.
Huh... imagine if they'd have allowed hybrid loads of one type of warhead in one launcher and another type in the other...
Thanks for that table, Jeremy. I've wondered how the specific warhead capacities were calculated for a long time. I still think it's ludicrous that the A-Wing has the same generalized capacity as the Y-Wing, but at least now I know the math.
Huh... imagine if they'd have allowed hybrid loads of one type of warhead in one launcher and another type in the other...
- JeremyaFr
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If, for example, you fly the missile boat and select torpedos, the craft will have laser, missiles, and torpedos. So you can have a ship with different types of warheads.keiranhalcyon7 wrote: ↑Fri May 04, 2018 6:26 amHuh... imagine if they'd have allowed hybrid loads of one type of warhead in one launcher and another type in the other...
- Mark_Farlander
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You are right.keiranhalcyon7 wrote: ↑Fri May 04, 2018 6:26 amThe rounding makes better sense if you consider the capacity on a per-launcher basis.
I've checked BinHexEdit, 1st Warhead Capacity (line 46), and I've found the values listed here below.
X-Wing (25/289): 4
Y-Wing (26/289): 6
A-Wing (27/289): 6
B-Wing (28/289): 8
These are clearly the missiles loaded for a single launcher.
Skipray Blastboat (41/289)
1st Warhead Capacity: 3 (line 46)
2nd Warhead Capacity: 3 (line 51)
Missile Boat (36/289)
1st Warhead Capacity: 20 (line 46)
2nd Warhead Capacity: 20 (line 51)
1st Warhead Capacity = 2nd Warhead Capacity for the Skipray Blastboat, and this also happens with the Missile Boat, so I cannot determine which of the 2 capacities you are changing when you load a warhead type different from missiles or mag / ion pulse torpedoes.
That would have reduced maneuverability.keiranhalcyon7 wrote: ↑Fri May 04, 2018 6:26 am
Huh... imagine if they'd have allowed hybrid loads of one type of warhead in one launcher and another type in the other...
I don't judge tactics. The Battle is the best and only Judge.
- JeremyaFr
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The warhead count is defined as follow:
The count is evaluated on a per-launcher basis.
The Double Missiles status is evaluated before the Half Missiles status.
The warhead count is limited to 9, except for the Missile Boat.
For example, consider the X-Wing.
If you set the missile capacity to 0, then the count will be 1 per launcher. Since the X-Wing has 2 launchers, the total count wiil be 2.
If you set the missile capacity to a value > 9, then the count will be reduced to 9 per launcher. The total count will be 18.
Code: Select all
count = capacity * percent
if(count == 0)
{
count = 1
}
if(status == DoubleMissiles)
{
count *= 2
}
else if(status == HalfMissiles)
{
count /= 2
}
if(count == 0)
{
count = 1
}
if(count > 9 && modelIndex != MissileBoat)
{
count = 9
}
The Double Missiles status is evaluated before the Half Missiles status.
The warhead count is limited to 9, except for the Missile Boat.
For example, consider the X-Wing.
If you set the missile capacity to 0, then the count will be 1 per launcher. Since the X-Wing has 2 launchers, the total count wiil be 2.
If you set the missile capacity to a value > 9, then the count will be reduced to 9 per launcher. The total count will be 18.
- keiranhalcyon7
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That's pretty lame that they put in a hard cap with an exception for the missile boat. I take it this code is applied after the adjustment for warhead type?
- JeremyaFr
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The code is applied after the adjustment.
To disable the warhead count limit, you can apply this patch:
To disable the warhead count limit, you can apply this patch:
Code: Select all
# warhead count limit
At offset 05C038, replace 76 with EB.
At offset 01B28E, replace 74 with EB.
-
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Very nice fine Jeremy. Leads to obvious question. Could you incorporate this "to disable warhead count limit" with a runtime .dll and make configure-able text files to allow for specific warheads loads for any opt model ? i.e. TieFighterWarheadCount.txt ----> WarheadsCount = 4 else default = xx.
I assume this would require the referenced .opt model has some type of Launcher hardpoint(s) already added to the model. This would add a lot of flexibility.
I assume this would require the referenced .opt model has some type of Launcher hardpoint(s) already added to the model. This would add a lot of flexibility.
W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.
- JeremyaFr
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Hello,
You can already set how many warheads a craft has with MXvTED on the Weaponry tab.
You can already set how many warheads a craft has with MXvTED on the Weaponry tab.
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- John Lydgate
Good Things Come To Those Who Wait....
Darksaber's X-Wing Station
- Mark_Farlander
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- Joined: Tue Jan 16, 2018 10:47 pm
When I try to change a value using BinHexEdit I get “Run-time error ’70’: Permission denied”.
However, if you are able to avoid this problem, I would recommend using BinHexEdit instead of MXvTED v4.0 because, as I wrote in the “Craft stat rounding effects” topic, there can be some discrepancies between the craft stats in MXvTED v4.0 and the craft stats in mission: for example the Hull Rate for the Communication Satellites, the Probe Capsule and the Buoys is broken in MXvTED v4.0.
However, if you are able to avoid this problem, I would recommend using BinHexEdit instead of MXvTED v4.0 because, as I wrote in the “Craft stat rounding effects” topic, there can be some discrepancies between the craft stats in MXvTED v4.0 and the craft stats in mission: for example the Hull Rate for the Communication Satellites, the Probe Capsule and the Buoys is broken in MXvTED v4.0.
I don't judge tactics. The Battle is the best and only Judge.