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1

Monday, July 11th 2011, 12:17am

OSimulate - Next Gen Ogame Battle Simulator

OSimulate
Features:

  • Up to 1000 simulations to get an unbelievable results accuracy
  • Fuel and times embedded calculator
  • Gain is calculated taking into account fuel costs
  • Spy report parser
  • Combined attacks / defense (ACS)
  • Multilingual
  • Fast simulation engine
  • Pure web 2.0 (no refresh at all!)
  • Multibrowser thanks to JQuery and JQuery UI
  • 25 skins available
  • W3C validation
  • Completely AD free

And much more!

The complete changelog is available here .

Thread on ogame.org
Thread on ogame.it

The current version in 3.1, It's updated frequently and new features are being added on each release!

If you have any suggestions/bugs/feedbacks, don't hesitate to post on forum!

2

Monday, July 11th 2011, 12:37pm

just my 2 cent

  • Up to 1000 simulations to get an unbelievable results accuracy
  • Fuel and times embedded calculator
  • Gain is calculated taking into account fuel costs

nothing happened when clicking simulate button


  • Multilingual
  • Spy report parser

there are only two languages


  • Fast simulation engine
  • Multibrowser thanks to JQuery and JQuery UI

fast simulation and jquery are contrary


  • Pure web 2.0 (no refresh at all!)

no refresh and no user feedback. you have to work on this and on your user interface. it is without any structure and kinda unreadable.



so keep your work. there is much potencial in your project.

3

Monday, July 11th 2011, 1:10pm

nothing happened when clicking simulate button
i tried it right now and it works, maybe you should fill it with ships :P

Quoted

there are only two languages
so it is multilingual :)
I'm sorry about it, i'll provide other translations as soon as possible!

Quoted


fast simulation and jquery are contrary
the simulation engine isn't made in javascript/jquery, instead, It's a WCF service hosted on my dedicated server.

Quoted


no refresh and no user feedback. you have to work on this and on your user interface. it is without any structure and kinda unreadable.
I created a forum on that purpose! Maybe on next release i'll add a "Report bug / Feedback" button directly on simulator interface, but that's it.
What parts of my UI are unreadable? how would you arrange it taking into account how many informations it displays?

Quoted


so keep your work. there is much potencial in your project.
thanks, I'll do my best :)

4

Tuesday, July 12th 2011, 11:18am

Quoted

fast simulation and jquery are contrary
:)

as for the user feedback - just a little link at the bottom will be enough.

Do you think it's a good idea having Planet defence not at the same place as defender fleet? (it's shifted to right instead of being in the bottom)
On the one hand I don't have to scroll the page.
On the other hand it's more difficult to see the simulation results in a single view. Personally, for me it's not as convenient as the classical style.

This post has been edited 1 times, last edit by "Tarja" (Jul 12th 2011, 2:48pm)


5

Tuesday, July 12th 2011, 1:31pm

use borders to group things. move thing that do the same together. the free space between the description of the input fields irritates.
use some a color and variaties of this color.



btw
Fehler: sim.defaultCookie is undefined
Quelldatei: http://static.osimulate.com/js/main.min.js
Zeile: 86
Fehler: b is null
Quelldatei: http://static.osimulate.com/js/main.min.js
Zeile: 86
Fehler: b is null
Quelldatei: http://static.osimulate.com/js/main.min.js
Zeile: 68

nothing happens with techs 13 both attacker &defender, 1000 rips each and some other ships. english language.

6

Tuesday, July 12th 2011, 4:44pm

Quoted

fast simulation and jquery are contrary
:)

as for the user feedback - just a little link at the bottom will be enough.

Do you think it's a good idea having Planet defence not at the same place as defender fleet? (it's shifted to right instead of being in the bottom)
On the one hand I don't have to scroll the page.
On the other hand it's more difficult to see the simulation results in a single view. Personally, for me it's not as convenient as the classical style.
My simulator is different than traditional ones, It's designed for widescreen displays. I chose to place planet on the right to reduce page height.
use borders to group things. move thing that do the same together. the free space between the description of the input fields irritates.
use some a color and variaties of this color.



btw
Fehler: sim.defaultCookie is undefined
Quelldatei: http://static.osimulate.com/js/main.min.js
Zeile: 86
Fehler: b is null
Quelldatei: http://static.osimulate.com/js/main.min.js
Zeile: 86
Fehler: b is null
Quelldatei: http://static.osimulate.com/js/main.min.js
Zeile: 68

nothing happens with techs 13 both attacker &defender, 1000 rips each and some other ships. english language.

I found the bug, it's my fault :) It will be fixed in v3.2 that is scheduled by the end of the week.
In v3.2 I'll implement the missile simulator, the next attack wave feature and the istant feedback button.

thanks for your feedbacks, feel free to tell me more :)

benneb

Origin Admin & OGame Tech

Posts: 659

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7

Monday, July 25th 2011, 4:34pm

This tools is tolerated.

9

Saturday, February 25th 2012, 2:05am

No offense this tool might be great but it is just not working for me after like 1000 times reloading i'm still most times not able to get a Scan parsed. (Lang.: GER) I have no idea why it so often is not working there is nothing blocked and no errors on the console.
So nice tool if it would work for me i probl. would abandon my offline version speedsim. Until that time comes i will stick with speedsim.

Imho it would be much more sophisticated if it were a simple offline tool. Also it would be possible to simulate super large battles.
i can haz english skillz?

Francolino

OGame Origin Admin

  • "Francolino" is male

Posts: 3,551

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10

Monday, April 23rd 2012, 9:52pm

Hello HeDo .)

Another wish for better usage (with Antigame):

- Read the URL parameter 'enemy_type=1' to select planet (1) or moon (3)
- Add a checkbox with this ID behind the enemy coords input box.

Antigame submits / reads this value with the next update 2.22.0