Wing Commander Toolbox

Quarto

Unknown Enemy
I... don't recall. I don't think anybody did, and certainly my files don't hold anything like that, but there may be something I'm not recalling.
 
The weapon values (guns and missiles) are in the EXEs. The toolbox has support for the WC1 EXE, but not for WC2. Use the following command to extract the data:

WC1ToolsCmd.exe extract WC.EXE​

This will create a text file with all the supported data from the WC1 EXE. Here is a small snippet:

Code:
...
Ship 28: Class: 11; Radius:  20; Fuel:    120; Damage:   4; Explosive Force: 14500; Max Speed: 1300; ...
Ship 29: Class: 11; Radius:  20; Fuel:    140; Damage:   4; Explosive Force: 13500; Max Speed: 1100; ...
Ship 30: Class: 11; Radius:  20; Fuel:    160; Damage:   4; Explosive Force: 10500; Max Speed:  900; ...
...

The object class 8 are for the guns, class 10 is the mine, and class 11 are the missiles:

Code:
Index 24   Class  8   Gun       Laser cannon
Index 25   Class  8   Gun       Neutron gun
Index 26   Class  8   Gun       Mass driver
Index 27   Class  8   Gun     
Index 28   Class 11   Missile   Dart DF
Index 29   Class 11   Missile   Javelin HS
Index 30   Class 11   Missile   Pilum FF
Index 31   Class 11   Missile   Spiculum IR
Index 32   Class 11   Missile 
Index 33   Class 10   Mine      Porcupine
 

FekLeyrTarg

Commodore
It's probably a very long way off, but I'd be interested in finding the weapons values for WC3 and WC4 to nerf the latter's missiles at some point. :)
 

Iceblade

Admiral
Code:
Ship: 24: Class:  8; Radius:  10; Mass:     0; Max Scale:  512; Power Plant:   7; Fuel:     30; Damage:  25; Explosive Force:     0; Max Speed: 1600; Cruise Speed:   0; Max Acceleration:   0; Max Yaw/Pitch/Roll:  0/ 0/ 0; Angular Inertia:     0
Shields: Fore:   0; Aft:   0; Armor: Front:   0; Rear:   0; Left:   0; Right:   0

Ship: 25: Class:  8; Radius:  10; Mass:     1; Max Scale:  832; Power Plant:  14; Fuel:     20; Damage:  40; Explosive Force:     0; Max Speed: 1400; Cruise Speed:   0; Max Acceleration:   0; Max Yaw/Pitch/Roll:  0/ 0/ 0; Angular Inertia:     0
Shields: Fore:   0; Aft:   0; Armor: Front:   0; Rear:   0; Left:   0; Right:   0

Ship: 26: Class:  8; Radius:  10; Mass:     0; Max Scale:  512; Power Plant:   9; Fuel:     25; Damage:  30; Explosive Force:     0; Max Speed: 1200; Cruise Speed:   0; Max Acceleration:   0; Max Yaw/Pitch/Roll:  0/ 0/ 0; Angular Inertia:     0
Shields: Fore:   0; Aft:   0; Armor: Front:   0; Rear:   0; Left:   0; Right:   0

Ship: 27: Class:  8; Radius:  15; Mass:     0; Max Scale:  832; Power Plant:  15; Fuel:     40; Damage:  50; Explosive Force:  1000; Max Speed: 1500; Cruise Speed:   0; Max Acceleration:   0; Max Yaw/Pitch/Roll:  0/ 0/ 0; Angular Inertia:     0
Shields: Fore:   0; Aft:   0; Armor: Front:   0; Rear:   0; Left:   0; Right:   0

Ship: 28: Class: 11; Radius:  20; Mass:     5; Max Scale:  768; Power Plant: 500; Fuel:    120; Damage:   4; Explosive Force: 14500; Max Speed: 1300; Cruise Speed:   0; Max Acceleration: 1433; Max Yaw/Pitch/Roll: 15/15/15; Angular Inertia:   100
Shields: Fore:   0; Aft:   0; Armor: Front:   0; Rear:   0; Left:   0; Right:   0

Ship: 29: Class: 11; Radius:  20; Mass:     5; Max Scale:  768; Power Plant: 400; Fuel:    140; Damage:   4; Explosive Force: 13500; Max Speed: 1100; Cruise Speed:   0; Max Acceleration: 1689; Max Yaw/Pitch/Roll: 11/11/11; Angular Inertia:   100
Shields: Fore:   0; Aft:   0; Armor: Front:   0; Rear:   0; Left:   0; Right:   0

Ship: 30: Class: 11; Radius:  20; Mass:     5; Max Scale:  768; Power Plant: 400; Fuel:    160; Damage:   4; Explosive Force: 10500; Max Speed:  900; Cruise Speed:   0; Max Acceleration: 1689; Max Yaw/Pitch/Roll: 11/11/11; Angular Inertia:   100
Shields: Fore:   0; Aft:   0; Armor: Front:   0; Rear:   0; Left:   0; Right:   0

Ship: 31: Class: 11; Radius:  20; Mass:     5; Max Scale:  768; Power Plant: 400; Fuel:    110; Damage:   4; Explosive Force: 11500; Max Speed: 1100; Cruise Speed:   0; Max Acceleration: 1689; Max Yaw/Pitch/Roll: 11/11/11; Angular Inertia:   100
Shields: Fore:   0; Aft:   0; Armor: Front:   0; Rear:   0; Left:   0; Right:   0

Ship: 32: Class: 11; Radius:  25; Mass:    10; Max Scale:  768; Power Plant: 400; Fuel:    200; Damage:   4; Explosive Force: 30000; Max Speed:  500; Cruise Speed:   0; Max Acceleration: 1280; Max Yaw/Pitch/Roll: 10/10/10; Angular Inertia:   100
Shields: Fore:   0; Aft:   0; Armor: Front:   0; Rear:   0; Left:   0; Right:   0

Ship: 33: Class: 10; Radius:  20; Mass:     5; Max Scale:  768; Power Plant: 110; Fuel:    120; Damage:   4; Explosive Force: 10000; Max Speed:  200; Cruise Speed: 200; Max Acceleration:   0; Max Yaw/Pitch/Roll:  0/ 2/ 2; Angular Inertia:     0
Shields: Fore:   0; Aft:   0; Armor: Front:   0; Rear:   0; Left:   0; Right:   0
Huh, Number 32 reads like a torpedo: high damage, longer range, slow speed.

As for damage, it is clear that the Explosive Force is representative of the damage done. However, it is not clear how this translates into damage done on a hit. For instance 14500 is a lot of damage even when treating it as millimeters of shield/armor.
 

AllTinker

Spaceman
WCToolbox is fantastic, just being able to dump structural info and raw values has sped up my own efforts enormously. Thanks!

Your tool extracting values from the EXE means clean-room reverse engineered projects like mine don't have to use nearly as many guesstimates, which is awesome.
 
Top