Post by AtomHeartDragon on Feb 5, 2018 18:23:20 GMT
Even though occurrences of unphysical stuff have been greatly reduced compared to earlier versions, numerical integration still does yield exploitably inexact results and, by its very nature, will continue doing so, no matter how well refined.
I propose adding a number of additional checks to editor, independent from the primary calculation methods, that will pop-up an error when tripped. For starters:
does the efficiency exceed theoretical maximum for given type of item?
do weapon performance suffer from large jumps when sampling over certain sliders (loader power seems to be a good start here)?
Also, any rounding should be performed towards most disadvantageous option (this includes rounding armour mass for partial tiles).