Link to simulator with JSON data in URL fragment to run simulator automatically from external data: https://kc3kai.github.io/kancolle-replay/simulator.html#{JSON here} Properties marked (default)/(optional) may be omitted, otherwise required. If ship/equip "masterId" not in simulator's database, "stats" is required. { numSims: <int> (default 1000), fleetF: { ships: [{ masterId: <int>, LVL: <int> (default 99 for player, 1 for abyssal, 50 for abyssal sub), stats: { (optional) HP: <int> (default based on LVL), FP: <int> (default max), TP: <int> (default max), AA: <int> (default max), AR: <int> (default max), LUK: <int> (default base), EV: <int> (default based on LVL), ASW: <int> (default based on LVL), LOS: <int> (default based on LVL), RNG: <int> (default base), SPD: <int> (default base), SLOTS: [<int>] (default base), TACC: <int> torpedo accuracy (default base), type: <int> or <string> ship class, use API number or hull code e.g. "DD" (default actual class) }, HPInit: <int> (default = HP), fuelInit: <float> 0-1 percent (default 1), ammoInit: <float> 0-1 percent (default 1), morale: <int> (default 49), equips: (if omitted, default equips if abyssal, otherwise none) [{ masterId: <int>, improve: <int> 0-10 (default 0), proficiency: <int> 0-7 (default 0), stats: { (optional, used only if not in simulator's database) type: <int> API number, FP/TP/AA/AR/EV/ASW/LOS/ACC/DIVEBOMB/RNG: <int> } }], includesEquipStats: <bool> if 1, specified ship stats are treated as already including equipment stats (default 0), bonuses: mapwide historical bonus (optional) { bonusDmg: <float>, bonusAcc: <float>, bonusEva: <float> }, bonusesByNode: override values of "bonuses" on specified nodes (optional) { <node index>: <same format as bonuses>, excluded keys default to "bonuses" if any }, bonusesDebuff: historical bonus applied to last node flagship only (optional) { bonusDmg: <float> }, neverFCF: <bool> if 1, never use FCF to retreat this ship (default 0) }], combineType: <int> 1=CTF, 2=STF, 3=TCF (optional), shipsC: [<same as ships>] (optional), formation: <int> }, fleetSupportN: {<same format as fleetF>} applies to all but last node, fleetSupportB: {<same format as fleetF>} applies to last node only, lbas: [{ slots: [Try Example] (default [18,18,18,18]), equips: <same format as fleetF.ships[x].equips>, plus: { bonuses: mapwide historical bonus (optional) { bonusDmg: <float> bonusAcc: <float> } } }] (max 3), fleetFriendComps: (optional) [{ weight: <int> selection ratio of comp (e.g. weights 2,3 -> 40%,60%) fleet: <same format as fleetF>, }], nodes: [{ fleetE: <same format as fleetF> (either fleetE or fleetEComps required), fleetEComps: [{ weight: <int> selection ratio of comp (e.g. weights 2,3 -> 40%,60%) fleet: <same format as fleetF>, }], doNB: <bool> (default 0), doNBCond: <string> (optional) "A"/"B": don't do NB if rank after day is already this or higher, "flagsunk": don't do NB if enemy flagship already sunk. "doNB" must be true, NBOnly: <bool> (default 0), airOnly: <bool> (default 0), airRaid: <bool> (default 0), noAmmo: <bool> (default 0), formationOverride: <int> overrides value in fleetF (optional), formationUseLAIfNoSpAttack: <bool> use Line Ahead if single or CF4 if combined, if special attack becomes impossible before this battle, overrides all (optional), lbas: [<int>] waves to send, e.g. [1,1,2,2] (optional), addCostFuel: <float> 0-1 percent, additional fuel per ship subtracted before battle (optional), addCostAmmo: <float> 0-1 percent, additional ammo per ship subtracted before battle (optional), useNormalSupport: <bool> works for last node only (default 0), useBalloon: <bool> enable Barrage Balloon bonus on this node, useAtoll: <bool> enable atoll node mechanics on this node, useSmoke: <bool> attempt to trigger smokescreen on this node, }], continueOnTaiha: <bool> (default 0), allowAnyFormation: <bool> don't replace impossible formations due to ship count (default 0), bucketHPPercent: <int> if HP percent <= bucketHPPercent, report as bucket used (default 0), bucketTime: <int> if repair time in seconds > bucketTime, report as bucket used (default "infinity"), bucketTimeIgnore: <int> if repair time in seconds < bucketTimeIgnore, ignore bucketHPPercent and bucketTime and do not report as bucket used (default 0), didSpecial: <bool> if fleet has already performed special attack, disables special attack for simulator (default 0), settingsFCF: optional { los: <float> required ELoS after FCF use (optional), losC: <int> ELoS coefficient (default 1), losNode: <int> applies check on this node index (1-indexed) and all nodes before it (default "all nodes"), radarCount: <int> required number of ships with surface radar (LOS >= 5) after FCF use radarNode: <int> applies check on this node index (1-indexed) and all nodes before it (default "all nodes"), rules: required ship type counts after FCF use (optional) [{ types: [<int> or <string>] ship classes to check, use API number or hull code e.g. "DD", or use "XX" for "any", count: <int> required number after FCF use, node: <int> applies check on this node index (1-indexed) and all nodes before it (default "all nodes"), }], dameconNode: <int> ignore repair team/goddess on ships when determining retreat, applies on this node index (1-indexed) and all nodes before it (default "no nodes"), }, mechanics: optional, all are <bool> (default 1) { artillerySpotting: AACI: fitGun: OASW: morale: CVCI: DDCI: }, consts: { dayShellSoftCap: <int> (default 180), aswSoftCap: <int> (default 150), accEcMF: <int> base accuracy of enemy combined player main fleet shelling (default 90), accEcME: <int> base accuracy of enemy combined enemy main fleet shelling (default 90), accEcEF: <int> base accuracy of enemy combined player escort fleet shelling (default 90), accEcEE: <int> base accuracy of enemy combined enemy escort fleet shelling (default 90), accSupportShellN: <int> (default 64), accSupportShellB: <int> (default 64), cvciAccModFBA: <float> (default 1.2), cvciAccModBBA: <float> (default 1.2), cvciAccModBA: <float> (default 1.2), cvciChanceFBA: <float> (default 1.25), cvciChanceBBA: <float> (default 1.4), cvciChanceBA: <float> (default 1.55) } (optional), } Basic example: { "numSims": 10000, "fleetF": { "ships": [ { "masterId": 200, "equips": [{ "masterId": 4 }, { "masterId": 4 }, { "masterId": 41 }] } ], "formation": 1 }, "nodes": [{ "fleetE": { "ships": [ { "masterId": 1503 }, { "masterId": 1502 }, { "masterId": 1501 }, { "masterId": 1501 } ], "formation": 2 }, "doNB": 1 }] }