Elite Shipyard

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Am I the only one desperately wanting numbers for firing weapon energy consumption per second? So we could compare it with power distributor capacity and recharge rate/sec.
And calculate how long you could fire with 0 pips or full pips on wep and with a specific power distributor.
I will conclude tests with different weapons and take the time it takes to empty the energy banks with zero pipes on a specific distributor (to simplify calculations without recharging), taking the stored energy numbers from shipyard (hope they are right).
Someone wants to support me?
 
Sorry, if this has been mentioned already, but the thread is too long...
I mounted a Large Gimballed Cannon (3C/G) on my Vulture a while ago, but it doesn't seem to be available in Elite Shipyard.

Screenshot attached. EliteDangerous32.exe_2015-03-28-17-43-08-360.jpg
 
Speaking about Orcas, the C5 and C6 Internal Compartments are no longer reserved, it can be replaced like normal.
Thanks for the update!

Great tool. I'd love the checkboxes' state to be part of the URL, because when I share a link I always get lots of "but it's using too much power" comments and have to explain which subsystems can be turned off in combat.
Yeah, I would like at some point to add full power priority modeling which would be part of the URL hash, I just haven't worked out a compact and usable way to do that yet. But it's on the list.

EDIT: OK, i'm an idiot. I worked out that the power on the base hull is for the cargo scoop. Sorry.
Yeah, that placement has not been nearly as intuitive as I had hoped, even with the orange dotted underline to draw attention to it. So I think I'll just have to split the hatch off into its own module row, even though the only thing of consequence on that row will be the power draw checkbox. Alas for screen real estate. ;)

Am I the only one desperately wanting numbers for firing weapon energy consumption per second? So we could compare it with power distributor capacity and recharge rate/sec.
And calculate how long you could fire with 0 pips or full pips on wep and with a specific power distributor.
I will conclude tests with different weapons and take the time it takes to empty the energy banks with zero pipes on a specific distributor (to simplify calculations without recharging), taking the stored energy numbers from shipyard (hope they are right).
Someone wants to support me?
I can't contribute any time to test this, but you have my full moral support. ;) And if you do work out the equations, I will be more than happy to add them to the site, since I'm sure lots of other folks would love to have this information as well.

Sorry, if this has been mentioned already, but the thread is too long...
I mounted a Large Gimballed Cannon (3C/G) on my Vulture a while ago, but it doesn't seem to be available in Elite Shipyard.

Screenshot attached.

So the large gimballed cannon exists after all -- thanks! Would you happen to also have its price?
 
So, here my first measurements about weapon energy consumption/sec:
Based on my Python with A7 Powercoupling (61 MJ) with o pipes to WEP so it don't recharge, 1x weapon sustained fire is this long:

G/pulse C2: 32 s = 1,9 MJ/sec
G/pulse C3: 20,5 s = 2,97 MJ/sec
G/burst C3: 16,5 s = 3,7 MJ/sec
G/beam C3: 11 s = 5,5 MJ/sec

my Python with A7 power coupling (61 MJ , +4,1 MJ/sec on 4 pipes) can fire 2x G/pulse C3 + 2xG/pulse C2 for a sustained, measured time of 16,5 sec before WEP runs empty.
This is exactly the time calculations based on my measurements should be:

2x1,9 + 2x 2,97 =9,7 MJ weapon consumption per sec
power WEP recharges with 6,1/sec, so sustained consumption with full pips exceed recharge: 9,7-6,1 = 3,66 / sec
61 / 3,66 = 16,64 sec

As my math seams to add up, here is an example calculation for a Vulture with A5 powercoupling (41 MJ, +4,3 MJ /sec) and 2x C3 hardpoints:

with 2x G/beams C3 sustained fire = 41/(2x5,5-4,3) = 6,03 sec
with 2x G/burst C3 sustained fire = 41/(2x3,7-4,3) = 13,25 sec
with 2x G/pulse C3 sustained fire = 41/(2x2,97-4,3) = 24,83 sec
with 2x G/pulse C2 sustained fire = 41/(2x1,97-4,3) = -84 sec consumption is less than recharge rate

If someone want to collect data, use the biggest powercoupling you can find and measure the time with a single weapon firing till WEP banks runs dry.
And post it.
 
I also did this a while back with the same methodology, but never released data since I tested only a few weapons. I'm glad to see you've taken the initiative to gather this data, Thank you. You could also count the number of shots fired in that duration and put mj/shot in there too, although this may only be more appropriate for large power draw weapons like the railgun or plasma acc.
 
Now with Wings, could someone measure real weapons damage?
2 people needed: S (shooter), T (target)

T fill shields and then remove pips from SYS
S fire one single weapon for lets say 10 sec and watch the exact % he depleted T's shields, visible on your left panel.

Be careful to not collapse his shields, damage vs. armor is another thing.
Post T's ship and shield class, the weapon and the %damage done.
I will do the math.
 
A couple problems with this method. You can't see exact % of shields, only variation in color. So to solve this you would need to count the number of shots required to take shields from full to zero (or the amount of time of continuous shooting, for beam weapons.) There's a couple variables here that are still up in the air as far as I know and would need to be hammered out before moving forward. Supposedly, shields become more efficient (above recharge rate) depending on the number of pips placed in SYS, and this would need to be discovered during testing. The best method would be to find out the number of shots for shields with no pips, then compare it to multiple pips. Here's another problem: shield recharge rate. Because everyone has been using shield efficiency as the MJ rating of shields lately, instead of actual MJ, this recharge rate effectively changes for each ship. So you subtract the recharge rate from the amount of damage over time and get your final answer, but it would need to be timed perfectly. Shields are only one part of the equation though. Different weapons damage hull at a different rate than shields... I'm not saying this isn't all possible, but it's quite a pain in the ass... On top of this you need to coordinate with another player who is willing to donate the time (and money if you test hull.) Good luck out there!
 
Updated to v1.2.4:
* added 3C/G Cannon
* power use percentages now round up so that 100.1 will show as 101
* in the continuing saga of conflicting information about the Orca, its internals are once again unlocked
* moved the Cargo Hatch to its own line because people kept asking where it was
 
You can see your targets shield in %. Yourself can't but an enemy can see it. Left hand screen. Not the useless rings on the dashboard.
I assume SYS without pipes won't recharge so we can measure weapon damage in a direct way.
Recharge rate schould depend on ship and Shield class, but raw weapon should be constant.
 
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There is problem with export/import.
New version export lack of end of the line sign.
Can't export and import it back.
 
There is problem with export/import.
New version export lack of end of the line sign.
Can't export and import it back.
Someone reported this once before, but both then and now, it works fine for me in the latest Chrome and Firefox on Windows, and also in older versions of Chrome and Firefox on Linux. My only guess so far is that it's a Safari and/or iOS/OSX issue, but I don't have any apple devices to test it with, so I'm not sure how to work around it on that platform.
 
Just saw this thread come up. I'll take this as an oportunity to say

THANK YOU!

This is a great tool. I don't kit out a ship without it anymore.
 
Someone reported this once before, but both then and now, it works fine for me in the latest Chrome and Firefox on Windows, and also in older versions of Chrome and Firefox on Linux. My only guess so far is that it's a Safari and/or iOS/OSX issue, but I don't have any apple devices to test it with, so I'm not sure how to work around it on that platform.

I regularly use your site in both Windows 7 & 8.1 on Firefox and I got this problem too actually, a few weeks now. It started when you start adding the patch 1.2 modules and ships on it. I thought it's broken because you are currently messing with it. But it never got fixed. I tried on all the popular browsers, both on my PC (Win 7) and laptop (Win 8.1), no dice. Just now I even opened the site in IE (which is for the 2nd time I start the browser since I installed the OS) and it's broken. So it's not add-ons or OS.

I am aware some others do not have this problem, and it used to work fine for me too. So yeah...
 
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