1A Military Grade In Storage - So which ones do I own again???

TL;DR -
Armour is dependent on the ship, so you cant tell them apart in storage.
Use Cost or Weight to figure it out.

Look at the Cost of the Hull in storage - and compare it to this table:
https://coriolis.io/Reinf CostMil Cost
Sidewinder$25,600.00$80,320.00
Eagle$26,880.00$90,050.00
Adder$35,120.00$79,030.00
Hauler$42,180.00$185,050.00
Viper$57,170.00$128,640.00
Imperial Eagle$66,500.00$222,760.00
Cobra Mk III$151,890.00$341,750.00
Viper Mk IV$175,180.00$394,140.00
Diamondback Scout$225,700.00$461,340.00
Cobra Mk IV$305,890.00$603,740.00
Type-6 Transporter$418,380.00$865,790.00
Diamondback Explorer$800,000.00$7,635,700.00
Imperial Courier$1,017,200.00$2,288,600.00
Keelback$1,250,460.00$2,813,540.00
Asp Scout$1,584,460.00$3,565,040.00
Vulture$1,970,250.00$4,433,050.00
Asp Explorer$2,664,460.00$5,995,040.00
Federal Dropship$5,725,680.00$12,882,780.00
Type-7 Transporter$6,988,900.00$15,725,030.00
Federal Assault Ship$7,925,680.00$17,832,780.00
Imperial Clipper$8,918,340.00$20,077,780.00
Federal Gunship$14,325,690.00$32,774,790.00
Orca$19,415,950.00$43,685,900.00
Fer-de-Lance$20,626,820.00$46,410,340.00
Python$22,791,270.00$51,280,360.00
Type-9 Heavy$30,622,340.00$68,900,260.00
Anaconda$58,787,780.00$132,272,510.00
Imperial Cutter$63,587,790.00$188,072,510.00
Federal Corvette$75,187,790.00$169,172,510.00
Original Post:

Okay,
So I'm setting up my fleet.
And after throwing down some cash on a Military Grade Composite bulkhead for the Anaconda, I decided that actually I wanted to have a light weight version. So I put it in storage. (you can see where this is going can't you)

Then later I did the same thing with a Python Mil Spec hull and an Asp uh actually that one is just reinforced so uh whatever ship this other one is for.

So now I'm somewhere else, and I think maybe I want to try out the Hull, so I go to storage and they're spread across a thousand light years, with different travel times but they all say:
1A Military Grade Composite.

How do I tell which one is which? - Do I really have to transfer them all and try each one on for size?
Like some sort of Cinderella in reverse? "I know one of these glass slipper fits - do I have to try them all?"
So First World Problems, but I ask:
Rich folks and engineered folks, how do YOU manage this problem?

Answers and discussion of armour cost / weight / strength / value below.
 
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Simple.

Don't buy armour. :p

I totally understand, I have some armour in my storage, and I don't know what it's for. Lol

All I can suggest is look at the sale price, and guess which is more likely to be for your ship...?

(Seriously, none of my ships use armour. Such zoom, much weeeeeeee!)

CMDR Cosmic Spacehead
 

Deleted member 38366

D
Hm, I've encountered that issue before, but I never had multiple such items in Storage.

Since lightweight is Cost = 0, I reckon shipping them all (only the right one will appear in Outfitting of course) at least doesn't cost.

PS.
Quite a while ago, I posted a Solution to a similar Problem (Fighter Bays) into the Suggestions Forum.
Having several pre-equipped (Fighters purchased and then stored) Fighter Bays containing various SLFs (Imp Fighter, F63, Taipan) and in various SLF Configs, I quickly realized there was no way to find out "which Fighter Bay contains which SLF/SLF build").
Left me equipping them back & forth, until I got the right one ;)
 
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Okay,
So I'm setting up my fleet.
And after throwing down some cash on a Military Grade Composite bulkhead for the Anaconda, I decided that actually I wanted to have a light weight version. So I put it in storage. (you can see where this is going can't you)

Then later I did the same thing with a Python Mil Spec hull and an Asp uh actually that one is just reinforced so uh whatever ship this other one is for.

So now I'm somewhere else, and I think maybe I want to try out the Hull, so I go to storage and they're spread across a thousand light years, with different travel times but they all say:
1A Military Grade Composite.

How do I tell which one is which? - Do I really have to transfer them all and try each one on for size?
Like some sort of Cinderella in reverse? "I know one of these glass slipper fits - do I have to try them all?"
So First World Problems, but I ask:
Rich folks and engineered folks,how do YOU manage this problem?

Do. Not. Bother. Storing. Armor.

Just go to Selene Jean, get the best armor mix/mod for that ship type, and accept your fate. :)
 
Well blow me over sideways. Ive had loads of armour in storage and couldnt for the life of me think why any of it wouldnt outfit onto my corvette. I feel really really dumb now. ��
 


Ah yeah ta, mate, I'll just go collate all the weight / cost data that on the stuff that looks the same in storage but isn't.



I was asking because I'm lazy, not because I want the make another thread to bookmark.
Fine!
Jeeze you should have heard the missus kvetching at me this morning- the dog rolled in a two day dead fish. Big one too. Usually I walk the dogs, but at dawn this morning the AEDC PvP Union Local League "Vipers at Hamilton" was on, and I was up against the boss and holding my own. Recorded the whole thing. Missus yelling at me that "she'll wash the dog that's fine"(she had shoulder surgery last week) and me yelling just give me twelve minutes - my life support is about done.
Anyways if she catches me with a spreadsheet and an Elite Dangerous database open there'll be more noise.

God knows what the neighbours think. fortunately we live in a crappy street so we don't care what they think because they don't know that Haloumi should be served grilled with a slice of lemon.
Anyways time for "a sundowner" aka beers and nibblies with the in-laws.
 
Okay so you can book mark this thread now:

Military Grade Composite - Costs and Weights.

https://coriolis.io/costweight
Esitimated HFV
Adder79030532
Anaconda1322725106065
Asp Explorer59950404252
Asp Scout35650404252
Beluga
60
Cobra Mk III3417502735
Cobra Mk IV6037402735
Diamondback Explorer76357004742
Diamondback Scout4613402640
Dolphin
Eagle10440828
Federal Assault Ship178327808760
Federal Corvette1691725106070
Federal Dropship128827808760
Federal Gunship327747908760
Fer-de-Lance464103403870
Hauler29790220
Imperial Clipper200777806060
Imperial Courier2288600830
Imperial Cutter1880725106070
Imperial Eagle72180828
Keelback28135402345
Orca436859008755
Python512803605365
Sidewinder12870420
Type-6 Transporter8657902335
Type-7 Transporter157250306354
Type-9 Heavy6890026015065
Viper128640935
Viper Mk IV394140935
Vulture44330503555
 
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What about reactive? [haha]
pff
giphy.gif


Actually, this whole next bit goes off topic sorry.
I'll come back to add the other armour costs soon.

[down the rabbit hole]
Okay so I pulled the base HFV from this thead:

This: https://forums.frontier.co.uk/showt...-Armor-Damage-Mechanics-Hardness-Piercing-Etc

Every weapon has a behind-the-scenes "Piercing" value. Let's call this value APF, or Armor Piercing Factor. Conversely, every ship has a armor "hardness" value. I'll refer to it as HFV, or Hardness- Frontier Value. To determine how much damage a weapon does to a given ship, those two values are compared. If the APF of the weapons is equal to or greater than the HFV of the target ship, the weapon does full damage. If the APF is lower than the HFV of the target ship, the weapon will do damage based on the below formula:
[Actual Damage] = [Piercing (APF)] / [Hardness (HFV)] * [Base Damage].


Note that this is before any resistance based on armor type (mirrored, reactive, etc.) and damage type (thermal, kinetic, etc.). The damage is then further modified for those factors according to the following relationships (from dev conversation):

From the devs, I know the small fixed pulse laser does exactly 2.05 damage per shot, and has a APF of 20. Using this information, I could calculate the HFV of any given ship by:
1) shooting at it with a small fixed pulse laser, counting how many shots it took to reach a given percentage
2) Divide the damage done by the number of shots to determine how much damage each shot did
3) See how much the small fixed pulse laser damage was being reduced, and thus determine the hardness
Since I only can see whole numbers (which are presumably rounded), these estimates can be off by +/- 2 or so. Also, since any ship with a hardness value less than 20 would show up as 20 in these calculations (since the pulse laser is doing full damage at that point), the ships listed as 20 may in fact be less.

All right. Let's look at some numbers. Here is a list of the ships and their estimated* HFVs:
Adder35
Anaconda65
Asp Explorer52
Asp Scout52
Beluga Liner60
Cobra III35
Cobra IV35
Courier30
Diamondback Explorer42
Diamondback Scout40
Eagle28
Federal Assault Ship60
Federal Corvette70
Federal Dropship60
Federal Gunship60
Fer-De-Lance70
Hauler20
Imperial Clipper60
Imperial Cutter70
Imperial Eagle28
Keelback45
Orca55
Python65
Sidewinder20
Type-635
Type-754
Type-965
Viper III35
Viper IV35
Vulture55

*These numbers are no longer experimental- they have been pulled directly from the 2.2.03 beta (with the exception of the Corvette, Conda, and Cutter, who's hardness is currently tripled in the beta)
And then added that to the Third Column. HFV is a made up thing that seems to be kinda Hull Hit Points but not; and of course there's no data for Military Hulls because Frenotx did that work years ago so you'll just have to hope that it scales up from standard armour proportionally.
 
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Deleted member 115407

D
3300 century space game, 1900 century ui.

lol - It really has to be a lack of playtesting in the style of actual players.

Dev buys one ship, buys new armor, stores the old armor, checks storage - Yep! It's working great!

Meanwhile you're flying around in 20 different spaceships... some with multiple armor sets for different roles.
 
The Data in this post were supeceded as poined out by Truesilver below. so REDACTED better data below.

Obviously the Ferdie is a standout there with no Rank Lock but equal to Cutters and Vettes. It also is well above the HFV per Ton of those two. And although it's among the most expensive of armours, it is still an order of magnitude cheaper than the Cutter / 'Vette class.

All that is not much use to most folks. The really big ships and Billions of credits and high ranks are things of well developed players.

What is more interesting is in the Mid Ranks.
The Viper has a LOT going for it. In terms of value for armour both in credits and in weight (Only just getting to know this ship as of last week) definitely a capable combat oriented ship.

But the REAL standout in the mid-ranks is
The Cobra III !
What a ship!

It ranks equal 8th in terms of HFV armour Hit Points - right there with Rank Locked ships like the Clipper, the FAS / Gunship / Dropship

But it weighs so little - getting almost 3 times the HFV to weight ratio of the FedShips. And costing just 1% of the Gunship.

So much value in a multi role ship. The Cobra.

DeLacey really know how to do lightweight armour compared to Core Dynamics. And that follows across to the Python which is another great value combat capable ship. And again that carries across to the Fer De Lance. Such great value in the DeLacey ships. You can see why folks get the DeLacey tattoo, but not Core Dynamics.
 
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Rich folks and engineered folks, how do YOU manage this problem?

By upgrading military hulls only for Corvettes. They are my combat ships so for them I upgraded three military hulls and placed them in storage - when the time comes. Until then they fly with basic lightweight G5 Hull Boost.
 
HFV is a made up thing that seems to be kinda Hull Hit Points but not; and of course there's no data for Military Hulls because Frenotx did that work years ago so you'll just have to hope that it scales up from standard armour proportionally.

There seem to be some misunderstandings here.

Hull Hardness was indeed tested by the inimitable Frenotx but the test results were superseded when the Devs added HH to the right panel as an in-game displayed value.

If you want to see your ship's Hull Hardness look at the right panel - or at Coriolis or ED Shipyard, which show the official value for every ship.

Hull Hardness has nothing to do with bulkheads or engineering. It can't be changed. It's the same by ship for military, lightweight, reactive, whatever.

Nor is Hull Hardness hit points. It's a modifier applied to incoming weapon damage only.

Weapon APV / Hull Hardness = % damage taken, capped at 100%.

I hope this is helpful, o7
 
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