Thanks -- they have a few more reactors and shields, but I still need more high class module stats before I can enable any more ship hulls. Hopefully if the tool gets a little traction, that'll be extra motivation for more folks to add data to fill in these wikis.
Entered my newly bought ASP's spec (no hardpoints, I1/D5/D5/B5/D4/D4/D5/-) and the mass came out spot on (480t, plus 32t fuel, 0t cargo).
As I'm currently mostly interested in jump range (efficient rares trading) I went on to cross-check that. And here there seems to be a slight difference (or alternatively some ignorance on my part):
* 26.83ly Current Jump Range on the outfitting screen (screenshot below)
* 29.704ly Jump Range in the tool (unladen, full fuel)
Hope this helps - either improving the tool or my knowledge of how this stuff works.
Entered my newly bought ASP's spec (no hardpoints, I1/D5/D5/B5/D4/D4/D5/-) and the mass came out spot on (480t, plus 32t fuel, 0t cargo).
As I'm currently mostly interested in jump range (efficient rares trading) I went on to cross-check that. And here there seems to be a slight difference (or alternatively some ignorance on my part):
* 26.83ly Current Jump Range on the outfitting screen (screenshot below)
* 29.704ly Jump Range in the tool (unladen, full fuel)
Hope this helps - either improving the tool or my knowledge of how this stuff works.
Good catch -- looks like this was caused by an incorrect fuel multiplier value for the 5B FSD (was 0.008, should have been 0.010). I just updated the page and I now get the same jump ranges as shown in your screenshot (just note that you have 4t of cargo, not 0t).
EDIT: I suspect the 3B FSD has the same mistake, but I can't confirm because the station I'm in at the moment doesn't carry a 3B drive. Hopefully somebody else can check that out and report back.
I suspect the 3B FSD has the same mistake, but I can't confirm because the station I'm in at the moment doesn't carry a 3B drive. Hopefully somebody else can check that out and report back.
I discovered something new as a result of a reddit comment about the power usage tallies: every ship hull has an idle, baseline power draw which isn't listed on its in-game stats screen nor, as far as I can tell, on any of the wikis. For example the Sidewinder has an idle 0.92MW power drain before any other modules.
I've filled in the values for the ships I have handy, but if anyone owns a Cobra, Type 6 or Type 7, could you plug in your current loadout and compare the power draw numbers to what you see in-game? Both the deployed and retracted figures should be off by the same amount, which is the missing baseline power draw from those hulls.