In-Development Coriolis EDCD Edition

I've been testing out a light cargo-centric build for the Cutter, and it seems that the readout for shields is wrong.

Either that or I don't understand it :)

Here's a link to the build. I've entered my actual numbers from the shield and booster mods (in Beta 3).

https://eddp.co/u/iWPJLjCN

In my right panel, in game, it says I have 53.2% kinetic resistance, 59.4% thermal resistance, and 68.0% explosive resistance, with a total MJ of 304.

But Coriolis says I take 31% kinetic damage, 27% thermal damage, and 21% explosive damage (with 2 pips to shields).

With 1 pip to shields it's 38% kinetic, 33% thermal, and 26% explosive.

If the game says I have 53.2% kinetic resistance, doesn't that mean I take 46.8% kinetic damage? So where does the 31%-38% in Coriolis come from? It doesn't seem to add up, regardless of Pip settings.

It appears that Coriolis shows a smaller amount of damage taken than it should.

Is there some other factor in there that's not apparent to me?

Thanks :)

The numbers you're seeing in-game are excluding any resistances given by pips to SYS. If you change your setup in Coriolis to have 0 pips to SYS then the numbers should match.
 
EDCD are pleased to announce the first beta release of Coriolis 2.3. This is a major update to Coriolis that provides a clearer display of information around a build's offensive and defensive attributes, the selection of an existing build as an opponent to your build, and the ability to see how alterations to pips change offensive, defensive and movement metrics.

Highlights of this release include:
  • Active changes to the build: set your pips, boost, opponent (from stock builds or your own saved builds), fuel and cargo levels and more. These are taken in to account for all metrics (SYS changes shield resistance and recovery time, ENG changes speed and agility, WEP changes time to down opponent's shields etc).
  • Introduction of new tabbed interface with four sections: 'Power and Costs', 'Profiles', 'Offence' and 'Defence'
    • Power and costs section provides the existing 'Power' and 'Costs' sections
    • Profiles section provides a number of graphs that show how various components of the build (top speed, sustained DPS against opponent's shields and armour etc) are affected by mass, range, etc.
    • Offence section provides details of your build's damage distribution and per-weapon effectiveness. It also gives summary information for how long it will take for your build to wear down your opponent's shields and armour
    • Defence section provides details of your build's defences against your selected opponent. It provides details of the effectiveness of your resistances of both shields and armour, and effective strength of each as a result. It also provides key metrics around shield longevity and recovery times, as well as module protection

This is an early beta, in that it should be working but hasn't had a lot of testing. There will no doubt be bugs. More importantly, and harder to find, there will most likely be errors in some of the calculations. If you do try it out and find any issues with the numbers that Coriolis provides please report them here or at https://github.com/EDCD/coriolis/issues and we will take a look at them. Note that many items will have tooltips that explain the derivation of the resultant numbers so this can help when working out where such issues lie.

Data in the beta version corresponds to the current 2.3 beta of Elite itself, and is expected to keep pace with changes there as they are made. This means that comparisons against the current live Elite may not be accurate.

The URL for the beta version of Coriolis is http://beta.coriolis.edcd.io/ Please take a look and let us know if you find any problems.

What a fantastic update, this is everything I could imagine ever asking for! :-D

Keep it up, keep it up!
 
Sorry for the double post, but I might have found a little bug:

Adding Thermal Shock on a E3 Beam Turret reduces it's DPS from 9.4 to 7.5, but the overall DPS on top doesn't change.

This bug applies to every other weapon as well. The increased DPS of the blueprint is applied to the overall DPS, the DPS reduction of a special affect is not applied.
 
Sorry for the double post, but I might have found a little bug:

Adding Thermal Shock on a E3 Beam Turret reduces it's DPS from 9.4 to 7.5, but the overall DPS on top doesn't change.

This bug applies to every other weapon as well. The increased DPS of the blueprint is applied to the overall DPS, the DPS reduction of a special affect is not applied.

Thank you for reporting this. It should now be fixed in beta; please give it a go and let me know how it looks.
 
Thank you for reporting this. It should now be fixed in beta; please give it a go and let me know how it looks.

It is indeed fixed and works as expected, tested a few different weapons and mods - you're one hell of a fast fella! :D
 
Don't know if it's already known, but Cytoscramblers show nothing on the offense diagrams.

The Cytoscrambler has a very short range. If your engagement range is above 600m it won't show up, please try reducing your engagement range and let me know if it shows up.
 
Hello,

coriolis is turning into a really efficient simulation tool, thank you very much !

Anyway, I found some errors on the "shield will hold for" in the defense menu :
-> it doesnt take account of the shield regeneration : if sdps are lower than shield regeneration, the shield still break after a while. On related effect, whatever shield regeneration value I enter doesnt change the time
-> value is not the same on defense menu of ship A vs B than in offence menu of ship B vs A, even removing the distributor resistance (0 on SYS)
-> All stocks ship are considered without any weapon.

tested on : 2.3.0b - 2017-03-31
 
Hello,

coriolis is turning into a really efficient simulation tool, thank you very much !

Anyway, I found some errors on the "shield will hold for" in the defense menu :
-> it doesnt take account of the shield regeneration : if sdps are lower than shield regeneration, the shield still break after a while. On related effect, whatever shield regeneration value I enter doesnt change the time
-> value is not the same on defense menu of ship A vs B than in offence menu of ship B vs A, even removing the distributor resistance (0 on SYS)
-> All stocks ship are considered without any weapon.

tested on : 2.3.0b - 2017-03-31

Shields don't regenerate when under fire so shield regeneration is not relevant when calculating time to drop shields.

Can you provide an example of where you are seeing a discrepancy between offence and defence of the two ships? Beta URLs will be enough, thanks.
 
Shields don't regenerate when under fire so shield regeneration is not relevant when calculating time to drop shields.

Can you provide an example of where you are seeing a discrepancy between offence and defence of the two ships? Beta URLs will be enough, thanks.

here :
where I ask this ship to attack himself (a clone)
http://beta.coriolis.edcd.io/outfit...ABSIAcBXBgAgGUALAS2R1XCQArEA=&bn=Popup Shield

-> I understand then why shield regeneration is not taken in account, but it then turn much more difficult to compare a shield with high intial value versus a shield with high regeneration ... Or a shield with high raw shield value, and an other one with high resistance (since resistance increase the effective shield regeneration)
I made some tests (that's why my answer is late), and shield doesnt regenerate for 1s after the attack stop ... So it's not very important ... Maybe the time including regeneration could be generated as well.
But an other solution to take account of shield regeneration could be an effective shield value after <time>, being the sum of (initial raw value + regen * time) / (1 - resistances)
 
Thank you for this; I've found an issue in the beta where opponent pips were not set dynamically (it would work on a refresh) and have fixed it; if you try http://beta.coriolis.edcd.io/ now it should show the correct values immediately you select the opponent.

It's pretty much impossible to build a single system that could take recharge in to account; you could easily have two situations where the same ship is under fire for 50% of the engagement but due to the firing pattern in one situation the shield never recharges and in the other the ship recharges for half the engagement. Given this, the existing system is predicated on the idea that the ship is continually under fire just because I had to pick something.
 
Just saw the changes concerning modifications, with the added engineering materials and engineers offering the mods - truly fantastic!

I've noticed though the lacking German localization in many parts - is there a way to contribute to it as an "outsider"?
 
Just saw the changes concerning modifications, with the added engineering materials and engineers offering the mods - truly fantastic!

I've noticed though the lacking German localization in many parts - is there a way to contribute to it as an "outsider"?

Absolutely, and it would be very welcome. You need to look at is https://github.com/EDCD/coriolis/blob/develop/src/app/i18n/de.js which contains all of the current translations, and https://github.com/EDCD/coriolis/blob/develop/src/app/i18n/en.js which contains all of the more complex phrases in English.

If you have development experience then you can set up a local copy of Coriolis so that you can see the changes as you make them. There are details of how to set up a local development environment for Coriolis at https://github.com/EDCD/coriolis/wiki/Developing-for-Coriolis Please ensure that you use a feature branch based off the 'develop' branch.

If however that last paragraph made no sense to you, feel free to send me a list of the translations of the phrases in https://github.com/EDCD/coriolis/blob/develop/src/app/i18n/en.js and I'll add them in myself.

I'm unsure what Elite does with translations of blueprint and material names, but if you want to translated them as well then the names are in https://github.com/EDCD/coriolis-data/blob/develop/modifications/blueprints.json and https://github.com/EDCD/coriolis-data/blob/develop/modifications/specials.json.
 
Absolutely, and it would be very welcome. You need to look at is https://github.com/EDCD/coriolis/blob/develop/src/app/i18n/de.js which contains all of the current translations, and https://github.com/EDCD/coriolis/blob/develop/src/app/i18n/en.js which contains all of the more complex phrases in English.

If you have development experience then you can set up a local copy of Coriolis so that you can see the changes as you make them. There are details of how to set up a local development environment for Coriolis at https://github.com/EDCD/coriolis/wiki/Developing-for-Coriolis Please ensure that you use a feature branch based off the 'develop' branch.

If however that last paragraph made no sense to you, feel free to send me a list of the translations of the phrases in https://github.com/EDCD/coriolis/blob/develop/src/app/i18n/en.js and I'll add them in myself.

I'm unsure what Elite does with translations of blueprint and material names, but if you want to translated them as well then the names are in https://github.com/EDCD/coriolis-data/blob/develop/modifications/blueprints.json and https://github.com/EDCD/coriolis-data/blob/develop/modifications/specials.json.

Wow, there's still a ton of translation to be done!

Since I've never work on/with GitHub... Should I just take the de.js in "Raw" format, add the translated lines from the "en.js" to it and then send it to you as a .txt file via the forum... Or is there a direct way via GitHub to add it?
 
Wow, there's still a ton of translation to be done!

Since I've never work on/with GitHub... Should I just take the de.js in "Raw" format, add the translated lines from the "en.js" to it and then send it to you as a .txt file via the forum... Or is there a direct way via GitHub to add it?

It's fine to just edit the raw de.js and send it to me, I can add it in to the distribution.
 
It's fine to just edit the raw de.js and send it to me, I can add it in to the distribution.

Alright, will do! I'm gonna work my way from the top to the bottom of the page, likely gonna start this weekend.

Should I use the beta or the standard site as reference? I guess beta?

EDIT:

I guess I'll go with another approach and work through the original english document from top to bottom.

However: Is the en.js you linked incomplete? Things like:

Units / Metrics
LY: 'Lj', // Light Years
T: 't', // Tons (Metric Ton - 1000kg)

// Sizes
S: 'K', // Small Hardpoint (single Character)
L: 'G', // Large Hardpoint size (single character)
H: 'R', // Huge Hardpoint size (single character)
U: 'W', // Utility Hardpoint size (single character) - Kill warrant scanner, etc
small: 'klein', // Small ship size
medium: 'mittel', // Medium ship size
large: 'groß', // Large Ship Size


and so on are present in the german version, but not the english one...?
 
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EDCD are pleased to announce version 2.3 of Coriolis. This is a major release, updating the data to be consistent with Elite 2.3 and also introducing new features. The major features for this release is the introduction of pip settings for your build, allowing you to see how offence, defence and movement are affected by changing pips to SYS, ENG, and WEP, and the ability to set an opponent build that is used when considering your offence and defence. It also brings information about your offensive and defensive capabilities in graph and chart form, showing damage dealt and taken for the different damage types.

The full changelog is as follows:

  • Reworking of offence, defence and movement information in to separate tabs as part of the outfitting screen:
    • Power and costs section provides the existing 'Power' and 'Costs' sections
    • Profiles section provides a number of graphs that show how various components of the build (top speed, sustained DPS against opponent's shields and armour etc) are affected by mass, range, etc.
    • Offence section provides details of your build's damage distribution and per-weapon effectiveness. It also gives summary information for how long it will take for your build to wear down your opponent's shields and armour
    • Defence section provides details of your build's defences against your selected opponent. It provides details of the effectiveness of your resistances of both shields and armour, and effective strength of each as a result. It also provides key metrics around shield longevity and recovery times, as well as module protection
  • Make scan time visible on scanners where available
  • Update power distributor able-to-boost calculation to take fractional MJ values in to account
  • Revert to floating header due to issues on iOS
  • Fix issue where new module added to a slot did not reset its enabled status
  • Show integrity value for relevant modules
  • Reset old modification values when a new roll is applied
  • Fix issue with miner role where refinery would not be present in ships with class 5 slots but no class 4
  • Ensure that boost value is set correctly when modifications to power distributor enable/disable boost
  • Ensure that hull reinforcement modifications take the inherent resistance in to account when calculating modification percentages
  • Add tooltip for blueprints providing details of the features they alter, the components required for the blueprint and the engineer(s) who cam craft them
  • Use opponent's saved pips if available
  • Ignore rounds per shot for EPS and HPS calculations; it's already factored in to the numbers
  • Ensure that clip size modification imports result in whole numbers
  • Rework of separate offence/defence/movement sections to a unified interface
  • Use cargo hatch information on import if available
  • Additional information of power distributor pips, boost, cargo and fuel loads added to build
  • Additional information of opponent and engagement range added to build
  • Fix power band marker to show safe power limit at 40% rather than 50%
  • Restyle blueprint list to improve consistency with similar menus
  • Use coriolis-data 2.3.0:
    • Add Dolphin
    • Add turreted mining lasers
    • Add long range / wide angle / fast scan scanner blueprints
    • Fix EDDB IDs for class 5 and 7 fighter hangars for correct shopping list
    • Fix cost for rocket-propelled FSD disruptor
    • Add module names for blueprints
    • Fix erroneous value for grade 5 kinetic shield booster
    • Add missing integrity values for some modules
    • Update module reinforcement package integrity
    • Update specs of Beluga as per 2.3
    • Update specs of Asp Scout as per 2.3
    • Update specs of Diamondback Explorer as per 2.3
    • Add ED ID for Rocket Propelled FSD Disruptor
    • Fix ED name for target lock breaker special
    • Update scan range and angle information for sensors
    • Tidy up shield cell bank information to allow for accurate calculations with modifications
    • Update mine launcher stats
    • Add appropriate engineers to per-module blueprint information

As always, Coriolis can be found at https://coriolis.edcd.io/

PS: And a big shout out to jgm for his awesome work of keeping Coriolis and coriolis-data more than up2date!
 
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