In-Development Coriolis EDCD Edition

EDCD are pleased to announce version 2.3.2 of Coriolis. This is a maintenance update that fixes issues brought to light with the release of Elite 2.3. The full changelog is as follows:

  • Use scan range for DSS rather than scan time
  • Fix companion API import of Dolphin
  • Use coriolis-data 2.3.2:
    • Separate scan time and scan range
    • Add Frontier IDs for new items in 2.3
    • Update ownership of module blueprints for sensors and scanners
    • Update railgun penetration

As always, Coriolis can be found at https://coriolis.edcd.io/
 
Can someone check with firefox? Mine became so slow that I thought it hanged. Even after closing the tab with coriolis the browser acts like it was using 99% CPU or something like that (but no weird CPU usage in system monitor).

Last version had an error calculating maximum mass with engineered shields. According coriolis I should be not able to use the shields I currently use. I would post an example, but the mentioned bug makes it impossible to do so :(
 
Can someone check with firefox? Mine became so slow that I thought it hanged. Even after closing the tab with coriolis the browser acts like it was using 99% CPU or something like that (but no weird CPU usage in system monitor).

Last version had an error calculating maximum mass with engineered shields. According coriolis I should be not able to use the shields I currently use. I would post an example, but the mentioned bug makes it impossible to do so :(

I use firefox and access to https://coriolis.edcd.io works fine for me. (note I use Noscript and Adblock Plus, though)

Check that flash/java/drivers/browser are all up to date?
 
I use firefox and access to https://coriolis.edcd.io works fine for me. (note I use Noscript and Adblock Plus, though)

Check that flash/java/drivers/browser are all up to date?

I use those exact extensions too (very useful). I joined the discord chat to ask and the answer was already there:

There are issus with Firefox' local storage. Apparently the following fixes it
Firefox Options -> Advanced -> Network:
Offline Data Menu at bottom: remove https://coriolis.edcd.io/ from the list.

Kudos to jgm :)
 
EDCD are pleased to announce version 2.3.3 of Coriolis. This is a maintenance. The full changelog is as follows:

  • Remove unused blueprint when hitting reset
  • Add 'purchase module' external link to EDDB for refit items
  • Use coriolis-data 2.3.3:
    • Add Felicity Farseer to list of engineers that supply sensor and detailed surface scanner modifications

As always, Coriolis can be found at https://coriolis.edcd.io/
 
Current version of the website is suddenly causing Firefox v 47.0.1 to crash where it didn't use to. I had to use ... chrome (shutters) to use the website!
 
Current version of the website is suddenly causing Firefox v 47.0.1 to crash where it didn't use to. I had to use ... chrome (shutters) to use the website!

Update your Firefox then, it doesn't crash for me on 52.0.2 (and just about to be 53.0, seems there's another update!)
 
I use EDMarketconnector to export my ship details.
Then I import into coriolis.
Normally this works fine but I noticed today that my Engineer mods are not getting imported.

Something changed ?
 
EDCD are pleased to announce version 2.3.4 of Coriolis. This is a maintenance release. Full changelog is as follows:

  • Fix crash when removing the special effect from a module
  • Ensure comparisons with saved stock ships work correctly
  • Add 'Racer' role
  • Tidy up shipyard page; remove units from data columns and re-order for legibility
  • Allow basic drag/drop functionality in Edge/Internet Explorer 11 browser
  • Provide separate special effects for dumbfire and seeker missiles
  • Include special effect modifiers in blueprint tooltip
  • Use coriolis-data 2.3.4:
    • Add missing Long Range blueprint to multi-cannon
    • Fix values for thermal load of focused weapon grade 4
    • Fix internal module information for power plant blueprints
    • Add 'FSD Interrupt' special to dumbfire missile racks; this module now has `specials_S` and `specials_D` keys for specials to differentiate

As always, Coriolis can be found at https://coriolis.edcd.io/
 
Sorry that this is a bit off topic, but I've only just got back to ED having been away on other projects & work for about a year, have upgraded my computer & tried to use REGULATEDNOISE & ELITEOCR & just keep getting errors & crashes from them. Does anyone know if there's a working version for windows 10 64 bit out there somewhere ? I loved the simplicity of the interface & the automated import / export to EDDB by using F10 screenshots of the commodities screens.
Any help gratefully received.
 
Sorry that this is a bit off topic, but I've only just got back to ED having been away on other projects & work for about a year, have upgraded my computer & tried to use REGULATEDNOISE & ELITEOCR & just keep getting errors & crashes from them. Does anyone know if there's a working version for windows 10 64 bit out there somewhere ? I loved the simplicity of the interface & the automated import / export to EDDB by using F10 screenshots of the commodities screens.
Any help gratefully received.

You're still using EliteOCR and taking screenshots? Have you not heard about EDMarketConnector?
 
No prob. I'll have a good read up about this "TCE" & how it works. Part of my problem is that folks are saying that some of the API's are only Apple compatible (& I HATE APPLE PRODUCTS) but I also only tend to use one monitor so I don't really want to have to keep Alt-Tabbing out of ED to update stuff, I'd rather have it available on an Android tablet (or another possibility is that I resurrect one of my old computers & use that on another screen, but that then means I need to have another keyboard & mouse on the desk - decisions, decisions - lol )
 
Two bugs that I've found

First, if I select any weapon with falloff (for example, beam laser or multicannon) and use any predefined (worst, best...) long range upgrade on it, the falloff correctly changes to equal the new range. But if I input the range manually with zero as starting point, falloff stays at the initial value. This then messes up the damage profiles at ranges above the initial falloff range. As bandaid, one can select any of the preselected values and then input their numbers to it and the falloff will be correct.

And another minor one. This Viper IV, https://eddp.co/u/MYs2F8oB, shows max speed and boost speed as 0 in the top left, which is fine as the total mass exceeds the capability of engines. But if I lower the fuel carried amount to 1,2 t or lower, they now turn into NaN as the engines can handle that amount of fuel. But as the indicators are speeds with full tank, they should stay at 0. Also affects the movement profile with the speed, roll, yaw and pitch rates. 1,3 t or more fuel, they're all NaN instead of 0. Viper was just an example, point being that if ship mass exceeds engine capabilities, the numbers should stay at 0 instead of going NaN under the listed circumstances.
 
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Two bugs that I've found

First, if I select any weapon with falloff (for example, beam laser or multicannon) and use any predefined (worst, best...) long range upgrade on it, the falloff correctly changes to equal the new range. But if I input the range manually with zero as starting point, falloff stays at the initial value. This then messes up the damage profiles at ranges above the initial falloff range. As bandaid, one can select any of the preselected values and then input their numbers to it and the falloff will be correct.

And another minor one. This Viper IV, https://eddp.co/u/MYs2F8oB, shows max speed and boost speed as 0 in the top left, which is fine as the total mass exceeds the capability of engines. But if I lower the fuel carried amount to 1,2 t or lower, they now turn into NaN as the engines can handle that amount of fuel. But as the indicators are speeds with full tank, they should stay at 0. Also affects the movement profile with the speed, roll, yaw and pitch rates. 1,3 t or more fuel, they're all NaN instead of 0. Viper was just an example, point being that if ship mass exceeds engine capabilities, the numbers should stay at 0 instead of going NaN under the listed circumstances.

Thanks for reporting these. They should be fixed in the beta site at http://beta.coriolis.edcd.io/ please give it a go there and see if it's now behaving.
 
One more thing. Not really a bug, but more of an inconsistency.

While fitted to a ship, marking shield boosters disabled will remove them from shield metrics in the defense page while shield cell banks stay there for as long as they're fitted, even if they're disabled.
 
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