Coriolis.io - A new ship builder and comparison tool

I really don't want to sift through the entire thread to see if this was noted yet, but for Power Distributors you have the larger values labeled as for SYS instead of WEAP. Small typo, but figured you would want to know.

That aside, fantastic job. I love ED Shipyard, but taking it the next level with comparisons and saveable builds makes your builder stand out. I have worked on, to limited success, a calculation to determine top speeds accounting for ENG pips and thrust to mass ratios. If I may, I would suggest that if that nut ever gets cracked, incorporate it into the builder. Some ships have a pretty wide scale for speed range. Also, I would say all power distribution settings would be handy in a builder to test builds to see if just because you can turn on 6 beam lasers, doesn't mean your capacitor won't cough up a nut after a few seconds. I think the name is Starlighter here on the forums has some great data and forumla potentials for both WEAP and SYS power setting effects.
 
Did you do this Op?

Whoever did this really did a top class job. That page has already been bookmarked.

EDIT: Is there a way to switch off power to modules in that, so you could (for example) deactivate the FSD, then you could see how much power you use after deploying weapons if you have those modules set up to power down.

EDIT EDIT: yes there is! Great job!
 
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Thoughts, by unchecking the right lower modules (which presently calc cost) ... would also alter the scale jump range as if the item was removed from the upper sections. Would obviate the need to remove them to figure out quick changes.

Kind of in line with my post above, using some of Starlighter's data, I put together a formula to calculate firing time before running a WEAP capacitor empty and the total damage potential of that time. If you take that, and divide by the capacitor refill time in (close to 10 sec across the board) you get a nice DPS value. Mine is set up to accommodate multiple numbers of two separate weapon types, so I can compare whole ship loadouts.

This could be a handy comparison tool as well and maybe better than a PIP setting calculator like I suggested.

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Did you do this Op?

Whoever did this really did a top class job. That page has already been bookmarked.

EDIT: Is there a way to switch off power to modules in that, so you could (for example) deactivate the FSD, then you could see how much power you use after deploying weapons if you have those modules set up to power down.

Just click on the module in the Power Use table, it will grey them out.
 
Did you do this Op? Whoever did this really did a top class job. That page has already been bookmarked. EDIT: Is there a way to switch off power to modules in that, so you could (for example) deactivate the FSD, then you could see how much power you use after deploying weapons if you have those modules set up to power down. EDIT EDIT: yes there is! Great job!
In the Power Use list on the bottom left, click the module you want to switch off.
 
Hi all, and OP

I have just tried your tool and am getting results from a new build Cobra (as an explorer). and after double-checking load-out, it seems there is something wrong with the calculations.

http://coriolis.io/outfit/cobra_mk_...17--020632-43-2i2f?bn=Current Explorer Config
this comes out with a jump range of 26.7ly - and on my one in the station it shows 25.19ly
(strangely the Coriolis also show that when laden - 25.19...mmm I have not cargo hold!! or is it because I have to worry about fuel weight?)
another thing is that the power requirements seem a little off - retracted is fine, but deployed shows 10.21 on coriolis, and on my ship it says 9.61

just thought you'd like to know..

other wise great tool
 
Like you suspected, the laden jump range is with a full fuel tank. I don't know how the unladen range is calculated here, over at ED shipyard it's the jump range with just enough fuel for one maximum range jump.
 
OK, just checked it out and I am addicted within literally 2 minutes.

Absolutely outstanding work.


Please add C2 burst lasers when you get the chance :)
 
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Fantastic work - rep'd :D

Now for my minor suggestion, based on the "build" function. At the moment, cost and insurance are calculated on the basis of the default costs. Some people may prefer to enter a discount if e.g. they grabbed their ship or a piece of equipment in a sale. Discount could be in Cr or %, or maybe a choice between those options when entering a discount in the UI (I think FD have mainly gone for % discounts, but an option to enter a fixed Cr discount might cover other future discounts).

I'm guessing storing custom values for each item in the build might be too much effort for only marginal importance, but if comparing e.g. one fighter build to another, the actual insurance for your build might be nice to see.

But again, great work!
 
Very good, now if only FD would allow external access to our ship data so it could automatically be loaded into this (and other tools).

One bug I found, my Cobra started off with a 5e shield generator, it's a class 4 slot.
 
Hi all, and OP

I have just tried your tool and am getting results from a new build Cobra (as an explorer). and after double-checking load-out, it seems there is something wrong with the calculations.

http://coriolis.io/outfit/cobra_mk_...17--020632-43-2i2f?bn=Current Explorer Config
this comes out with a jump range of 26.7ly - and on my one in the station it shows 25.19ly
(strangely the Coriolis also show that when laden - 25.19...mmm I have not cargo hold!! or is it because I have to worry about fuel weight?)
another thing is that the power requirements seem a little off - retracted is fine, but deployed shows 10.21 on coriolis, and on my ship it says 9.61

just thought you'd like to know..

other wise great tool

Could you provide some screen shots of the outfitting screen of both hardpoints and internal options showing?

Unladen jump range is: Ship mass + Components & Hardpoints mass + max fuel for a single jump (based on the FSD)
 
cmmcleod,
I don't know if you're directly involved with it but there one thing that I can think of that needs to be fixed:
The class 6 module slot on the Orca can only fit cargo racks and hull reinforcement, meaning you can't fit a A6 shield module or anything else.
There is the same issue in edshipyard, and it has been confirmed by the Devs it was by design.
Anyway, great tool none the less.
Bookmarked :)

https://forums.frontier.co.uk/showthread.php?t=150545&highlight=orca+class

EDIT: read the rest of thread. You are involved in it so good job!
 
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This is very impressive! Great job, and thank you.


Edit: Someone may have already mentioned this but if not, the new class 2 burst lasers are missing.
 
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Sorry but I a computer moron. How do I install or run this app.

Just visit coriolis.io with a modern browser :)

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This is very impressive! Great job, and thank you.


Edit: Someone may have already mentioned this but if not, the new class 2 burst lasers are missing.

Yup, will be fixed in the next release. I believe they were only added in 1.3 Beta. Pricing may be off until 1.3 is released.

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cmmcleod,
I don't know if you're directly involved with it but there one thing that I can think of that needs to be fixed:
The class 6 module slot on the Orca can only fit cargo racks and hull reinforcement, meaning you can't fit a A6 shield module or anything else.
There is the same issue in edshipyard, and it has been confirmed by the Devs it was by design.
Anyway, great tool none the less.
Bookmarked :)

https://forums.frontier.co.uk/showthread.php?t=150545&highlight=orca+class

EDIT: read the rest of thread. You are involved in it so good job!

Yeah the Orca is a real pain here. Right now there is now support for 'special' or restricted slots. For the moment Orca owners will simply have to deal with this :(
 
This tool is amazing.

I love that when you untick an items to exclude it from cost calculation that it also excludes it from the rebuy so you can calculate individual modules effects on the rebuy with extreme ease. This in and of itself has made this tool an instant replacement for EDShipyard for me. Thank you so much. I also concur, it's obvious this tool was a labor of love.

My only suggestion is to allow us to apply custom percentages to the cost of items to account for rebuy calculation for components/ships etc purchased with discounts ingame.
 
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So I finally got this working on my PC tonight and started work on making this more responsive so it works well on phones :). I submitted a pull request for the main heading and I'll submit another one this week sometime for making the outfitting screen responsive (on Github I'm Maverick, because at my work we all have callsigns from Top Gun :)).
 
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