Release EDSY - The ship outfitting tool formerly known as E:D Shipyard; reimagined, redesigned, reborn

  • added the Anti-Guardian Zone Resistance blueprint to all Guardian modules
The old GuardianWeapon_Sturdy mod (which incurred a −20% damage penalty) has been completely replaced by the new GuardianModule_Sturdy. EDSY v4.8.18.1 fails to recognize the latter for Guardian weapons.
 
Not sure if that is a known bug, but as it just came up in another thread: EDSY is coloring the modules' group number and tickbox based on the retracted power budget instead of the deployed one. I have an example here, the weapons in group 3 are colored green when they should be orange, as seen in the power bar in the TTL box.
 
Not sure if that is a known bug, but as it just came up in another thread: EDSY is coloring the modules' group number and tickbox based on the retracted power budget instead of the deployed one. I have an example here, the weapons in group 3 are colored green when they should be orange, as seen in the power bar in the TTL box.
I'm not seeing this on any of my saved builds, including ones I've edited just recently - I do see it when opening your linked build though.

edit: Also able to recreate it by manually recreating your build piece by piece... must have something to do with either the Viper IV or a certain power threshold?
 
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I'm not seeing this on any of my saved builds, including ones I've edited just recently - I do see it when opening your linked build though.

edit: Also able to recreate it by manually recreating your build piece by piece... must have something to do with either the Viper IV or a certain power threshold?
it's not specific to my Viper build, I can recreate this on any fresh build on EDSY, and see it on my stored ships too. Maybe it's a browser issue? I am using the latest Firefox on Linux Mint 22.
 
it's not specific to my Viper build, I can recreate this on any fresh build on EDSY, and see it on my stored ships too. Maybe it's a browser issue? I am using the latest Firefox on Linux Mint 22.
So I attempted rebuilding a Chieftain build I have, I observed this phenomenon at first but then it went away as I added more things drawing power - then I went backwards until it started happening again.

What I think is happening is if power priority 3 fits under the 50% threshhold, the color mismatches happen? It also happens with blue, if weapons are on 3 and something like the shield gen is on 4 the weapons stay displayed 'blue' even though with weapons deployed it would go over 40%. https://edsy.org/s/vGM7sdB

I'm also using Firefox.
 
Not sure if that is a known bug, but as it just came up in another thread: EDSY is coloring the modules' group number and tickbox based on the retracted power budget instead of the deployed one.
Yes, it has always been that way, AFAIR.

Colouring group numbers based on power draw with deployed hardpoints can be problematic as well; in particular, it means that modules that exceed the power budget with hardpoints deployed but not with retracted (a very common occurrence) are coloured the same as modules that always exceed the power budget. [Edit — previous version of the preceding sentence was misleading.]

Two potential solutions I can see:
  1. Make group number colours depend on the power budget with hardpoints deployed while keeping tickbox colours aligned with hardpoints retracted (or vice versa).
  2. More colours, e.g.
    • cyan for groups that are below 40% when retracted but not when deployed
    • yellow for groups that are in the 40%–50% range when retracted but not when deployed
    • reddish orange for groups that are in the 50%–100% range when retracted but not when deployed
So I attempted rebuilding a Chieftain build I have, I observed this phenomenon at first but then it went away as I added more things drawing power - then I went backwards until it started happening again.
Enable the TTL info box at the bottom and keep looking at it as you modify the build — that ought to make it obvious what is going on.
 
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Enable the TTL info box at the bottom and keep looking at it as you modify the build — that ought to make it obvious what is going on.
It was on the whole time - I don't know why anyone would disable the TTL box, and I'm not clever enough with math to pull apart what ought to be obvious about it. All I see are the power priority groups colored like they normally are.

If you take the build I linked and keep adding weapons onto it, you can observe weapons grouped on 3 stay "blue" even when the "3" group goes from blue, to green, to yellow.
 
It was on the whole time - I don't know why anyone would disable the TTL box, and I'm not clever enough with math to pull apart what ought to be obvious about it. All I see are the power priority groups colored like they normally are.
The obvious (well, to me) part is that button colours generally reflect the retracted power draw allocation, as represented by the upper colourful bar in the TTL box (red being an exception).
If you take the build I linked and keep adding weapons onto it, you can observe weapons grouped on 3 stay "blue" even when the "3" group goes from blue, to green, to yellow.
Your build can be confusing indeed because group 3 contains only weapons, so there is no “3” in the upper power bar (and in the lower power bar group 3 is too narrow for the number to be visible).

Anyway, the conclusion is the same — as things are now, one should not rely solely on the colours of the buttons and group numbers when figuring out how to assign power groups; the power draw bars in the TTL box are what one should look at.

(After thinking about it a bit more, I now believe it would be better to base the button and group number colours consistently on the power budget with hardpoints deployed — although either of the two solutions I suggested in my previous post would be even better.)
 
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